October Devlog | Week #1 | No. 387

Development
October 10, 2026
October 10, 2026

The past week has seen continued progress across the characters, multiplayer systems and abilities of Depths of Erendorn. The 3D Modelling Team has refined character sculpting, while the Client Team has improved social features and streamlined inventory systems. Meanwhile, the Sound and VFX Teams have advanced the next wave of Level 3 abilities, developing audio concepts and refining visual designs in preparation for implementation. Together, these developments continue to strengthen the foundations of the game's world and combat systems. 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

Character development has continued to progress through the sculpting stage over the past week, with the 3D Modelling Team concentrating on refining the form and adding greater definition to the model's individual features. Building upon the established blockout, the team has been adjusting the character's proportions and silhouette while developing the finer details that will help define its overall appearance. This stage of sculpting is essential for establishing the character's visual identity, ensuring the larger forms remain well balanced while smaller details contribute to the model's personality and design. Through continued refinement, the team is bringing greater depth and clarity to the sculpt, laying the groundwork for the subsequent stages of the character production pipeline. As work continues, further detailing and adjustments will help prepare the model for the next steps towards becoming a fully realised character within Depths of Erendorn.

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Continued progress on Inn Keeper model

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Programming

Client

Improving the connections between inventory management and multiplayer features has been a key focus for the Client Team over the past week, with continued progress on both system refactoring and the presentation of player activity in Depths of Erendorn. The team has completed the latest updates to the fast travel panel, incorporating party member location information so players can see where their companions are and where they have travelled, with these details updating while the panel remains open. The social panel has also been expanded to display whether friends are currently adventuring, while the in-game chat now records relevant online status changes, including when friends come online or go offline. Alongside these multiplayer improvements, work has continued on refactoring the inventory's supporting systems, with a particular emphasis on removing redundant assets and consolidating duplicated classes.

Inventory, vendor and equipment slots have now been brought together under a shared base class and subwidget, using conditional controls to configure each slot for its intended context. Although issues restoring source control following the latest engine upgrade have caused some setbacks through file conflicts and broken systems, recovery work is underway alongside the ongoing refactor. Together, these changes are helping create a more consistent and maintainable client architecture while improving how players track their party and interact with the wider social systems of Depths of Erendorn.

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Server

Several important gameplay systems have advanced over the past week, with the Server Team focusing on improving combat readability, expanding world exploration and preparing new dungeon content for multiplayer testing in Depths of Erendorn. The team has enhanced the display of health and shields across overhead bars, party portraits and selected-target panels, introducing configurable display options, adjustable bar thickness and clearer divisions for larger health and shield pools. Dungeon development has also progressed, with terrain generation settings corrected to support the latest cave environments and fixes implemented for failed dungeon entry attempts and gameplay updates not reaching clients correctly. These changes have passed automated checks, with remote multiplayer testing forming the next stage of validation.

The fast travel system has received further expansion, introducing one-way journeys, temporary portals and destinations for settlements and events, alongside rotating destinations that remain consistent across servers. Additional configuration tools and fixes have improved route management, destination ordering and the handling of expired choices and interrupted journeys. The team has also expanded the game's character modes with the introduction of Outlaw mode, which can be selected independently or combined with Hardcore mode. This brings new restrictions, death penalties and mode-specific achievement requirements, alongside improvements to Hardcore death records, settlement memorials and related interface behaviour. Alongside these systems, the team has continued developing NPC abilities, completing new abilities for Human mages, Dwarves and Fen Elves while carrying out a balance pass on the updated Storm Elves and Zentragal casters.

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Sound Design

Audio development has continued to progress alongside the creation of the latest Level 3 abilities in Depths of Erendorn, with the Sound Team focusing on establishing the audio direction for the Earthen Dwarf's expanding ability set. Using Kevin's designs and ability descriptions as reference material, the team has been gathering suitable audio sources and developing initial concepts that reflect the intended function and character of each ability. This week's work has centred on Decimate, Earthen Resolve, Grudge, Tremor Strike and Stalagmites, with each ability presenting different opportunities to explore sounds suited to the Earthen Dwarf's combat style and earth-based abilities. By building these early audio ideas around the existing designs, the team is establishing a foundation for further sound development while ensuring each ability has a distinct identity within the wider ability roster. As the corresponding visual effects progress towards implementation in the game engine, these concepts can be refined to better match the final animations, effects and timing, helping bring greater depth and impact to the Earthen Dwarf's abilities in Depths of Erendorn.

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Visual Effects

The visual development of the game's expanding ability roster has progressed further over the past week, with the VFX Team completing a second round of Level 3 ability concept art for Depths of Erendorn. Building upon the initial designs, the team has refined the concepts to better communicate the visual identity and intended presentation of each ability, exploring versions both with and without additional text to provide greater flexibility for reference and review. The inclusion of supporting text also adds personality to the concepts, helping convey the character and intent behind individual abilities while providing useful context for the wider development team. With the second round of concepts now reaching a stage the team is happy with, attention is beginning to shift towards producing new 3D meshes required for several of the designs.

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Finalised concept sheet for next wave of ability effects

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

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