The past week has marked another period of steady progress across several key areas of Depths of Erendorn, with the team continuing to refine existing content while laying important foundations for future gameplay. Character development has advanced with further work on the Tavern Master, while the Client Team has been improving UI performance and building the foundations for more flexible dungeon environments. On the server side, a major milestone has been reached with the completion of the multi-floor dungeon rework, introducing independent room-based combat, exploration systems, dynamic events, dungeon profiles, terrain generation, and improved testing tools. Alongside these larger developments, continued attention to data integrity, gameplay interactions, and development infrastructure is helping strengthen the game's underlying systems. Together, these efforts are moving Depths of Erendorn closer to a more complete and robust online RPG experience, while preparing the project for expanded testing and future content. 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
Attention has now shifted towards refining the Tavern Master’s head and facial features as the character continues through the later stages of development. The 3D Modelling Team has been working on the character’s head alongside the facial hair, adding further definition to his appearance and helping establish the details that will shape his final look. This work builds upon the completed body, clothing, and initial texturing stages, bringing greater characterisation to one of the settlement’s key NPCs. Once these elements are further refined, the team can continue towards the remaining adjustments needed to prepare the Tavern Master for his eventual implementation within the settlement of Depths of Erendorn.
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Programming
Client
The Client Team has spent the past week improving both the performance and flexibility of the systems that support Depths of Erendorn, with a particular focus on UI refactoring and the foundations of the next dungeon floor system. Work on the backpack and vendor widgets has centred on moving functionality from Blueprints into C++, while reducing duplicated systems and assets by consolidating multiple item slot variants into a single configurable base slot. This provides a more efficient foundation for handling inventory and vendor interactions, with further work now focused on extending these improvements through the wider inventory system. Alongside the UI refactor, the team has built and tested the foundations for a new dungeon floor workflow within a dedicated Unreal Floor Lab, covering varied terrain, water, chasms, bridges, supports, height variation, navigation handoff, floor lifecycle management, and save and reload behaviour. Prototypes for internal walls have also been explored using existing rock assets, while testing and documentation continue ahead of future production integration. Together, these developments are establishing more efficient client systems while preparing the groundwork for more flexible dungeon environments in Depths of Erendorn.
Server
A substantial phase of server-side dungeon development has been completed over the past week, with the Server Team finalising the multi-floor dungeon rework and establishing the systems needed to support fully explorable delves in Depths of Erendorn. Dungeons now feature independent room-based combats, per-entity room triggers, roaming enemy groups, varied room types, boss and loot rooms, sealed barriers, and multiple ways for players to complete or leave a delve, while death now leaves players spectating rather than removing them from the dungeon.
The team has also introduced data-driven Dungeon Profiles that can be edited, previewed, and hot-reloaded without restarting the gameserver, alongside new terrain generation, faster navigation rendering, depth-scaled dungeon loot, and a headless test harness for automated delve testing. Further work has improved event spawn previewing and positioning, dungeon interactions, ability editor data, and server infrastructure. An important inventory transfer issue was also resolved after identifying a serialization problem that could cause backpack and belt contents to be lost when moving between servers. Together, these developments represent a major step towards the next generation of dungeon content, while strengthening the tools, testing systems, and server foundations required to support it.
That’s it for this week’s devlog, but have you seen our monthly roundup of August yet?!






