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[CG] Brittani


We’ve shared a lot with you over the last few weeks about all of the exciting additions and revisions coming to Dungeon Defenders: Awakened with the release of the Epsiode 1 update. It’s been a blast showing off our two new heroes, the Warden and the Rogue, along with introducing new maps and our new inventory and stats system on our Twitch dev stream each week. For this week, we shared some more goodies that will add to Defenders’ experiences.

Enemies in Rifted

After our last update where we reduced the number of enemies across the board to boost game performance, the experiences in Rifted mode were impacted more than we (and Defenders) wanted. Rifted was designed to challenge the most dedicated Defenders, but as the enemy counts reduced, this mode kind of felt like a punishment rather than an exciting challenge. The longer runs that resulted weren't an intentional design choice and we’re fixing that to make Rifted all it was meant to be.

How are we doing this? Rifted will no longer spawn any normal enemies! Only Rifted enemies will show up when you choose Rifted mode. The Rifted enemy counts, attack damage, and HP are staying exactly the same as they are now. You just won’t need to bat off the normies anymore. This means fewer enemies overall with the increased challenge from Rifted enemies, achieving our goal of having Rifted require more skill but less time out of Defenders.

Hero Levels

For all of you who feel reaching Level 100 wasn’t difficult enough, we’re increasing the level cap for all heroes with the Episode 1 release to 105. The best items in Episode 1 require level 105 to equip, meaning you’ll need to conquer many foes on your journey to utilize the strongest gear available!

What Else?

If you’ve been keeping up with our news, we’ve spilled a lot of beans over the last month. We’ve been paying attention to your feedback and can’t wait to show off all of our hard work to our GLORIOUS Defenders. We haven’t announced a release date for Episode 1 yet, but know that we’re working hard to get the awesome and exciting updates into your games as soon as possible. We promise we’re as giddy as you are to see and try out these changes!

Another important topic to Defenders is updates on console development. We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re working hard to get Nintendo Switch through the Lot Check process, while fixing bugs and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, and we are aiming to have DDA on all consoles by the end of the year.

Finally, we’re also working on an update for Dungeon Defenders II. We’ve got so much going on at Chromatic Games and we are making sure this stuff is ready to go before we ship it out, but we promise it’s on its way!

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Brittani


With all the news on gear upgrades from last week, it may feel like we can’t possibly give away any more Episode 1 news, but you’d be wrong. Here we come with even more reveals with a brand-new game mode and some spicy additions to current play.

Developer Note: All of these things are subject to change by the release of Episode 1.

“Tests” Boss Challenges Game Mode

We’ve got a NEW GAME MODE! We’re calling this the “Tests” mode because it’s one defender being tested against one big baddy. The “big baddy” can be any of DDA’s infamous bosses, and you fight one-on-one to defeat them on their own map. One more small detail—you fight the bosses with zero defenses. Wait, there’s one more small-ish detail to add to that. You can’t use your heroes. You must choose to fight with one of two predetermined heroes. Don’t worry, they come with their own gear, too.

Guess it's time to hone those combat skills!

Now for the details of the fights. Each fight has a 3-minute timer, so you need to be skilled and quick. These fights should be difficult, but not impossible to beat. To help with this, you have one extra life during the fight. That means you can die once and everything is peachy. If you die twice, though… That’s the end of the fight.

Along with the extra life, each boss has three difficulty levels for you to choose from: Tier I, Tier II, and Tier III. Each boss is also equipped with a “deadly” mechanic that deals some serious damage. This should go without saying, but you definitely need to avoid being hit by the deadly mechanic at all costs. We warned you.

We’re sure there are lots of questions running through your head right now. What heroes can you use in these fights? What is this “deadly” mechanic you should avoid? What else did we leave out because we love keeping secrets? Well, here’s the breakout for each “Tests” battle.

Test of the Demon

  • Available Heroes:
    • Huntress Series
    • EV-A, with staves
  • Demon Lord specials:
    • Demon Lord is immune to damage unless stunned by the Generators
    • When Demon Lord is stunned, goblins and/or orcs rain from the sky
    • Deadly mechanic: Fireball

Test of the Mech

  • Available Heroes:
    • Apprentice
    • Series EV-A, with bows
  • Goblin Mech specials:
    • Mech has increased movement speed
    • Mech takes reduced damage from hits that don’t hit the weak point
    • Dark Elf Warriors periodically spawn
    • Deadly mechanic: Melee attacks

Test of the Ancient

  • Available Heroes:
    • Monk
    • Squire
  • Ancient Dragon specials:
    • When flying around the map, the Dragon can only be damaged by the Ballista
    • Wyverns spawn after Dragon is shot by the Ballista
    • Deadly mechanic: Fireballs

You’re probably asking yourself what the rewards are like for this new game mode. That’s a great question! Since we want to keep some of this a surprise, the answer to this is kept simple for now. For defeating each of the bosses at each of the tiers, you can earn unique rewards that are only available through Tests. With three different bosses at three different tiers in this game mode, there are 9 unique rewards up for grabs.

This type of game mode that gives Defenders a way to just fight bosses with only a hero is something we’ve seen people asking for. This is also something that’s easy for us to add and test out. It is a bit of an experiment for DDA, and if you all enjoy it, we’ll be sure to include it in all of our future episodes.

Speaking of other fun experiments… Our next section goes over the fun we’re adding in for fans of Rifted.

Rifted Portals

Another fun addition to DDA in Episode 1 is Rifted Portals. What the heck are portals?!

Rifted Portals are alternate spawn points for enemies that appear at set locations and times on Rifted Episode 1 maps. Enemies are removed from their original lane and ported to the alternate location. What defenses they miss along the way, nobody knows.

How do you deal with these pesky portals?? Lucky for Defenders, these can be destroyed by your hero. There’s a catch, of course. Portals cannot be destroyed by your hero’s defenses. So, choose your hero wisely!

An added benefit to destroying a portal is the loot that drops once it’s gone. There’s always that incentive to take it down. If you don’t destroy it before the wave is over, it will quietly disappear and a fresh portal will reappear on the next wave, but you won’t receive any loot. Gotta work for the goods.

Bonus Waves

Finally, let’s talk about Bonus Waves. These are one of those spicy additions we’re adding for late-game defenders who are itching for that extra challenge. With an extra challenge comes extra rewards in the form of a chance to get max quality gear from EVERY MAP. What’s the point of a Bonus Wave? To earn extra awesome gear, of course! And you should believe us when we say these rewards are extra awesome.

What Are Bonus Waves?
The basic explanation for these are extra waves that can be unlocked once defenders complete Wave 25 on any Boss map in Survival and Mixed modes at Nightmare and Massacre difficulties. All maps have their own Bonus Wave that unlocks once you defeat the boss within its respective Act. As you can imagine, enemies in this extra wave are faster, stronger, and tougher, but as we said, you’re rewarded for your hard work.

