October Devlog | Week #2 | No. 345

Development
October 24, 2025
October 24, 2025

Development across Depths of Erendorn continued at a strong pace this week, with each team pushing forward on key aspects of the game’s world, systems, and visual presentation. The 3D Modelling team advanced the Forest Druid’s equipment sets through the retopology phase, preparing them for integration and texturing, while the Set Piece Design team neared completion of the marketplace polishing pass, refining assets and layouts to bring greater cohesion and atmosphere to the settlements. On the technical front, the Client team finalised systems for filtering party updates and synchronising interactable data, improving accuracy and multiplayer consistency, while the Server team implemented critical fixes to events, dungeon logic, and adventure spawning, strengthening overall stability and gameplay flow. Meanwhile, the Animation team expanded and polished the spell animation library, ensuring combat feels more dynamic and expressive, and the VFX team delivered updates to interactables and portals, enhancing visual clarity and immersion throughout the world. Together, these efforts mark another week of meaningful progress towards refining the core experience of Erendorn. 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 focused on the retopology phase for the recently completed Forest Druid equipment sets, preparing the high-resolution sculpts for integration into the game. This stage involves optimising the models to ensure they maintain their intricate forms and natural detail while performing efficiently in real-time rendering. Careful attention is being given to preserving the organic shapes and layered elements that define the Forest Druid’s aesthetic, ensuring each piece retains its visual depth once textured and animated. With retopology progressing steadily, the team is laying the groundwork for the next phase of development, where materials and surface details will bring these nature-inspired designs fully to life.

Retopology in progress for Forest Druid armour

Set Piece Design

This week, the Set Piece Design team moved closer to completing the polishing phase of Erendorn’s bustling marketplace areas, refining layout, composition, and visual detail to elevate the atmosphere of these key hubs. Preparations are now underway for the next stage of development, which will introduce decals and foliage to enrich the environment with additional depth and natural variation. Plans are also in place to add cloth coverings to smaller props, enhancing both realism and visual storytelling. Alongside these visual upgrades, optimisation work is progressing through the conversion of identical meshes into instances, improving performance while maintaining scene complexity. These ongoing efforts continue to shape the marketplace into a vibrant and efficient space that reflects the lively heart of Erendorn’s settlements.

Improvements on settlement market place

Programming

Client

This week, the Client team finalised the new party update filtering system, ensuring that activity and quest updates are now correctly limited to relevant parties. This improvement prevents unrelated data from appearing on the client, creating a clearer and more reliable multiplayer experience. In preparation for upcoming quests and events, the team also added the remaining placeholder blueprints for new interactable objects, expanding the foundation for future content. Work continued on resolving issues with settlement NPCs displaying incorrect models or failing to load their corresponding interactables, a problem traced to session data inconsistencies and mismatched IDs. These fixes now allow both NPCs and interactable objects to spawn together correctly, bringing settlements one step closer to full functionality.

Server

This week, the Server team concentrated on improving event reliability and addressing several issues identified during recent internal playtests. Fixes were implemented for specific events that were failing to execute correctly, ensuring consistent functionality during gameplay. Entity spawning in adventure zones was also refined, replacing the previous deterministic pattern with a more varied and naturalised randomisation system to enhance unpredictability and replay value. Additional stability updates included resolving a crash caused by shields depleting, correcting party persistence issues to ensure groups remain intact, and fixing a dungeon-related bug where entities without rotation data could cause crashes when targeted by certain abilities. Improvements were also made to post-dungeon logic, now correctly returning defeated players to settlements rather than their previous zones. Loot distribution in dungeons was reworked to handle edge cases such as disconnects and player deaths, ensuring rewards are assigned fairly. Finally, support for reconnecting to active adventures was added, marking another important step toward improving the multiplayer experience and overall server robustness.

Animation

This week, the Animation team continued expanding the game’s combat library by introducing new spell animations while refining existing sequences to ensure smoother motion and greater visual impact. These updates aim to enhance the clarity and dynamism of spellcasting across multiple character classes, reinforcing both gameplay feedback and aesthetic consistency. Alongside the creation of new abilities, ongoing polish work focused on improving timing, transitions, and overall animation flow, helping each action feel more responsive and grounded in Erendorn’s world. This continuous refinement brings the animation set closer to final production quality as the team works to deliver a more fluid and engaging combat experience.

Example of improved animation for the Parakaw

Visual Effects

This week, the VFX team focused on enhancing the readability and visual cohesion of key interactable objects throughout Erendorn’s world. Updated effects were applied across all interactables, including vendors, quest torches, and event markers, giving each a clearer and more distinct visual identity to help players identify points of interest more intuitively. Additionally, the portal received a visual update, introducing new elements to enrich its appearance and ensure it feels more integrated within the environment at full scale. These refinements contribute to a more polished and immersive presentation, supporting both gameplay clarity and the overall atmosphere of the world.

Improved visual effects in the engine

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

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