October Devlog | Week #3 | No. 346

Development
November 1, 2025
November 1, 2025

This week in development on Depths of Erendorn, progress continued across all areas as the teams focused on refining gameplay systems, enhancing environmental quality, and preparing new content for integration. The 3D Modelling team advanced the Forest Druid’s new equipment sets toward implementation, completing the first stage of retopology to ensure optimal in-game performance. Set Piece Design refined key settlement areas, adding polish to the marketplace and tented zones while beginning conceptual groundwork for a new ruins environment.

On the technical side, the Server team introduced major improvements to player routing, reconnect functionality, and event behaviour, while the Client team resolved several issues relating to interactables and quest activities to improve data synchronisation. Meanwhile, the Environment team introduced a suite of visual upgrades, including a new grass system, enhanced terrain textures, and updated rock assets to elevate the realism and performance of Erendorn’s vast landscapes. Together, these updates bring the game one step closer to delivering a richer, more dynamic world for players to explore. 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 made strong progress on preparing the Forest Druid’s new equipment sets for in-game implementation, completing the retopology of the first set in the current batch. This process focuses on optimising the high-resolution sculpt for efficient use within the engine while preserving the detailed forms and organic shapes that define the class’s design. With one set now fully retopologised, attention will soon turn to the remaining two, ensuring each piece maintains a balance between visual fidelity and performance. These updates mark another important step toward bringing the Forest Druid’s complete armour collection into the playable world of Erendorn.

Completed Retopology for Forest Druid armour

Set Piece Design

This week, the Set Piece Design team focused on refining key settlement areas while laying the groundwork for upcoming environments. The marketplace received an additional round of set dressing improvements, enhancing composition, clutter balance, and visual storytelling to create a more lived-in and authentic atmosphere. Attention also turned to the tented area, where further polishing brought greater cohesion and detail to its layout, strengthening its connection to the surrounding environment. Alongside these refinements, the team began gathering references and conducting research for the next environment, the ruins area, which will introduce a new layer of visual diversity and narrative depth to Erendorn’s expanding world.

New market place in the settlement of Erendorn

New tent assets in engine

Improved canvas assets in use in the engine

Additional tent assets in settlement outskirts

Programming

Client

This week, the Client team focused on resolving the remaining issues related to interactables and activity systems, ensuring smoother functionality and more reliable data handling across the client. Updates were made to the interactable table to include new entries and their respective placeholders, while a bug causing certain assets to spawn without applying the correct location was identified and fixed. On the activities side, testing continued on the quest system following recent backend updates to completion logic, with the team investigating any lingering discrepancies in how quest progress is tracked and displayed. These refinements help bring the client-side systems closer to full synchronisation with the server, contributing to a more stable and consistent gameplay experience.

Server

This week, the Server team delivered a series of important gameplay and stability updates, addressing several issues uncovered during internal playtesting while expanding event functionality. Events can now cast abilities both as the triggering entity and as standalone ambient effects, opening new possibilities for dynamic world interactions. Enemy group spawning was further refined to achieve a more natural and varied distribution pattern, enhancing the sense of unpredictability during encounters. Significant progress was also made in improving server coordination and player routing, ensuring that data flow, server interactions, and player tracking operate smoothly when transitioning between servers.

These changes now allow players to reconnect to active adventures and dungeons after a disconnect, with the system correctly redirecting them to their previous location. To support this, new combat logic was introduced—solo players who disconnect will now have their turn timer play out to allow reconnection, while party members will automatically end their turn to keep combat flowing. The previous instant death mechanic for disconnected players has been replaced by a two-minute grace timer, offering a more forgiving and player-friendly experience. Finally, work began on refining event logic to ensure quest objective completions no longer interrupt subsequent actions within an event chain, further strengthening gameplay consistency and reliability.

Other issues fixed throughout the week:

  • Added Interactable and SpawnedAsset naming on our events editor toolset.
  • Added an additional New Session Change reason.
  • Ensured edge case Session entry points assign an accounts selected character.
  • Fixed combat loot crash.
  • Added 2 minute disconnect grace timer.
  • Fixed Dungeon Death handling.
  • Fixed Dungeon Victory handling.
  • Fixed Dungeon loot granting.
  • Adjusted Dungeon requests.
  • Added the ability to store nil values in our cache backend.
  • Updated Interactable placeholders on our toolset
  • Updated Quest Board interactable asset.

Environment Art

This week, the Environment team introduced a range of visual and technical updates aimed at improving both the performance and realism of Erendorn’s outdoor spaces. A new grass system was implemented alongside freshly created grass assets, adding greater variation and natural density to the landscape. Further work was carried out on refining terrain texture blending, bringing more visual diversity and depth to different ground surfaces. Landscape composition also benefitted from the addition of new rock assets, which enhance the sense of scale and geological detail across key regions. Several collision issues were resolved on large rocks, cliffs, and tree assets to improve traversal and gameplay interaction. In addition, a crash related to World Partition when playing in-editor was successfully fixed, restoring stability to the world-building workflow and allowing development to continue smoothly.

Freshly created grass asset in engine

Refined terrain textures in engine

New assets in the wider area of Erendorn's grasslands

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

LATEST NEWS

November 1, 2025
2025-11-01 13:00
November 1, 2025
Development
October Devlog | Week #3 | No. 346
This week in development on Depths of Erendorn, progress continued across all areas as the teams focused on refining gameplay systems, enhancing environmental quality, and preparing new content for integration.
October 24, 2025
2025-10-24 19:00
October 24, 2025
Development
October Devlog | Week #2 | No. 345
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.
October 17, 2025
2025-10-17 19:00
October 17, 2025
Development
October Devlog | Week #1 | No. 344
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.
October 4, 2025
2025-10-04 13:00
October 4, 2025
Development
Monthly Devlog | September 2025 | No. 80
September marked another month of steady progress across all departments as development on Depths of Erendorn continued to gather pace. From the addition of new gear sets and animation polish to backend improvements and performance upgrades.
VIEW MORE..