These Bonus Waves are purely opt-in, meaning you can choose to complete them on each map if you want — you don’t have to complete them to finish the map, though. Oh! Here’s a fun fact: Bonus Waves for Boss maps also feature the boss! Sorry, not sorry for that goodness. To note, Bonus Waves for Boss maps only appear after defeating the next boss. For example, you unlock a Bonus Wave for Alchemical Labs once you’ve defeated the Throne Room Nightmare/Massacre Survival Wave 25. We’ll spend the rest of this section going over how to actually access the dang maps and what goodies come from completing them.

Unlocking Bonus Waves
The tricky thing here is that defenders can only unlock Bonus Waves in each Act after completing Survival Wave 25 on the Boss maps on Nightmare and Massacre difficulties. We want to make sure Defenders are rewarded for attempting (and completing) more difficult maps, too. So, once you complete a Boss map, that boss’ named Bonus Wave is unlocked for all prior maps. For example, defeating the Goblin Mech at the end of Act 2 will unlock the Goblin Mech Bonus Wave for all Act 1 and Act 2 maps (minus the Throne Room and Endless Spires).

This gives Defenders freedom to choose the battle that’s appropriate for your style of play. If you want to skip over the Demon Lord and Goblin Mech maps, heading straight to Ancient Dragon to open the Bonus Waves for all three Acts, you’re able to do that. Here’s a handy example explaining how Bonus Wave unlocks work:

You, a glorious defender, complete the Alchemical Laboratory on Massacre Survival. With this great takedown of the Demon Lord, you unlock access to the Demon Lord Bonus Wave on all prior Act 1 maps.

If you, our GLORIOUS Defender, go on to complete Tornado Valley, you don’t yet have a Bonus Wave for that map. Quickly realizing this, you defeat the Throne Room on Massacre Survival, and this unlocks access to all prior Act 2 Goblin Mech Bonus Waves at Massacre difficulty, plus Goblin Mech Bonus Waves for all maps in Act 1.

There’s more we want to add that may make it into Episode 1, if not a future update. We want you to have multiple Bonus Waves to choose from (e.g. Demon Lord and Goblin Mech), where you’re only able to choose one of those waves to complete. So, in the case of the example above, when opting-in to the Bonus Wave on Deeper Well, you must choose to complete the Demon Lord Bonus Wave or the Goblin Mech Bonus Wave. Not both, or at least not in the same session.

You may be asking, “Why bother with these extra waves if they’re just tougher challenges?” Well, we left out some important pieces of information…

Loot Drops
We hope you’re ready for some AWESOME rewards because that’s what defenders are getting from these Bonus Waves. Many of you already know this, but it’s worth explaining again just in case some of us need a refresher. The quality of the loot drop from a map’s chests are dependent on a number of factors, including the game mode, selected difficulty, whether or not you’re playing on Hardcore and/or Rifted, and, of course, RNG.

These Bonus Waves are no different, but there are some small-ish differences to ensure the reward is equal to the work. We do this by increasing the loot quality of every Bonus Wave according to the level of the boss associated with the wave. Basically, Act 1 Bonus Wave loot drops will increase in quality after you defeat Demon Lord, and Act 1 and 2 Bonus Wave loot drops will increase (again) after you defeat Goblin Mech. Activating Hardcore and/or Rifted further adds to the quality of Bonus Wave loot drops on all maps.

That’s Bonus Waves, Defenders!


Like we revealed on our Friday Funday stream, Episode 1 ramps up DDA’s difficulty with a new Tests game mode, Rifted Portals, and Bonus Waves that reward you for your hard work. Once we have this content in place, we’ll be able to expand on it in future episodic content. This is just the beginning!! We can’t wait for you to try it all out and pick up some awesome gear at the same time.

We haven’t announced the release date for Episode 1 yet that includes all of these additions, along with the new heroes, new maps, and an overhaul of gear, but be on the lookout on our social pages. We love sharing that kind of exciting news on those pages first!

Console Update

We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re still working hard on getting Nintendo Switch through the Lot Check process, fixing bugs, and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, but we are aiming to have DDA on all consoles by the end of the year.

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Brittani


On the May 14th stream we continued our string of reveals. Previously we’ve shown off the new Maps (The Mill, The Outpost, The Keep, and Foundries and Forges), the new heroes (The Warden and The Rogue), some new weapons (The Woodland Set), and even the new enemy (The Lycan). Those are just some of the things being added to the game, but now it’s time to get into some of the new features coming to Dungeon Defenders: Awakened. Let’s start with a big one — GEAR!


Gear is getting a major face lift in Episode 1, and for a lot of reasons. We’ve been taking a heavy look at what players are doing with gear, how well they understand it, and what that means for metas. Currently, the meta is boost-only to succeed. Boost builds are fun, but they shouldn’t be the only way to experience the game. We’re going to keep boosting viable, but we’re also going to add options to help give our ever-expanding roster of heroes and content more ways to be enjoyed and conquered (respectively).

Stat Changes

There’s a lot to unpack here, so first let’s get into the changes that are coming. We’ll focus first on what’s being removed, what’s being added, and last the additional systems that are added that are built off this new foundation.

Stat Removal

On our May 7th stream we talked about removing Ammo and Reload from the game as a concept so that heroes using Crossbow weapons weren’t hindered when choosing to play with a crossbow wielder. Here’s a total list of what we’re removing from items, and what’s going to happen with them:

Ammo and Reload Speed
As previously mentioned, they just weren’t fun mechanics. They punished early players and scaled so high they didn’t matter to late game players.

  • New: The Huntress gains the ability to shoot an arcing explosive that deals damage to enemies hit. If the Huntress is in the explosion radius, she gets launched based on her orientation to the explosion. Rocket jump!

This stat capped out at 100, meaning that a lot of players with 1000’s of agility because of gear rolling all the stats were getting punished for every decent agility roll on gear.

  • New: Agility cannot be upgraded, but instead scales from levels 1 - 50, with 50 giving the player the equivalent movement speed increase of 100 agility from before Episode 1.

Not all heroes who use swords block.

  • New: Block is an ability that statically scales based on the source of the attack, with smaller enemies taking less block resource and stronger enemies taking more.

Another stat that caps out pretty quickly and ultimately takes power away from gear.

  • New: Casting now scales based on your hero level up to a cap. The higher your level, the faster you build, repair, and upgrade defenses.

Charge Rate
Another stat that was a little too complicated to understand.

  • New: Now is baked into abilities that charge (i.e. Apprentice Secondary Attack)

More stats that people weren’t upgrading or cared to receive.

  • New: Now scales off specific weapons innately.

Melee Attack, Ranged Attack, and Elemental Attack
The difference between these has always been confusing as to which ones to upgrade for players. Veterans might understand what to do here, but it's not really clear. As a result:

  • New “Damage”: We’ve decided to just merge these into one type “Damage”. That means if an elemental weapon drops, there’s one source to upgrade that guarantees you’ll be doing more damage. This new approach will keep damage scaling the same as before.

Projectile Count (Polearms)
We removed this stat as it pretty much locked polearms to only the Monk, unless any hero we made in the future used ranged fire as their secondary stat.

  • New: Projectile Count for the Monk now scales with their level. Early in the game you have a single projectile, and then after a continued progression it’s permanently set to 7 projectiles.

