Development across multiple departments moved forward once again last week, with each team contributing to the evolving systems, visuals, and gameplay experience of Depths of Erendorn. From character gear design and animation overhauls to quest interface improvements and dynamic UI updates, efforts were focused on both content creation and core functionality. These updates reflect the ongoing commitment to building a more immersive, responsive, and visually rich world as the game continues its path toward broader testing. 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 sculpting new equipment sets for the Forest Druid, bringing greater definition and intricacy to the character’s visual identity. Work centred on refining forms and layering in detail that supports the class’s thematic connection to nature, using organic shapes and natural motifs to reinforce the druidic aesthetic. These early sculpting efforts are laying the foundation for a visually rich gear set that will further enhance the diversity of wearable items in Erendorn’s expanding equipment library. As detailing progresses, the models will soon move toward preparation for texturing and in-game implementation.
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Programming
Client
This week, the Client team focused on consolidating quest-related functionality by auditing the state of each quest and identifying any issues following recent improvements to update comparison logic. This effort has helped ensure a more accurate and dependable flow of information between quest data and the player interface. In parallel, updates were made to the map and fast travel UI, allowing these elements to process changes in real time. This includes dynamic updates to quest states, map marker visibility, and regional XP data, further supporting a more reactive and informative user experience as players navigate the world of Erendorn.
Server
This week, the Server team made a series of key fixes and backend improvements aimed at reinforcing the stability and functionality of several core systems. Following the recent stat system refactor, final adjustments were completed to ensure proper loading and saving of character stats, including the correct allocation of starting gold for new characters. Fixes were applied to world chunk activation and party management, resolving issues where parties could disband unexpectedly. Projectile behaviour in dungeons was also addressed, correcting both delays in logging and a desynchronisation issue that previously affected hits during the first round of combat. Dungeon spawning logic tied to events received a small update, allowing for greater variety in enemy placement and spawn locations. Additional refinements were made to entity spawning and tile occupation logic, while event-triggering processes related to interactable objects were refactored for greater reliability. Debugging support was also expanded with new statements to assist in tracking entity placement during combat start, helping to inform further improvements going forward.
Sound Design
This week, the Sound team continued expanding the audio landscape of Erendorn by developing new ability effects and establishing character-specific sound identities. New audio work was completed for several abilities, including King Cobra Form, Conjured Carnivorous, and Power Surge, each designed to reflect the tone and gameplay impact of their respective spells. In addition, the team began crafting a bespoke sound profile for the Forest Druid, following the approach previously applied to the Zentragal. This character-focused method helps ensure that each class has a distinctive audio presence in the game world. Time was also spent reviewing upcoming events to assess their audio needs, preparing for future implementation across Erendorn’s expanding systems.
Animation
This week, the Animation team continued their review of existing rigs and animation assets, identifying opportunities for refinement and improvement across the project. A key focus was the Ogre, whose rig received an update that included revised skinning and the addition of a control bone to support belly movement. This enhancement adds a greater sense of weight and realism to the character's motion. With the updated structure in place, the team began adjusting animations to better reflect the Ogre’s physicality, aiming for more believable movement that aligns with the creature’s imposing stature. This work contributes to the ongoing goal of elevating animation quality across Erendorn’s growing bestiary.

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