October Devlog | Week #4 | No. 347

Development
November 7, 2025
January 28, 2026

As development continues to advance across all areas of Depths of Erendorn, this week’s progress brought a mix of visual refinements, technical improvements, and creative planning. The 3D Modelling team expanded character customisation with new hairstyles and materials, while the Animation team focused on refining player movement and enhancing combat flow. The Sound team carried out a major audio balance pass, ensuring character movement feels more natural and responsive through improved footstep variation. On the technical front, the Server team delivered several key fixes and performance updates, addressing event logic, reconnection stability, and terrain data to ensure smoother gameplay across the board. Together, these updates mark another productive step forward in polishing both the technical and artistic foundations 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 expanding the visual diversity of character customisation with new hair assets and materials. A dedicated hair material was created for the Forest Druid, providing a strong foundation for future iterations that will incorporate natural elements such as vines and leaves woven into the style to emphasise the class’s deep connection to nature. Alongside this, a new hairstyle was developed for the Zentragal, featuring a distinct colour palette and texture designed to complement the character’s unique aesthetic. These updates not only enhance the individuality of each playable race but also lay the groundwork for further visual refinement as character personalisation in Erendorn continues to evolve.

New Zentragal hairstyle

New Forest Druid hair style

Programming

Server

This week, the Server team concentrated on refining event functionality and resolving several critical issues uncovered during internal testing. A series of crashes were addressed, including those caused by events attempting to cast abilities in incorrect order or with manually altered error values. Additional fixes were implemented to ensure individual event blocks execute as intended, improving reliability across the system. The team also revisited player connection logic, refining the reconnection process to provide a smoother experience during session interruptions. Beyond gameplay logic, work was carried out to update player spawn handling and remap world terrain to align with the most recent environmental updates. These improvements strengthen both server stability and data consistency, ensuring smoother performance as the world of Erendorn continues to expand. A brief overview of changes made can be seen below.

  • Updated MessageType constants to fix a spelling error.
  • Added new MessageType for session recovery failure.
  • Refactored Entity placement (spawn) logic around fast travel locations to stop players spawning inside the interactable part.
  • Updated reconnect management in party functions.
  • Fixed Equip/Unequip function persistence issues which caused multiple items to be equipped to the same slot.
  • Fixed logging issues related to Vendor purchases which was causing client server currency desync issues.
  • Fixed event interact execution issues.
  • Fixed a crash related to combat loot.
  • Fixed a crash related to swapping character after closing the client and logging in on a new character before the old adventure collapsed down.
  • Fixed a thread locking issue related to player/ai command execution.
  • Updated world Nav Data.
  • Remapped the new Nav changes.
  • Updated vendor / fast travel locations.
  • Implemented new Fast travel interactable.
  • Fixed Duplicate Event Blocks related to Dialogues.

Sound Design

This week, the Sound team focused on refining the overall balance and consistency of character movement audio across the game. Work began with compiling and reviewing a comprehensive list of sound effects requiring adjustment, leading to a full pass on character footsteps. Each step sound was rebalanced to achieve a more uniform volume range while maintaining natural variation between character sizes, movement weights, and surface types. Minor edits were also made to sound file lengths, shortening overly long tails that had previously prevented new steps from triggering correctly during rapid movement. These refinements ensure a cleaner and more responsive audio experience, laying the groundwork for further polish and replacement of placeholder assets in future updates.

Animation

This week, the Animation team dedicated time to planning and preparation for upcoming animation updates, with a focus on refining player movement and improving combat fluidity. Existing animations and ability sequences were reviewed to identify areas for enhancement, while new ideas were brainstormed to expand the range of motion and visual variety in future iterations. Work also continued on refining player movement animations based on insights gathered from recent playtesting sessions, ensuring each action feels more grounded and responsive. In parallel, the team explored improved methods for animating two-handed weapon props, testing alternative parenting setups to achieve smoother transitions and reduce arm restrictions during attacks. To round out the week’s progress, the new Forest Druid hair was successfully implemented, further enhancing the character’s visual fidelity and integration into the game world.

Hair updates for the Forest Druid

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

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