Projectile Speed
Upgrading this actually made some weapons unusable because their projectiles moved so quickly that they would not hit enemies.

  • New: Now this stat is set on a per weapon basis, meaning some weapons shoot faster or slower than other types.

Skill and Boost
These two have been pretty hard to describe what they do for a lot of players, and they also lock us into this idea of new heroes always having both, or having to disjointedly say “ability two is for boost” or “Carnage on the Rogue scales from boost”. There’s a lot more we could get into here, but the TL;DR is that they weren’t intuitive.

  • New “Ability” stat: Ability is just Skill and Boost combined and are incorporated into the scaling of any ability a hero uses. Previously playing a boost Apprentice? Well now you can go drop mana bombs that pack a punch while keeping your boost build going.

That’s a lot of changes that were made as the result of us heavily investigating gear, looking at player profiles, watching streams, watching video guides, and surveying players. We really dug into what players want and the best way to provide that. We’re not stopping there. We’re going further. Let’s talk about some new stats that are coming.

New “Crit” and “Crit Scaling” Stats - Melee Only
This stat is not a new concept to players, but the way it's implemented might be. We wanted to give melee heroes a chance to compete with ranged heroes. Ranged heroes have projectile count that deals multiplicative damage that’s not split amongst projectiles, and get to send a barrage of attacks to enemies while not having to worry too much about taking an axe to the face. Melee heroes however have to focus on avoiding too much damage, getting in and out, and not having as high uptime on dealing damage.

Critical strikes help bring balance to this difference. Melee heroes do have the advantages of cleaving, but in the late game projectile counts more than make up for that bonus. Critical strikes are a chance for us to make playing a melee hero a lot more fun. Critical strikes only apply to primary attacks and not abilities. As this is a new stat coming in with a lot of changes, we want to make sure it's powerful enough to balance the scales. Wow, okay, that was a lot to write about stats, but these are huge changes coming to items that we really need to explain as a foundation. But wait, there’s even more — let’s get into some item changes!

Item Changes

Now that we have stats laid out, the presentation of these stats is going to change. As previously mentioned, a lot of players felt forced to only play with their defenses. We think that’s a great way to take on challenges in DDA, but it shouldn’t be the only way to play. Instead of forcing players to choose between a defense-focused hero only and a damage-focused hero only, we’re going to let you do both.

Stat Locations

Where stats show up changes within this update and we wanted to provide a breakdown of their new homes:

Hero Stats

  • Damage: Weapons, Pets
  • Attack: Weapons, Pets, and Offhands
  • Ability: Weapons, Pets, and Offhands
  • Vitality: Weapons, Pets, and Offhands
  • Armor: Helmets, Gloves, Chest, and Boots
  • Firing Solution: Crossbows, Staves, and Pets
  • Projectile Count: Crossbows and Staves
  • Critical Chance: Polearms and Swords
  • Critical Severity: Polearms and Swords

Tower Stats

  • Fortitude: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Power: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Def. Rate: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Range: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches

One thing we noticed was people were managing a lot of heroes to do multiple things, sometimes the same hero to build and another version of that hero to damage. There was so much that required you to have to set up and maintain, keeping you from taking down enemies for that sweet, sweet loot. This now gives you two options to play with at the same time instead of one. The note we made earlier with Ability letting you drop a Mana Bomb while also tower boosting? This lets that happen more.

The end goal of all of this results in us balancing these items so you have the same tower or hero strength that you had before Episode 1, but now having the both. Your individual character’s strength doubles as a result of this, which is why you may have noticed “offhands” as a term describing where certain stats would appear.

This is a new item slot type that’s also kind of... not new. In order to really pack a lot of power into heroes and not bloat the strength of weapons, we decided to use a slot we have and make it more impactful. The Squire has a unique slot that has made it a little harder to balance him, and so looking at him we decided to unify this slot across all heroes. Now all heroes that do not dual wield weapons (Series EV-A and The Rogue) have an Offhand slot. These are as follows:

  • Ammo Pouch: Crossbow heroes
  • Shield: Sword heroes
  • Tome: Staff heroes
  • Whetstone: Polearm heroes

This is a lot of changes and balancing to improve player experiences and to open things up a bit when it comes to playing your hero in multiple ways. A lot of this is built upon a goal of ours: make gear more interesting. You may be wondering how removing stats, combining stats, and making stats native to heroes makes them more interesting. That part makes it simpler to understand what gear does and more ways to play for sure, but doesn’t really mean things are interesting. That’s where Item Effects come into play.

Item Effects

This is a new system that is coming to all gear in DDA. Item effects are unupgradable additional stats and effects that are applied on all your gear. For Episode 1, our goal is to lay it out as a foundational system that we are going to continue to build upon. The first iteration will be a bit simpler, with more complexity coming in future episodes.

What are Item Effects?
They’re additional effects that roll on your gear. There are a ton of these (with more added each episode) that should help boost your strength. Some only roll on specific item types, but this is something that’s easier to explain with examples than get into the weeds of it, so let’s look at a few types:

  • Stat types: These roll additional stats on pieces of gear that those stats could appear on.
    • Example 1 - “Increases your Power by X” rolls on armor and accessories.
    • Example 2 - “Increases your Attack by X” rolls on weapons and offhands.
  • Elemental Increases: These roll additional elemental damage increases.
    • Example 1 - “Increases your hero’s Fire damage by X%” rolls on weapons and offhands.
    • Example 2 - “Increases your defenses’ Fire damage by X%” rolls on armor and accessories.
  • On Attack: When using your Primary Attacks, these have a chance to activate.
    • Example 1 - “Your Primary Attacks have X% chance to Enrage enemies for Y seconds”.
    • Example 2 - “Your Primary Attacks have X% chance to explode, damaging all enemies in range. Y seconds cooldown”.

This is just a brief look into what item effects are, but this doesn’t even come close to encompassing all of them. Item Effects allow us to now drop gear that lets players continue to progress playing through with less random base stats, but then have the ability to fully customize heroes by hunting down the right effects that bring a lot more unique power.

How does this affect my current character?
Going into Episode 1, we will be updating everyone’s gear to fit within this new system. Your current hero strength and setup should be maintained very similarly to how you currently perform, with the added bonus of your damage heroes being able to build and your builder heroes able to deal damage. We’re also working on having some specific item effects be included on this new gear as well, setting you up for a ton of success when Episode 1 launches.

To make sure everything scales correctly, upgrades are going to be changing since stats are being altered. As a result we’re going to be refunding you a plethora of gold based on your upgraded gear and removing the upgrades from this gear. This will let you then choose where to spend your upgrades within this new system. While it might take some time, we’re doing what we can to make sure it’s as easy and doesn’t make you feel that your previous decisions lock you out from taking part in all these changes.

Oh, you think this post is long? That’s too bad, because there’s even MORE. Let’s talk Set Bonuses. We’ve got them, you want them.

