This week has seen development continue across both the visual and technical foundations of Depths of Erendorn, with several systems and characters reaching important stages of progress. The 3D Modelling Team has completed the Tavern Master and moved on to the Inn Keeper, while the Client Team has expanded the social features surrounding party members, fast travel and player activity. Significant work has also continued on the new dungeon systems, with the Server Team refining the Floor Lab and advancing the technology behind terrain, walls and set-piece generation. Alongside these developments, the VFX Team has completed the first half of the new ability concepts and added annotations to support the creation of their corresponding icons. Together, these updates continue to expand the game's world and gameplay systems while strengthening the foundations needed for future content and 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
The 3D Modelling Team has reached an important character milestone this week with the completion of the Tavern Master, bringing his development through the modelling process to a close. Following the final work on his hair, facial hair and remaining details, the completed model now brings together the character's body, clothing, accessories and refined facial features into his finished appearance. With the Tavern Master wrapped up, attention has now shifted towards the next settlement character, with the team beginning work on the Inn Keeper. This new character will continue the development of the settlement's NPCs, adding another distinctive figure to the world of Depths of Erendorn and helping further populate its growing environments. The team will now begin developing the Inn Keeper through the early stages of the modelling process, establishing the foundations for another character to join the game's expanding cast.

.png)
Programming
Client
The Client Team has been improving the way players stay connected with their friends and party members this week, with new updates focused on fast travel and social activity within Depths of Erendorn. Fast travel options are being enhanced to display the current locations of party members, giving players a clearer view of where their group is before deciding where to travel. Alongside this, the team has expanded session updates so that when friends or party members leave on adventures or return to the settlement, these activities are reflected through both the in-game chat and social panel. These updates also communicate a player's online state and current activity, providing more useful information at a glance and helping make the wider multiplayer experience feel more connected. Together, these improvements strengthen the social systems surrounding adventuring and make it easier for players to keep track of their companions as they explore the world of Depths of Erendorn.
Server
Dungeon development has remained a major focus for the Server Team this week, with further progress made on the systems responsible for generating and supporting the next generation of dungeon environments in Depths of Erendorn. The team has continued building out the data-driven Floor Lab, which now covers terrain height variation, rivers, chasms, bridges, set pieces and cave lighting, providing a controlled environment for testing different dungeon configurations. External walls have also been developed using connected splines fitted between the floor and ceiling, while internal walls can now be constructed from configurable collections of rubble, rocks and pillars. Recent fixes have improved bridge connectivity, preserved water beneath obstacles, addressed missing terrain and ceiling sections, and ensured internal wall formations are correctly filled with their assigned collections. Alongside this, the team has been moving dungeon generation and placement towards a more deterministic runtime process, while keeping the heavier editor review tools separate from loading operations. Work has also continued on implementing the new Level 3 abilities, further expanding the classes and gameplay systems being prepared for future testing.
Visual Effects
The VFX Team has continued developing the visual identity of Depths of Erendorn’s expanding ability roster this week, completing concept art for the first half of the new abilities. These concepts provide a clearer visual direction for how each ability can be represented through effects, helping establish the look and feel before the work progresses into implementation. Alongside completing the initial concepts, the team has added detailed annotations to each design to highlight key elements and provide guidance for the creation of the corresponding ability icons. This additional information will help maintain consistency between the visual effects and their associated UI assets, while giving the wider development team a clear reference as the abilities progress through production. With the first set of concepts now completed and documented, the team can continue developing the remaining ability visuals and prepare them for the next stages of development within Depths of Erendorn.
That’s it for this week’s devlog, but have you seen our monthly roundup of August yet?!






