This week’s development efforts saw meaningful progress across every corner of the project as the team continued refining core systems, expanding visual identity, and responding to feedback from recent playtesting. From ongoing advancements in character customisation and world-building, to substantial improvements in quest behaviour, dialogue systems, and environmental performance, each department contributed updates that help strengthen both the stability and richness of Erendorn’s gameplay experience. With new fixes, artistic enhancements, and technical upgrades moving into place, the world continues to grow more cohesive and responsive as we advance toward the next stages of testing and iteration. 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
This week, the 3D Modelling team advanced the Forest Druid’s armour development by completing the retopology of the third equipment set and beginning the texturing phase. With the model now fully optimised for in-game use, work has shifted toward defining materials, colours, and surface detail that reinforce the Druid’s naturalistic theme. Early texturing passes are establishing the organic tones and layered visual identity that tie the set into the class’s wider aesthetic. As this phase progresses, the equipment is moving steadily toward a final, game-ready presentation that will expand the Forest Druid’s growing collection of distinctive gear.

Programming
Client
This week, the Client team directed their efforts toward resolving several long-standing issues affecting world events and quest progression, focusing on improving communication and data accuracy between client and server. A significant breakthrough came from identifying the root cause of chat messages failing to parse correctly, an issue that had been preventing numerous quests from advancing as intended. With this barrier removed, the team continued refining the quest display system, addressing problems that caused archived or completed objectives to appear when they should not, while updated objectives were failing to show at all. These fixes bring greater reliability and clarity to the questing experience, ensuring players receive accurate feedback as they progress through Erendorn's quests.
Server
This week, the Server team delivered a substantial round of backend improvements, beginning with a full refactor of the project’s logging system. Every log statement across the codebase was updated to support far more granular filtering, allowing simultaneous sessions to be isolated cleanly rather than merging into a single stream. This upgrade greatly strengthens the team’s debugging capabilities, particularly during high-load scenarios and upcoming large-scale playtests. The new system also introduces improved control over log verbosity and lays the groundwork for enhanced metric ingestion, enabling deeper insight into player behaviour as development progresses. Alongside these foundational changes, the team continued refining interactive gameplay systems, implementing limited-use functionality for interactables to prevent repeated exploitation and addressing several dialogue-related issues identified during friends-and-family testing. Fixes to trigger handling, response delivery, and contextual dialogue flow have helped stabilise narrative interactions and ensure more reliable communication between client and server. Together, these updates reinforce both the robustness and long-term maintainability of Erendorn’s backend.
Environment Art
This week, the Environment team continued strengthening the visual and technical foundation of Erendorn’s open world with a series of targeted updates across key biomes. A newly created Nanite world tree was introduced, offering a far more performance-friendly solution while preserving the scale and presence required for one of the game’s landmark assets. Preparatory work also began on the grassland and meadow regions, with landscape sculpting underway to establish the terrain forms that will support upcoming foliage passes. To improve large-scale visibility, the load distance for mountain cliffs was significantly extended, ensuring these imposing features remain present on the horizon and contribute to long-range environmental cohesion. Alongside these improvements, early work began on new meadow vegetation, including flowers and additional foliage sets that will later bring colour, depth, and vibrancy to the region. Together, these updates move Erendorn’s outdoor spaces closer to their intended level of richness and performance.
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Animation
This week, the Animation team delivered a broad round of refinements aimed at improving character presentation, weapon handling, and overall animation quality across several key assets. The Zentragal’s equipped weapon received a correction to its orientation, along with an adjusted light intensity to ensure it reads more clearly in-game. The Forest Druid’s weapon bones were updated for improved alignment, supporting cleaner transitions and more accurate hand placement during combat. Cloth physics saw further enhancement on both the Knight and Forest Druid, resulting in more natural movement and improved visual believability during traversal and battle. Textures were also applied to the new two-handed and one-handed swords, bringing them visually in line with the game’s growing arsenal. Looking ahead, the team has begun planning a refinement pass on the Ogre, focusing on improving idle behaviour, animation cadence, and equipping the creature with a more fitting weapon after performance impressions from the recent F&F alpha. These continued updates contribute to a more polished and expressive animation set across Erendorn’s characters.


Visual Effects
This week, the VFX team concentrated on addressing a wide range of issues reported during the recent friends-and-family testing phase, with a focus on restoring accuracy and consistency across ability effects. Several abilities with long-standing offset problems, including Earthquake, Magic Gland, Summon Geyser, and Thunderstorm, received targeted fixes, with further verification planned for the next playtest to confirm the updated behaviour. Alongside these corrections, the team continued filling gaps where abilities were missing their intended visuals, such as introducing a frosted variant of Web Blast for the Coldweave Spiders to better align with their thematic identity. Efforts were also made to track down missing visual assets for certain abilities flagged by players, though in some cases, such as Protective Ward, investigations suggest the in-game naming may be incorrect rather than the effect itself being absent. These ongoing refinements contribute to a clearer, more consistent visual experience as the team works through remaining playtest feedback.

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