Set Bonuses

This shouldn’t come as a surprise entirely, as we’ve talked about adding more set bonuses in the future, and that’s what we’re doing here. Set Bonuses are additional stats and functionality that you get out of wearing pieces of a specific set at the same time. Previously in DDA, the only set bonuses gave item stat increases or turned specific defenses into Fusion towers. They still do, but now there’s more!

New Set Bonuses
The ones you’ve collected so far are still included, but we wanted to add some additional opportunities for you to build sets and customize your characters. We’ve got these broken into two different types that either increase your hero power or your tower power. Here’s two examples:

  • Erupting Defense: Increase your defenses’ Fire damage by X%.
    • Armor Set, 4 Pieces
    • Like Fusion gear, your item stats are still increased, but by a lesser percentage.
    • This increase will make your Fire defenses your strongest defenses for this hero.
  • Thundering Assault: Increases your hero’s Lightning Damage by X%.
    • Weapons, 2 Pieces (Weapon and Offhand)
    • New to weapons, but plays off elemental weapons you acquire.

There are more set bonuses that are thematic to what we’ve laid out here, and even a few that aren’t. However, since set bonuses have been focused on towers primarily for a while, we’ve decided to add a bit more fun and flair with Hero Weapon Sets.

Hero Weapon Sets
We wanted to offer new sets that allowed players to take advantage of how active they can be if they choose to. These new weapon sets only work on a specific hero, and aren’t specifically aimed at changing their gameplay, but instead provide some more utility to their abilities. For now, we’ll give you a taste of one:

  • Protean Cannon MK II: Protean Surge deals X% increased damage and ensnares enemies by Y% for Z seconds.
    • Weapon Set, 2 Pieces (Crossbows and/or Staves)

This is something experimental that we wanted to put out there. They’re a ton of fun to use and let players come up with even more unique builds and choices on how they play DDA. We’ll be looking to expand this system as we release additional episodes.

How you see and interact with all of these new additions is incredibly important. So without further ado, let’s start talking Inventory improvements.

Inventory Update

DDA has a lot of stats and things going on when it comes to items, stats, set bonuses, characters, etc. It’s a lot to take in and isn’t currently explained in the best way. That’s where Episode 1 comes in.

New Layout
We’ve optimized our layout so that everything is together, making it easier to understand what you’re doing within your inventory.


Just from this image alone there’s a lot to see. One of the first things we’ll note is that items and equipped gear are now next to one another making it easier to equip pieces both with mouse and keyboard, as well as gamepad.

Next you’ll notice at the top there are a plethora of bags. We’re adding additional iconography that allows you to change the visuals for your bags, making it easier to know what each contains based on your personal preferences. That means that you need to have specific filters for specific bags. We’ve got you covered:


Now it’s easy to customize your bag, setting the name of the bag, the image, the quality of gear, elements tied to gear, weapons, armor, accessories, and more!


Oh did you want better sort options that are easier to navigate? YOU GOT’EM


The fun doesn’t stop there. We’ve just begun to pull back the curtains that are the wonders of the new Inventory. Want the ability to select multiple items and choose to lock, unlock, or sell them? BEHOLD, MULTI-SELECT:


Want better ways to inspect pieces of gear? LOOK A FEW PIXELS DOWN:
Developer Note: Crit and Crit Bonus are only applicable on Swords and Polearms. Grenade Launcher listed here is incorrect and will not be able to roll those stats.


“Irradiate and Detonate? That’s not straight forward, what the heck do those even do?” PAGE OVER TO ACQUIRE THE KNOWLEDGE YOU SEEK!


“All these new items are great, but I wish I knew what I was upgrading and what it did.” WISH NO LONGER, FOR IT IS A REALITY WITH THE INSPECT BUTTON:



Wow that’s so much for the Inventory! But wait, maybe you’re asking “Weren’t there other tabs?” and you’d be right. The way character stats are displayed and upgraded are all in one convenient location on the Stats Tab:


And last, but certainly not least, is the Abilities tab. This explains what your abilities and towers do for your selected hero. We’ll continue to expand on this feature in the future, but for now it should be made more clear what your heroes can do:



Alright we’re exhausted, there’s no way there’s more. Oh wait. There’s so much to take in here, a lot of things changing, and a lot of things being added. Previously we were asked about having limited choices in the Hero Deck that make all the new things we’ve shown before this post somewhat harder to desire. Then the next topic shall be HERO DECK CHANGES!

Hero Deck Changes

We anticipate the need for the amount of heroes needed to go down compared to what players use now (with a lot of these item changes), but we also want to make things a bit more open and diverse. As we talked about it, and with the plan to add more heroes, we knew we needed to make some changes. First, let’s talk size.

Hero Deck Size
Now four heroes is great and all, but based on survey results, 95% of our players use 6 heroes at most. As we said, we expect the amount of heroes to go down (by at least 1), so when choosing a max, we wanted to accommodate adding new heroes alongside what players use. This made the decision pretty easy for us. So, in Episode 1, the new Hero Deck size is going to be SIX HEROES!

Hero Deck Incentives
Currently there are three hero deck incentives that affect players:

  • XP Shared across all heroes in the Hero Deck (this is on the UI)
  • Active Hero towers’ gain 33% increased damage (mentioned in the tutorial)
  • Fusion Set bonuses activate (not mentioned in game).

We surveyed players asking if they’d like to have more incentives to use the Hero Deck, and so here’s what is changing in Episode 1:


Experience points being shared among all heroes in the Hero Deck is nothing new, except you have 50% more heroes now that will benefit from it.

Active Set Bonuses and Item Effects accomplish two things. The first is that we wanted to provide a space for players to make unique builds with specific customization. We’re adding a lot and by having this in place we make sure players don’t feel pressured to have every hero with every combination incorporated into a single build. The second is that we are going to be working on additional systems that take the item effects system and turn it from 10 to 11. If we did not place this restriction, we would be locked in with only the item effects in this first iteration.

Lastly, for Episode 1, we’re removing the restriction of “Active Hero” gaining increased Tower Damage. This means that all of your Hero Deck towers will be gaining a boost to damage. We’re currently working through the balance of what that percentage is, but the goal is to give you more power, try more diverse builds, and give you more ways to win.


There was a lot covered here and a lot of this stuff is subject to change until we have it out the door. We’re excited to get all of this tested and out to you, OUR GLORIOUS DEFENDERS. This is the standard of what you can expect with Dungeon Defenders: Awakened development and our episodic releases. A lot of this work is going to be expanded upon with future Episodes that we’re excited to work on and share with you!

What’s Next?

Believe it or not, this isn’t everything. Next week we’ll have even more reveals for the stuff coming into Dungeon Defenders: Awakened Episode 1. There’s even a new update for Dungeon Defenders II being worked on. We’ve got so much going on at Chromatic Games and we are making sure this stuff is ready to go before we ship it out, but we promise it’s on its way!

Console Update

We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re still working hard on getting Nintendo Switch through the Lot Check process, fixing bugs, and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, but we are aiming to have DDA on all consoles by the end of the year.

