Development efforts across Depths of Erendorn pushed forward on multiple fronts this week, with each team contributing updates that continue to shape both the game's systems and its world. From visual refinement of playable classes and creatures to stability improvements and performance enhancements, work was carried out to ensure Erendorn feels more responsive, immersive, and alive. Key areas of focus included ongoing bug fixes in quest and map systems, the continued rollout of optimised VFX, and foundational work ahead of broader internal testing. Together, these updates mark another step toward preparing the game for larger-scale play sessions while enriching the experience with new visual and gameplay 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
The 3D Modelling team made strong progress this week on the Forest Druid’s visual development, completing the sculpt of the first equipment set and moving directly into the sculpting phase for the next. Each set is designed to reflect the class’s close ties to nature, with organic forms and textured surfaces that support both thematic clarity and visual variety. As the new set begins to take shape, the team continues to build a distinctive identity for the Forest Druid, expanding Erendorn’s growing catalogue of wearable assets in preparation for future gameplay implementation.
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Programming
Client
This week, the Client team focused on resolving a series of quest-related bugs that had resurfaced during recent testing. Key fixes included correcting an issue where quest entries failed to recognise when the mouse was no longer hovering over them, which impacted quest selection, as well as addressing a problem that was preventing active quests from being successfully abandoned. In the process, the team also identified and corrected errors in how accepted quest IDs were being registered on the client, helping ensure more accurate data handling. Outside of quest improvements, efforts continued on synchronising map-based XP updates with server data, which required adjusting certain data types to properly reflect backend values. These fixes contribute to a more stable and consistent player experience, particularly within the questing and map systems.
Server
This week, the Server team concentrated on improving stability and preparing for upcoming performance testing. A key focus was refactoring how Perlin noise is used to generate randomised XP variation across the world, helping to streamline the system and ensure more consistent results over time. Improvements were also made to the way spawned events are stored within world chunks, significantly increasing performance and reducing overhead. In anticipation of the next internal team test, initial work began on integrating expanded metric reporting for the pathfinding system. These insights will be used to guide a round of targeted optimisations, aimed at enhancing responsiveness and efficiency across core gameplay systems. A quick summary of this work can be seen below:
- Fixed nil inventory related crashes.
- Parties can now go on more than a single adventure.
- Looting related crash fixed.
- Abandoned/Stale Party reference clean up.
- Refactored XP Noise map generation/sampling.
- Created performance monitoring struct.
- Implemented Pathfinder performance monitoring.
- Implemented Dashboard in analytics tool.
Animation
This week, the Animation team continued work on refining the Ogre character, though progress was temporarily held up by issues encountered while pushing the updated rig to the project. The revised setup remains in progress and will be revisited once these challenges are resolved. In parallel, additional Watertarg variations were successfully added into the engine, further expanding the roster of creatures now prepped for implementation. These additions contribute to the growing diversity of animated entities in Erendorn, enhancing visual variety across upcoming encounters.

Visual Effects
This week, the VFX team continued refining the game's fire effects, adjusting the visual approach to better balance appearance and performance. Moving away from the original design, the team opted to create new flipbook animations that offer a more lightweight solution while retaining a believable flame aesthetic. This updated version draws inspiration from the current in-game fire effect but with a significantly reduced performance footprint. With this iteration now in a strong place visually and technically, work has begun on more widespread replacement of legacy fire emitters across blueprints for testing and use in upcoming content.

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