As development on Depths of Erendorn continues to accelerate, this week saw coordinated progress across multiple departments, each contributing to both visual and systemic refinements within the game. The 3D Modelling team reached a major milestone with the completion of the Forest Druid’s equipment sculpts, moving the sets into the retopology phase for optimisation. The Set Piece Design team brought added polish to the marketplace areas, refining structures and props to enrich the lived-in feel of Erendorn’s settlements. On the technical side, the Server team advanced key backend systems by integrating dialogue functionality with quests and delivering numerous fixes to enhance stability and performance. Meanwhile, the Client team improved data synchronisation for quests and interactable objects, strengthening communication between client and server.
To support world-building, the Environment team made significant strides in open-world optimisation, restructuring the Procedural Content Generation system and refining HLOD management for improved visual performance. Together, these updates represent another productive step in shaping a rich, stable, and immersive foundation for Erendorn’s growing world. 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 reached a key milestone in the development of the Forest Druid’s new equipment sets, completing the sculpting phase and transitioning into retopology. With the high-resolution sculpts for all three sets finalised, the focus now shifts to optimising each model for in-game use, ensuring they retain their intricate forms and layered detail while remaining efficient for performance. This process marks an important step toward bringing the Forest Druid’s full range of gear into the engine, where textures, materials, and final polish will soon follow. The completed sets represent a significant expansion of the class’s visual identity, reinforcing its connection to nature through organic shapes and refined craftsmanship.
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Set Piece Design
This week, the Set Piece Design team focused on bringing greater polish and cohesion to Erendorn’s bustling marketplace areas. Attention was directed toward refining the wooden structures that form the foundation of these spaces, enhancing their visual quality and ensuring they integrate naturally with the surrounding environment. Alongside this, a variety of smaller marketplace assets were revisited and refined, helping to add richness and authenticity to the overall scene. These ongoing improvements contribute to creating a more grounded and lived-in atmosphere, further immersing players in the daily life and craftsmanship of Erendorn’s settlements.

Programming
Server
This week, the Server team made significant progress in stabilising and expanding key gameplay systems, with a particular focus on dialogue and quest functionality. Dialogues were successfully brought online and integrated with the quest system, allowing for more dynamic interactions across the game world. Several backend fixes were implemented to ensure dialogues activate and store correctly, including improvements to dialogue template retrieval and service preloading. Beyond this, a wide range of general fixes enhanced overall reliability, addressing issues such as inventories not loading correctly, duplicate item entries, and missing starting gear for new characters.
Movement in combat was also refactored to prevent entities from passing through hostile targets, while XP handling was corrected to reset values properly on level-up. The team additionally enhanced thread safety within entity stat maps, updated vendor locations for improved testing workflows, and adjusted the load order of core services to ensure smoother initialisation. Together, these updates represent another strong step forward in improving the stability, consistency, and responsiveness of Erendorn’s backend systems.
Client
This week, the Client team concentrated on improving the synchronisation of quest and interactable object data to ensure greater consistency between client and server systems. This work involved correcting incorrect asset IDs across several existing items and introducing placeholders for new assets required by upcoming quests and activities. On the questing front, development progressed on a filtering system designed to prevent the client from displaying progress updates from non-local parties, an issue that was previously causing confusion during multiplayer sessions. With a working solution identified, efforts are now focused on extending this logic to other types of party-related updates. In parallel, investigations were carried out into incorrect NPC models being loaded during gameplay, laying the groundwork for future fixes to improve visual and data accuracy across Erendorn’s populated environments.
Environment
This week, the Environment team made significant progress in optimising Erendorn’s open world by restructuring how large-scale assets are generated and managed. The Procedural Content Generation (PCG) world volume was divided into smaller, more manageable chunks and successfully integrated into the World Partition system, improving overall performance while providing greater control over view distances and hierarchical level of detail (HLOD) management. Tree density within the PCG system was increased to create richer, more natural-looking forests, while rock clusters were reworked using updated assets and improved generation logic to enhance environmental variety. Additional testing was carried out on higher-resolution Runtime Virtual Textures (RVTs) to refine terrain detail, and initial HLOD layers were created and arranged as part of ongoing efforts to optimise visual fidelity at distance. These updates mark an important step toward achieving a more efficient and visually immersive world for players to explore.



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