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Brittani


During our dev stream last Friday, we mentioned this week would bring the biggest news yet. We weren’t joking! We’ve finally made it to the reveal of the brand new, never-before-seen hero coming to Dungeon Defenders: Awakened in Episode One. A couple of weeks ago, we revealed the Warden, who happens to be the spiritual successor of the Dryad. Who will be joining her in Etheria? The second hero goes by… The Rogue!

Now that you have a name (which some of you correctly guessed on our Twitter and Instagram posts), guess we need to tell you more about this new hero. Have we built up the excitement enough? We sure hope so. Let’s get to the learnin’!

New Hero: The Rogue


As some of you super sleuths guessed (was it the ears??), the Rogue is a highly trained elven soldier. The catch—he’s the last remaining elite warrior from an ancient elven army, meaning he comes ready to battle enemies head on as a melee and ranged dual-wielding hero. As a combat-only defender, the Rogue is agile, dashing in and leaping out of battle as he sees fit.

A lack of defensive towers does not mean the Rogue is without protection. Going Stealth activates invisibility and his arsenal of devices combine to disable, enfeeble, and slow your enemies’ advances. Let’s dive into the details of these attacks, abilities, and devices.

Attacks and Primary Abilities

Developer Note: All of these things are subject to change in regards to balance, functionality, and visuals.

Weapons of Choice: Dual-wielding: Melee (Right hand) and Crossbow (Left hand)

Primary Attack - Melee Attack: The Rogue swings his equipped sword, dealing damage based on the weapon’s stats.

Secondary Attack - Ranged Attack: The Rogue fires his equipped crossbow, dealing damage based on the weapon’s stats.


Primary Ability 1 - Swift Assault: Dashes forward and deals AoE damage once reaching his destination.

  • From Stealth: Hero throws a single deadly knife at an enemy, dealing massive single-target damage.


Primary Ability 2 - Disengage: Throws a spread of daggers forward dealing AoE damage and applying Rogue’s Mark to all enemies hit during attack. The Rogue leaps backwards out of the danger, providing a gap between him and his foes.

  • From Stealth: Daggers deal more damage and pin enemies to the ground, immobilizing them for a short period.

Devices and Utility Abilities

The Rogue has been specially trained for direct combat—a “fighter” some may say—and brings a preference for battling enemies with some very powerful tools. With this battle style, the Rogue does not build defenses, but instead this lone warrior comes equipped with devices that act as mobile traps that deal elemental damage and apply debilitating status effects to all Marked enemies during combat, regardless of the distance between defender and enemy. The Rogue’s Stealth also comes in handy for those moments when defenders want to surprise their foes, escape danger, or mark enemies from afar.

Developer Note: We wanted the Rogue to play like no other pure damage characters that we’ve made in other Dungeon Defenders games. We wanted him to feel like there was strategy in his abilities, similar to placing towers. He’s designed to fill the role of a special enemy killer, focusing down the strongest foes with both consistent and burst damage when you focus a specific enemy (with nearby enemies taking some hits being an added bonus). For our first non-building hero, he’ll have a lot of big moments and strategies similar to when a tower is beating down enemies, except you’ll BE that tower!

Passive - Rogue’s Mark: Marks are applied to a maximum of 8 enemies while using Swift Assault, Disengage, or attacks from stealth. The Rogue can then activate debilitating Devices on Marked enemies.


Device 1 - Arcing: Snares Marked enemies with nets of lightning, disabling their attacks and abilities, while causing attacks against them to deal additional lightning damage.


Device 2 - Napalm: Incinerates Marked enemies, dealing a large amount of fire damage over a short time. Enemies also take increased damage from other attacks and abilities from The Rogue while Napalm is active.


Device 3 - Noxious: Injects Marked enemies with a highly potent toxin that slows movement and deals poison damage while Noxious is active.


Utility Ability 1 - Stealth: The Rogue becomes invisible for a short duration. While invisible, the agile hero can Mark enemies with primary attacks, secondary attacks, and empower non-Device abilities. He cannot be targeted by enemies, but he can still take damage from their attacks if he gets within damaging range.

  • Riposte Buff: Using a non-Device ability breaks invisibility and applies a buff to the Rogue. This buff reduces incoming damage from all sources and deals his melee weapon damage back to attacking enemies for a short period.


Utility Ability 2 - Carnage: The Rogue throws a flurry of deadly piercing daggers, dealing AoE damage every half a second throughout its duration. Defenders can move while this ability is activated and it can be channeled until you’re completely out of mana.

  • From Stealth: AoE damage radius is increased and it breaks invisibility.

New Map: The Keep


Throughout the month of April, we’ve revealed one new map each week that’s being added to DDA in Episode 1 on our Friday Funday dev streams on Twitch. You’re definitely missing out on some of the best beans if you haven’t made it to a stream yet, but we can’t keep all the secrets to ourselves. So, LOOK AT THIS BRAND NEW MAP. It’s called The Keep and it’s as spooky in game as the picture suggests.

With the other three maps we’ve revealed as remakes of fan-favorites from other Dungeon Defenders games—The Mill, The Outpost, and Foundries and Forges—we wanted to save the best for last. These cursed grounds form a gigantic map. We mean that. It is HUGE. Don’t believe us? Watch the live playthrough from last Friday.


The Keep’s sheer size is a challenge in itself. Do you focus on pushing enemies into tight lanes to maximize AoE damage? Do you find the perfect hiding spot for your DSTs? Guess we’ll have to wait and see what The Keep has in store for defenders.

New Enemy: Lycan


Another big bean we revealed last week is the new enemy, the Lycan. As you can see from the picture, they’re certainly looking to bring more destruction to Etheria. Using the werewolf’s signature ability, “Howl,” the Lycan empowers himself and nearby enemies, while reducing the effects of incoming attacks.

Lycan enemies show up on each of the new maps, but they show up in earlier waves as you progress through Act 4. Are you up for the challenge? We sure hope so because Etheria needs you!

What’s Next?

We still have lots of exciting changes and updates coming to DDA that we’ll share with you all during our Friday Funday dev streams, including showing off the Rogue this week! We’ll post a reminder on social media, but make sure to head over to Chromatic Games’ official Twitch page this Friday at 3PM EST to hear all the juicy B E A N S we can’t wait to spill.

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Brittani
#MayThe4thBeWithYou, Defenders!
We know the power of the dark side is a constant temptation. To help you continue choosing the light, we’re giving defenders a FREE downloadable far-far-away themed wallpaper! Our heroes want to send a galaxy-sized “Thank You” for all your support in keeping Etheria safe through the years.

