A month of steady progress has brought Depths of Erendorn closer to its Friends and Family playtest. The world has been rebuilt on a new Mesh Terrain foundation, lifting performance and frames per second, while new enemies and a completed Outpost C expand what players will encounter. Systems have matured with an inventory refactor, fast travel improvements, Outlaw mode and new quests and events, and the Level 3 abilities continue to take shape across sound, animation and visual effects. As always, join us on Facebook, Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn. Alternatively, join our Discord for all the latest! - now let’s get into it!
3D Modelling
Expanding the character and enemy roster has been a major focus for the 3D Modelling Team throughout the past month, with progress spanning both character production and the creation of new enemy variations. The team completed the Innkeeper's sculpt before moving into retopology, preparing the character for the subsequent stages of texturing and implementation. Alongside this, several new enemy variants have been completed, including the Skeleton Cryomancer, Riverstrider Crocodile, Dire Wolvajin, Dwarf Overseer, Bandit Assassin, Lionman Hunter, Bloodclaw Jaguar, Skeleton Defiler and Skeleton Ritualist. These additions introduce greater visual variety across the game's encounters, expanding the range of opponents players will face throughout the world. Together, this work continues to strengthen the character roster of Depths of Erendorn while bringing new inhabitants and threats closer to completion.



Set Piece Design
A new location has taken shape over the past month, with the Set Piece Design Team completing the construction and environmental dressing of Outpost C. Beginning with the main ruined stone structure, the team progressively developed its arched openings, elevated walkways and surrounding details to establish the appearance of an abandoned stronghold. Further work introduced hanging flags and chains, cloth props, ivy and additional environmental elements, alongside collision adjustments to ensure the area was ready for exploration. With Outpost C now complete, attention is shifting towards preparing other areas of the world for the upcoming Friends and Family playtest, bringing more of Depths of Erendorn's environments closer to player testing.
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Programming
Client
Improving inventory management, multiplayer interaction and core interface functionality has driven much of the Client Team's progress throughout the past month. The team has completed a major backpack refactor, consolidating inventory systems and transferring the majority of their functionality into C++, while introducing drag-and-drop operations and more reliable item handling. Vendor interfaces now display equipped items for easier equipment comparisons, with additional comparison tools and slot filters making inventory management more accessible. Alongside this work, improvements to the party and social panels have introduced live party location updates, adventuring status indicators and online notifications through in-game chat. The team has also progressed with integrating new abilities and NPCs, introducing visual ability charges to the hotbar and ensuring active effects are correctly configured with their associated VFX and SFX. Preparation has begun for food consumables, while further UI refinements and bug fixes continue to strengthen the reliability and usability of the client systems. Together, these developments provide a more robust foundation for player interaction, inventory management and future content within Depths of Erendorn.
Server
Expanding the ways players explore, fight and progress has defined the Server Team’s month, with improvements spanning combat clarity, travel, character modes and world content in Depths of Erendorn. Health and shield displays were refined across overhead bars, party portraits and target panels, with configurable options, adjustable bar thickness and clearer divisions for larger pools. Dungeon work also moved forward, with terrain generation corrected for the latest cave environments and fixes made to failed entries and client updates, ready for remote multiplayer testing.
The fast travel system now supports one-way journeys, temporary portals and rotating destinations that stay consistent across servers, while the new Outlaw mode can be played alone or combined with Hardcore, bringing fresh restrictions, death penalties and achievements. Content has grown as well, with new abilities completed for Human mages, Dwarves and Fen Elves, a balance pass on Storm Elf and Zentragal casters, a reworked Cursed Brazier quest and a new quarry quest exploring ancient runes. New world events, including the Corrupted Ritual and a Caged NPC, have been implemented and bug fixed, supported by expanded lore and a more detailed guide for creating future events.
Sound Design
Sound design for Depths of Erendorn’s newest content has moved forward on two fronts this month, with the Sound Team shaping both creature audio and the Level 3 ability roster. Work on the Watertarg continued alongside ongoing ability sound work, with the team building a distinctive palette of layered sounds to give the creature a clear identity within the world. Attention then turned to the Earthen Dwarf, using Kevin’s designs and ability descriptions as reference to gather suitable sources and develop early concepts for Decimate, Earthen Resolve, Grudge, Tremor Strike and Stalagmites. Each ability offered a different chance to explore sounds that suit the Earthen Dwarf’s earth-based combat style, giving every skill its own character within the wider ability roster. As the matching visual effects move towards implementation in the game engine, these concepts can be refined to fit the final animations, effects and timing.
Environment Art
Rebuilding the foundations of Map_01 before dressing them with life and atmosphere has defined the Environment Team’s month in Depths of Erendorn. The existing Landscape was replaced with an Unreal Engine 5.8 Mesh Terrain spanning roughly 6 by 6 kilometres, with Nanite handling terrain level of detail and a rebuilt material supporting slope-based cliffs, altitude-based snow, shoreline sand and tiling reduction. Vegetation followed, with GPU-driven grass that responds to the terrain, a new Houdini pipeline for modelled grass tufts, and around 73,000 Nanite trees swaying with real bone wind. Cliff clusters, rubble piles and 774 generated cliff tiles now sit naturally in the ground, while all eight water bodies carve into the terrain through river and lake modifiers.
The settlement has since been reshaped with a Viking-style palisade and five timber bridges, and the world feels more alive through travelling wind gusts, new flowers and ferns, refined roads, footprints, fog, river mist, glowing forest motes, rainfall effects, giant monster remains and lily pads. Alongside this, optimisation work has delivered major gains, bringing the test build from 27 FPS to roughly 60 FPS and reducing GPU frame time from 29.1 to 13.95 milliseconds.







Animation
Supporting the growing ability roster with the right animation assets has been the Animation Team’s priority this month in Depths of Erendorn. Additional eBPAs and DAAs were implemented for a range of abilities, making sure the necessary animation foundations are in place as each one moves through development. Existing AnimBPs received updates alongside investigations into potential animation bugs, with fixes put in place to keep character movement and ability use consistent. The Watertarg also received attention, with its Basic Attack_B and Giant Strike animations adjusted to support the use of a one-handed sword, helping its combat animations feel cohesive in the game.

Visual Effects
Bringing the Level 3 ability roster from concept to in-game reality has been the VFX Team’s focus this month, with progress made at every stage of the process. The month began with a second round of concept art, refined to better communicate the identity of each ability and produced both with and without supporting text, giving the wider development team flexible reference material with added personality. From there, the team moved into building effects for selected abilities, considering how each one communicates its purpose and complements its combat action. Shadow Snare and Misdirect reached a point the team is happy with, and the effects for the Targ and Dwarf ability sets were completed and integrated into their respective BPAs. With work on the remaining abilities ongoing, attention is also turning towards new 3D meshes required for several of the designs, moving the visual presentation of the new skills closer to full implementation.



That’s it for this month’s devlog, but have you seen our monthly roundup of August yet?!





