Final preparations for the Friends and Family playtest are shaping the work across Depths of Erendorn, with the game moving steadily closer to a polished experience. Five new enemy variants have joined the roster, Outpost C is now complete, and the inventory has gained equipment comparisons and slot filters. The world’s lore has been expanded to support future events, while the settlement has been rebuilt with a Viking-style palisade and timber bridges, helping lift the test build from 27 to roughly 60 FPS. Ability work has also progressed, with new animations and the Targ and Dwarf effects now integrated. 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
Five new enemy variants have been completed by the 3D Modelling Team this week, further widening the range of opponents players will encounter in Depths of Erendorn. The team created the Bandit Assassin, Lionman Hunter, Bloodclaw Jaguar, Skeleton Defiler and Skeleton Ritualist, each adding a distinct look to the game’s growing roster. These variants give encounters across the world a stronger visual identity, helping different enemy types feel recognisable and varied as development continues.

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Set Piece Design
The Set Piece Design Team has reached another milestone this week, completing the construction and set dressing of Outpost C. With the main structure, environmental details and finishing touches now in place, the outpost is ready to become part of the wider world of Depths of Erendorn. Attention will now turn towards preparing additional areas for the upcoming Friends and Family playtest, ensuring more of the game world is ready for players to explore and experience.
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Programming
Client
With the main inventory refactor now in place, the Client Team has shifted its attention towards expanding interface functionality and resolving outstanding UI issues. New equipment comparison features have been introduced, allowing players to compare item statistics directly against their currently equipped gear or other selected items. The team has also added slot filters across all screens that provide access to player backpacks, making inventory management more accessible. Alongside these improvements, work has continued on reviewing active effects to ensure newly introduced abilities are correctly configured with their associated VFX and SFX. Preparation has also begun for the introduction of food consumables, laying the groundwork for further additions to the game's item and inventory systems.
Server
Lore development took centre stage for the Server Team this week, with the world’s established history and culture being rounded out and expanded to provide a stronger foundation for future events. This groundwork will allow new encounters to be created directly from the game’s existing lore, helping them feel connected to the world of Depths of Erendorn. Events implemented recently have also been through a round of bug fixing to improve their reliability. Alongside this, the team has produced a more detailed instruction document to guide Agents in creating new events, helping ensure future content is built consistently and efficiently as the world events system continues to grow.
Environment Art
Significant changes to the world’s visual atmosphere and environmental detail have taken shape over the past week, with the Environment Team continuing to develop the settlement and surrounding landscapes of Depths of Erendorn. The settlement's defensive walls have been expanded into a Viking-style palisade, complete with raised earth banks, a deep defensive ditch, two grand gates, drawbridges, a river gate and walkable ramparts. To complement this design, five existing stone bridges have been rebuilt in timber, each adapted to its river crossing with log arches, spiked supports, rope-bound pylons and unique monster-skull details. The team has also introduced distance fog, shifting river and lake mist, mountain cloud banks and glowing forest motes, alongside weather effects that darken the landscape and give surfaces a wet appearance during rainfall. Further environmental details include lingering character footprints that respond to different ground surfaces, a collection of large monster remains ranging from a 37-metre dragon skeleton to whale and kraken bones, and new lily pads across ponds and lakes. Alongside these visual additions, optimisation work has delivered a substantial performance improvement, raising the test build from 27 FPS to approximately 60 FPS through reductions to the processing costs of town crowds and character systems.



Animation
Further refinements to character movement and ability animations have been underway this week, with the Animation Team continuing to expand and improve the game's animation systems. The team has progressed with implementing additional eBPAs and DAAs for various abilities, ensuring the necessary animation assets are in place to support their development. Updates have also been made to existing AnimBPs, alongside investigations into potential animation bugs and the fixes required to address them. In addition, the Watertarg's Basic Attack_B and Giant Strike animations have received further adjustments to support the use of a one-handed sword, improving the consistency of its combat animations within Depths of Erendorn.

Visual Effects
The latest round of ability development has reached an important milestone, with the VFX Team completing the visual effects for the Targ and Dwarf ability sets and integrating them into their respective BPAs. Building upon the earlier concept and development work, the team has brought the selected effects into the relevant ability systems, preparing them for use within the game. This marks further progress towards completing the visual presentation of these abilities, bringing their effects closer to full implementation in Depths of Erendorn.



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