We’re feeling extra generous, so for a short time, all galactic-themed DD2 costumes (including the Very Far Away Bundle) are 50% OFF in the Emporium! The sale starts today and runs until May 5th at 8:00PM EST. The Emporium is the way… to great deals.
On top of these marvelous deals, one defender will win a code for DD2’s Very Far Away Bundle through our retweet giveaway! This galactic bundle features four costumes for our four original heroes: Dark Disciple Squire; Arcanatrooper Apprentice; Galactic Assassin Huntress; and Dark Shawl Monk. Make sure to head over to our Twitter post to “like” and retweet to be entered in to the giveaway.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
[CG] Brittani
In less than ONE WEEK Dungeon Defenders: Awakened will be released on Xbox Series X|S and Xbox One!! We are so pumped for that release and we wanted to add to that excitement by sharing other big news from the studio — we’re also rolling out the release of Update 1.3 soon! We’re currently getting this update certified for Xbox, with our goal being to release the update for both PC and Xbox players on March 17, DDA’s Xbox launch date. Check out what’s to come...
What’s New

One addition to the game we’re really proud to introduce is the new tutorial! We felt the old tutorial had room for improvement, so we’re adding more explanations on essential game-play features (like the hero deck) and giving new DDA players a chance to experiment with different heroes and defenses. This is just the first of many tutorial revisions and additions we’ll be adding to the game to help our newest defenders learn all they need to know to defend Etheria!
PLUS, everyone who completes the new tutorial will receive a sweet reward in their inventory. We’ll share more about that at the time of the patch release ;)
Massacre Mixed Mode and Pure Strategy
At long last, we’re adding the Massacre difficulty to Pure Strategy and Mixed Mode game modes! Pure Strategy tests players’ defense-building strategies by removing hero combat from battle. With the addition of Massacre difficulty to this game mode, players will have to account for the Siren, an immunity-granting enemy. This will force players to figure out how to handle the Siren using only defenses before she’s able to boost the rest of the enemy field. In Mixed Mode, players will also see the Siren added to the enemy list, and will be rewarded appropriately with better loot drops than even Survival mode. Prepare those defenses, Defenders!
Nameplate and Damage Numbers
Like we mentioned during the dev stream last Friday, we’re making some big changes to the displays for nameplates and enemy damage numbers. These changes will add in some missing player and enemy nameplates, as well as increase the quality of the displays, including making the text and numbers clearer while dealing damage. Critical hits will feel more rewarding, with larger numbers to let you know when you’re doing that extra bit of damage. These numbers will be even bigger when you manage to snipe a weak point, so it's time to show off those skills!
Check out how those in-game differences will look after the update:


Enemy Amount Changes
Game performance is an area we’ve been tinkering with for a while. To help boost performance, we decided that decreasing the amount of enemies on screen at once would be a great way to do that without impacting game-play too drastically. Most of the enemy reductions will come from weaker enemies, so you’ll see significantly fewer goblins and wyverns, for example. To compensate for the lower number of enemies on maps, all enemy strengths will be increased. Players will have a slightly different challenge with fewer targets, but this should hold the difficulty level.
This enemy count update will impact game play on all maps and difficulties in Campaign, Survival, Mixed Mode, and Pure Strategy, meaning every player can go back and re-experience a brand new DDA!
Optimizations and Performance
With the decreased enemy counts and changes to displays while in battle, players should experience a cleaner battle, and especially so on the larger maps (e.g. Summit). Wave lengths will be reduced, and these changes will stem from adjustments to enemy release schedules and the reduced total enemy counts. Basically, we want to make sure every player feels they are being challenged, while also making sure the game runs smoothly and looks great all at the same time.
Still To Come
There are still many highly-anticipated features we’re working on and will add in future updates, including trading, cross-saves, and more. Once DDA Xbox release goes off, we’ll be able to spend more time prioritizing these features, while also working on our Nintendo Switch and PlayStation ports. We’ve shared some of the updates on these during our Friday Funday streams, but we want to get this down in writing for you all, too.
We are just as excited as you to add trading to DDA, but we needed to step away from this project for a bit to focus on passing Xbox certification. After the Xbox launch, we’ll get back to work on making sure any trade system we add to the game is fair and safe for all players. Ensuring fair trades between players is a big task, but one we want to make sure is part of players’ experiences. Once we feel the system can’t be easily exploited, we’ll work toward adding support to setup sessions specifically for trading, buying, and selling items between players.
We’re nearing the completion of the cross-save feature. It does require another separate Microsoft certification process, though, so the timing on that will depend on those outside factors. For the much sought-after split-screen feature, we’ve got a lot of work ahead of us to make the UI and UX work well for all players during a split-screen session. When we add additional screens, the game has to work a lot harder to give each player their own unique area of play and we haven’t been satisfied with the way it’s all working together (or not working together…). When we’re happy with the way multiplayer functions AND looks, you’ll know!!
Bug Fixes
This patch will include a whole bunch of bug fixes too! We all know players’ favorite space to place DSTs is on top of the Glitterhelm doors, but you’ll have to come up with a new strategy now. We are fixing this bug and other similar placement-related issues on other maps. Lots of previously-stuck enemies will be given new legs, so they’ll make their way down the purple path once again. Along with these fixes, we’re addressing some exploits and inaccurate damage number displays.
This is just a small preview of all of the revisions, additions, and bug fixes we’re planning in this next update, so stay tuned!
Social Defenders
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Chrome Game
Greetings Defenders and Happy Holidays!

I hope everyone has been enjoying our most recent update, Drakenfrost! It was definitely a new experiment into how we deliver content, and I can’t wait to see all the feedback about it. How did you feel about our recent release of the Drakenlord? Let us know your thoughts in this thread!
I didn’t come here entirely for feedback… I may have an ulterior motive… to deliver some tremendous news!
I have recently been promoted to Creative Director on the Dungeon Defenders team!
I’ll be leading the direction of Dungeon Defenders into the future with the help of our amazing team!
We’re going to make the changes that you, our Defenders, want to see. We’ll also be able to make even more exciting new content and features for Dungeon Defenders II than we ever have before.
But what does this mean for the players?
Well let’s recap a little bit. I started as a community member, Caster’s Guild streamer, and Dungeon Defenders player. My tenure at Trendy started off with an internship that grew into an Associate Producer position, where I was eventually able to mold and shape some of our most recent updates - for example Protean Shift, Isle of Dread, and the Drakenfrost update.  
Josh comes into all of this with deep knowledge of the original Dungeon Defenders title, the aspects of it that players enjoyed, and is a master of the technical arts.  
Our primary goal and focus is to build upon recent successes through continuing to evolve DD2 into the game we all know it can and should be.
So what are some of the things we’re thinking about?
We’re looking at our pain points:
We’ve been improving Ancient Power since its release and we know that everyone is still not as stoked about it as we were hoping.  In 2019 we will continue to iterate and expand upon this feature until it hits the mark we’re all hoping for.
We also know there are some Inventory pain points that players have with stacking Shards, amount of free space, and clunky navigation. We’ve already made significant improvements to finding Mods and sorting your inventory, but we’re always looking at doing more to make it easier and easier.

In the near future:
We’re looking at expanding our elemental combo system. The goals for this are to add intuitive and interesting combinations between damage types, setting you up for some mad alchemy with new and beefier elemental interactions (what if poison exploded when hit with fire damage?).  Elemental interactions entered Dungeon Defenders II before our Free-to-Play launch and while our old plans to expand upon them have grown dusty on the shelf, I have never forgotten how excited they made me about the potential for DD2. We want to rekindle that excitement and realize this feature’s potential.

