October Devlog | Week #3 | No. 389

Development
October 23, 2026
October 23, 2026

A strong week across the Depths of Erendorn team, with every team moving their work forward. The 3D Modelling Team completed four new creatures and characters, adding the Skeleton Cryomancer, Riverstrider Crocodile, Dire Wolvajin and Dwarf Overseer to the roster. Outpost C is nearing its final stages, the backpack refactor has hit a major milestone with the last bugs resolved, and the Server Team has expanded the world events system with new encounters and early concepts for future lore-driven content. The Environment Team delivered a reworked wind system, expanded foliage variety, refined roads and a frame rate uplift from 59 to 75 FPS, while the VFX Team completed Shadow Snare and Misdirect as part of their ongoing level three ability work.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

Expanding the variety of enemies within Depths of Erendorn has been the focus of the 3D Modelling Team this week, with several new creature and character variations completed. The team has finished the Skeleton Cryomancer, Riverstrider Crocodile, Dire Wolvajin and Dwarf Overseer, introducing further variety to the game's roster of enemies. These additions help broaden the visual identity of encounters across the world, giving players more distinct opponents to face as development continues on the game's expanding content.

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Cryomancer improved textures

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Riverstrider Crocodile variation textures

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Dire Wolvajin variation model

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Dwarf Overseer improvements

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Set Piece Design

Outpost C has continued to take shape over the past week, with the Set Piece Design Team progressing further through the environmental set dressing. Building upon the completed main structure, the team has continued adding details to enrich the outpost's ruined appearance and establish a stronger sense of place within Depths of Erendorn. The remaining tasks include hanging flags and chains, adding cloth props, completing the ivy pass and implementing blocking volumes to finalise collision throughout the area. With these finishing stages still underway, the outpost is moving closer to completion.

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New ruins model for the wilderness of Erendorn

Programming

Client

The backpack refactor has reached a significant milestone this week, with the Client Team completing extensive testing and resolving the final bugs ahead of committing the updated system. Given the number of interconnected Blueprints involved, addressing one issue frequently revealed another, requiring repeated rounds of testing and refinement before the system stabilised. Alongside transferring the majority of the system's functions into C++, the team has implemented functional drag-and-drop operations, introduced equipped item displays within vendor interfaces to make gear comparisons easier, and corrected an issue preventing consumables from being removed from their slots after use. These improvements establish a more reliable and maintainable inventory system while making equipment management more intuitive for players in Depths of Erendorn.

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Server

The world events system continues to expand this week, with the Server Team implementing new encounters and exploring further opportunities to draw upon the lore of Depths of Erendorn. Work has progressed on the Corrupted Ritual event, alongside the introduction of a new Caged NPC featuring updated cage hitboxes to support more reliable interactions within the game world. In addition to these implementations, the team has begun developing concepts for future events inspired by Erendorn's lore, laying the groundwork for encounters that further connect the game's world, history and exploration.

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Environment Art

Bringing greater movement and environmental variety to the world of Depths of Erendorn has been a key focus for the Environment Team this week. The field wind system has been reworked to create visible gusts that travel across the landscape, with grass, flowers, ferns and trees now responding together to the weather system. New foliage, including cornflowers, bluebells, bracken, shield ferns and bulrushes, has expanded the variety of vegetation across different biomes, while updated forest floors, customisable clearings and riverside rock embankments have introduced greater variation to the terrain. The team has also refined all 60 roads with cart ruts, puddles and natural verges, improved the transition between beach sand and the waterline, and introduced footprints in both sand and snow. Alongside these environmental improvements, optimisation work has increased performance from 59 to 75 FPS in one test, with further reductions to the cost of tree wind and forest shadows. A fix has also been implemented for grass missing from packaged builds, which will be verified in the next build.

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Improved river bed foliage

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Improved forest floor

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Improved road textures

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Visual Effects

Progress on the level three ability effects has continued this week, with the VFX Team advancing their work across the expanding roster of new skills. Two abilities have reached a point the team is satisfied with, with Shadow Snare and Misdirect both completing this stage of development and moving closer to full implementation. Work on the remaining level three abilities is ongoing, with the team continuing to refine and develop the visual effects needed to bring each skill to life in a way that clearly communicates its purpose during combat. Each ability completed represents another step towards a more complete and polished combat experience for Depths of Erendorn.

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Improved Twilight Elf Assassin

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Additional level 3 effect for the Twilight Elf Assassin

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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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