November Devlog | Week #1 | No. 348

Development
November 13, 2025
January 28, 2026

This week’s development cycle brought a fresh wave of progress across multiple disciplines, with each team contributing key updates that continue to strengthen both the technical foundation and visual identity of Erendorn. From new character customisation assets and armour texturing, to deeper backend stabilisation ahead of external testing, to continued animation refinement and expanded visual effects, the project saw meaningful advancements on all fronts. As systems grow more robust and assets become increasingly polished, the game world edges ever closer to the cohesive and immersive experience envisioned for players. 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!

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3D Modelling

This week, the 3D Modelling team expanded Erendorn’s character customisation options with the creation of a new scalp texture for the Zentragal, enhancing the race’s visual cohesion and supporting the recently developed hairstyles. Alongside this, work progressed on the Forest Druid’s second equipment set as the team moved into the texturing phase, adding colour, material definition, and surface nuance to bring the naturalistic forms of the armour to life. These updates help strengthen both racial identity and class distinction, contributing to a richer and more cohesive visual experience as new assets continue to take shape.

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Zentragal hair in engine

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Textured Forest Druid armour

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Programming

Server

This week, the Server team focused on resolving a series of event-system issues and preparing the backend for upcoming external testing. Several long-standing problems within event blocks were addressed, including a key fix to dialogue handling where entries were not being correctly preloaded from the database or selecting the appropriate opening line based on context. Interactable functionality, which had been disrupted by an earlier change, was also restored to ensure players can once again engage reliably with world objects. Alongside these fixes, the team tackled a wide range of issues uncovered during the latest internal testing phase, stabilising core systems in preparation for the approaching friends-and-family alpha. Additional time was invested in implementing a new API for entity editing and introducing an entity editor to internal tools, with further development planned for the future. To support upcoming account-based testing, the team also drafted a plan for upgrading the login servers and backend infrastructure, laying the groundwork for secure invite-based access as development moves into its next milestone.

Fixes included:

  • Removed redundant PartyReconnect call.
  • Fixed party handling in server transit situations.
  • Added ControlAPI to enable live data reloading.
  • Updated admin dashboard to enable live data reloading.
  • Created item debug tool to debug an item issue.
  • Added character creation time tracking.
  • Fixed Dialogue template loading.
  • Corrected Dialogue Response loading.

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Animation

This week, the Animation team continued refining the core processes established in recent weeks, maintaining their focus on improving movement and combat responsiveness across the game. Ongoing polish passes were carried out to strengthen animation flow, ensuring transitions feel more grounded and cohesive during gameplay. Alongside these refinements, the team completed the implementation of the new Zentragal hairstyle, integrating it cleanly with existing rigs and ensuring it behaves correctly in motion. While much of the work remains behind the scenes, these steady improvements contribute to a more fluid and characterful animation experience as development progresses.

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Zentragal's new hairstyle in action

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Visual Effects

This week, the VFX team focused on resolving issues uncovered during recent playtesting while continuing to enhance the visual quality of key gameplay elements. A number of broken or misbehaving effects were identified and repaired, helping to restore clarity and consistency across various interactions. In addition, the portal received a notable upgrade with the introduction of subtle motion applied to the surrounding rocks. Each rock now features its own unique size and velocity scaling, ensuring that every portal in the world carries a slightly different visual rhythm. These refinements bring added dynamism to the game’s magical structures while supporting a more polished and varied visual experience for players.

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Improved portal visual effects

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

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