We’re also looking at acquisition methods for all of your loot and rewards in the game. We know people are looking for specific Shards, 10/10 Qualibean™ MODS, crafting materials, re-roll items...basically all the things. Our new Lead Designer (Mark Telfer) has made appeasing you his primary goal in life and loot acquisition is where he’s decided to start. Much like with recent changes to MOD roll and drop rates, your feedback will be essential to this process — so keep reaching out and letting us know your thoughts.

In the slightly farther future:
We’re looking at creating a better “purpose for play.” Some people call this a “chase” in a game. We know some people enjoy getting to high floors of Onslaught, and some enjoy getting fully kitted out with Chaos VIII gear, Gilded Shards, all Ancient Powers, etc. but we also know that we can do even better than that.
We want our players to have a more meaningful reason for getting all the new loot and levels in our progression systems. One avenue we’ve been playing with is an “ultimate boss” style encounter. The Lost Eternia Shard DLC packs proved the concept for the franchise, and we are currently exploring ways we can hit that emotional high-point in the contemporary DD2 format.  Modern MMO’s and RPG’s have taken big strides when it comes to designing boss fights and we’re looking to mirror their modern, elegant style.
There’s also an ongoing conversation about adding additional ways to acquire heroes and premium currency via gameplay. We really want to make sure that all our players are feeling adequately rewarded for playing our game. We’re going take a look at what our Gem purchases and pricings are like, and evaluate ways that we can make these more “player-first.”
We’re here to make a dope experience for you, and we’re going to double-down on that as our direction moving forward.  (My first act as Creative Director was to declare “we’re going to make dope s***” as the new modus operandi.)

Real Talk:
We have a small, but dedicated team working on delivering Dungeon Defenders to everyone in the best way that we know how. We’re people (just like you!) making a free to play game, so there will always be monetization and occasionally we’ll make some mistakes with features.  Additionally, change does not always occur at the speed at which you wish it would. We have processes for improving, but they remain what they are — a process. That being said, our ultimate goal is always to make a game that you guys want to play, and to continue to experiment with finding new and interesting content and release methods.

Do not forget that each and every one of you are an essential part of DD2 now and the shape of what it becomes in the future. Continue to give us all your feedback, opinions, and ideas using the appropriate methods.
We’ll do our best to fix bugs, add content, and provide new features to the game as we keep developing in 2019.
Join me, and the entire team, in making Dungeon Defenders II, and all our future Dungeon Defenders games, into the best games they can possibly be.
Colin “Elandrian” Fisher and the entire Dungeon Defenders II Team.
Greetings Defenders,
We’ve been hard at work since our latest update and we’re ready to share some of what you can expect to see in our next update! We wanted to take a step back and focus on some more player-centric changes, and we’ve got a pretty hefty list of things we’re accomplishing. There’s still a lot of work for us to do, and while we’re not ready to show anything off yet, it’s the perfect time to talk about some of the things you can expect to see coming to Dungeon Defenders II!
Shard Acquisition
Shards are such an integral part to Dungeon Defenders II when it comes to empowering your towers with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.
We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. The exact details cannot be spilled out here, but we’re working on concrete ways to get the specific Shards you want.
Chaos VIII Shards
They’ve been gone for a while, and the game has changed quite a bit since they were removed. We have taken a pass at them so that they fit into the current game and are something you want to get. You’ll be able to get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.
New Weapons
There’s a lot of epic weapons that we’re going to be making available, some that have been available previously, and some you've never seen before. Players love to make their characters look unique, and while costumes, flairs, and accessories help accomplish this, weapons also play a big part in making your heroes look awesome!
Elemental Addition
We know a lot of you really enjoyed harnessing the powers of the elements, and we promised to add to this system. In the next update, Poison Mods will be added. While we’re not talking interactions yet, we wanted to let you know that we’re expanding on the list of powers you can combo to break apart your enemies!
Other Greatness
There’s still a decent amount to talk about, and we promise to get word out on things as soon as we can. This next month is going to be a crazy ride for all of our Defenders and we cannot wait to share with you what our 2019 is going to look like! We'll be doing at least one other update over the next month, and then go through our usual release of dev streams and previews. We’re wanting to really take our time with everything we're conjuring up and give attention to a lot of things that we believe you’ll enjoy.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
For Etheria!
The Dungeon Defenders II Team

We’ve been talking a lot about what’s to come in Dungeon Defenders: Awakened future, teasing at various bits here and there, and by making this sentence even longer, we’re still teasing more just putting off the inevitable of what’s coming your way.
Real quick, let’s talk about how Ramsters came to exist. Hamster and ram? That doesn’t even make any sense! Oh wait, you probably wanted to talk about the first thing. Okay, time to talk about the first thing. Let’s get into it.
Now what the heck are Episodes? Well in short, they’re our FREE major content updates, but MCU was already taken (you may have heard of it), so Episodes it is! We covered the “in short”, so now it’s time to describe the “in long”.
An Episode continues the story of our heroes adventure but it also does a lot of other things, specifically they ADD A LOT OF NEW CONTENT.  But what is “content”, where does it come from, and does it truly exist? To answer in reverse order, yes it exists, we make it, and that first one is too philosophical, and we’re sure you want to get right to the good stuff.So let’s talk about what you can expect.
New Maps
In each episode of Dungeon Defenders Awakened you’ll be receiving four new maps that increase in difficulty off the base campaign. We’re following a formula for the new maps where we provide a brand new map as well as recreate three fan favorite maps. Maybe we’re going to show off the first one later on in this post (spoiler: we are).
New Enemy
With each episode, there will be a new enemy that comes into the fray. The new enemy will be similar to the nightmare enemies, bringing in new mechanics that you’ll need to thwart in order to achieve victory.
New Boss
The last map of each episode contains a brand spankin’ new boss. These are similar to the previous bosses, requiring more active hero combat to take them down. They will be thematic to the content that we’re releasing, as well provide unique and thematic loot.
New Heroes
Yes, that’s correct, PLURAL. Each episode contains two heroes, with one hero being a throwback to a previous hero, and the other being a completely brand new hero. These heroes are meant to stand on their own and feel wholly unique from one another.
New Gear
We’ll be providing a slew of new gear that continues to follow previous item progression. There’s also a ton of fun stuff we’ll be adding (that we’ll get into in the coming weeks), that we’ll continue to build off of. Stay tuned for more info!
New Features
This is going to be super nebulous, but there’s a lot of stuff we’re looking to add that really makes your journeys in Etheria a lot more exciting. More to hunt, more to do, more to conquer, more more more more more!
Quality of Life, Overhauls, and Polish
We’re going to be addressing a lot of systems in the game that were put into a “good enough” state for our release, and getting them into a “great enough” state, if that’s a thing. For our first episode, this means overhauling the inventory and item tooltips (which we’ll be showing off in the coming weeks).
Bug Fixes, Balance, Etc.
This is the stuff you normally see in patches, but of course it’ll be included in our Episodes as well. We’ll continue to get out patches to address these things.
Supporter Packs
With each episode, we will be offering a supporter pack that players can purchase. These things offer cosmetic only items that apply to weapons and accessory slots. Since the episodes are free, we’re offering this as players have asked us for additional ways to support our development, and we thought this would be the most fair way to do so.
Episode 1
We’re going to be showing off pieces of the episode over time, and what better time than right after explaining what’s in an episode?! How about a piece of the first episode? Sounds like a good idea to us, so without further ado, here is the first map of Episode 1: The Mill.
The Mill

The Mill is the first stop the heroes make upon leaving the castle to continue their journey. They enter a bright and vibrant forest that used to be used to provide lumber and materials for building the castle and nearby towns. Though it seems calm and peaceful, an army of enemies awaits to prevent our heroes from pushing onward with their journey.

If you squint REALLY hard you’ll notice that this map is a remake of a fan favorite, and highly requested map, Mistymire. We made a couple of changes to make building defenses feel better, as well as modified some lanes to make things play out more smoothly. During the last wave, this map will also introduce our new enemy for the Episode. We’re wanting to make sure that as you play through the maps of each episode, you’re introduced to a new enemy over time while taking on potentially new mechanics depending on your game mode.
What’s Next?
We’re going to continue to reveal more and more about Episode 1 over time, with the goal of revealing something new at the end of the week, every week. If we run into any issues, we’ll let you know, but everything is coming together, so it’s time to start showing off some of our hard work. We hope you enjoy it!
Social Defenders
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Chromatic Games
A new day, a new chance to talk about everything going on in hallowed halls of Chromatic Games. We’re still working from home, so some halls might be dusty or cluttered, but hallowed nonetheless. There’s a ton of exciting news for us to talk about regarding all of our work (some of it is meh, but who cares, it’s news anyways). Let’s get into it!
Dungeon Defenders: Awakened
It’s no secret that a lot of you are hungry for all the new things that we’re going to be doing. Internally, we discussed showing these things over time, to not only keep anticipation up for what’s to come, but to also make sure things were in a ready state to share so that it avoids frustration if the systems change to something else (things other studios do to avoid player frustration). We’re throwing that OUT THE WINDOW and we’re going to discuss the next episode of DDA in its entirety. Slap on your helmet, it’s going to get wild.
Episode 1:  Swampy Jim’s Revenge
Previously, Mistymire was a really adored map due to the scenery being very familiar with that of northern Florida (where we are based). We thought “what if we went DEEPER into the swamp” and did just that.
New Map - Sludge Swamp

Sludge Swamp is our new map. The entire map submerges all your characters and defenses in swamp and slows movement of both players and enemies, but it comes with a ton of elemental effects. For instance, due to methane leaks, any fire damage deals a larger explosion, that applies friendly fire. Electric damage stuns both players and enemies within an unknown vicinity. Poison damage can cause a sinkhole. It might be hard to see where traps are placed, but we felt that it was worth it for these awesome elemental effects.
New Enemy - The Banjolier
This enemy is an etherian who has been corrupted by the Swamp’s fumes and no longer recognizes humanity. Instead they only know of what they came into the Swamp with, most of them for some reason being banjos. The Banjolier begins to play his banjo, enraging enemies around him with how poorly he plays (he never took lessons). Please do not interrupt the Banjolier’s song, as he will ignore you and become even more enraged. The best way to deal with him is to give him the new “Swamp Pop” popsicle bait that is hidden throughout the map, and he will go on his merry way.
New Boss - Swampy Jim

Sludge Swamp is actually the sovereign territory of Swampy Jim. His lineage is that of royalty from Etheria’s past, but they moved out into the swamp for tasty fish and haven’t looked back since. Swampy Jim is very territorial and is going to be standing his ground to push out the Defenders from passing through into other lands, to break free of the realm they are stuck in. Swampy Jim drives a fan boat powered by a gator, named Roberta, that spins its tail fast to propel the boat. He flies by, trying to hit you with his pitchfork, “Delores Jr.”, to make you go on and git. We’re currently working with a certain voice actor (fans of Rick and Morty might know him) to get the VO to be the best you’ve seen with your own eyes. Some people might claim it’s the Scavenger from DD2, but it’s not. That character has a hole in his left shoe, not right which is the trademark to Swampy Jim.
New Hero - Wall Eweeji
We know that blockades fall off, so we decided to make a new hero that has incredibly strong blockades that you would be a fool not to use. Enter Wall Eweeji, a witch doctor/etherian plumber wearing purple that builds every type of wall you could think of:  blockade that doesn’t deal damage, blockade that deals damage, the big two. His abilities are focused on being able to run quickly specifically to defenses to repair them. Mama mia that’s a lot of fun!
New Hero - The Andrew
There’s a lot of war going on in Etheria, so we wanted a hero that was focused more on peace, love, and flower power. We have a local hippie in town named Andrew, and so we made a hero kind of based around him. Flowers that fight for you, roots that trip up your opponents, and something to do with mushrooms blowing up or blowing your mind? We weren’t sure what he meant by that last one, but we’re keeping our rating, so it won’t be too crazy.
New Feature - Taxes

A lot of people have wanted additional reasons for gold, and given that April is here, and that a lot of educational institutions don’t include proper finance education, we figured why not gamify it and help teach people about taxes. Now when you upgrade your items, you will have to pay the Etherian Tax, which is roughly 15%. This allows us to introduce a new feature, that addresses a problem players have outlined, while also being educational. Awesome!
New Currency - Chromie Coins

Now, we’re trying to stay as hip as we can with bleeding edge tech, and thus we invented Chromie Coins. Chromie Coins are a new crypto currency that you can earn by running DD:A all day and night, even when not playing, to mine for Chromie Coins. Chromie Coins can then be used to upgrade your gear and bypass the new Taxes feature. How do Chromie Coins work you may be asking? They just do. Onto the next paragraph!
New Game Mode - Auto Partier
Some of the gaming trends that have popped up through the past couple years have been autobattlers and party games. We mix Tower Defense and ARPG, so we thought, why not mix those as well. Introducing Auto Partier, a revolutionary game mode that lets you pick your character to complete various platforming and detective puzzles, and then it plays for you! We’ve built over 100 levels that the game gets to play for you. It’s an experimental feature, so please give us a ton of feedback. One thing that we will not be changing is that you can use Chromie Coins to increase your chances of winning, as it feeds the AI that plays for you.
New Gear - Backpacks

We’re potentially teaming up with JanSport to introduce a new slot in the form of Backpacks. It’s not only a cosmetic slot that lets you choose between 3 backpacks that have your hero’s name embroidered on them (using the new Embroidicon technology in UE 4.25), it also adds an additional 5 spaces to your inventory. You can also acquire the deluxe backpack through DLC that DOUBLES your inventory space. Now that’s a deal!
New Company - Monochromatic Games

Imagine all your favorite Dungeon Defenders games, but in black and white, with audio that is described on title cards, going back to the golden era of game making. Well Monochromatic Games has you covered. Coming in a summer, you’ll be able to use circular slice and then have a title card say “AHHHHHH” *swoosh noises*, the way games were meant to be made.
There’s probably more coming, but we forgot about it, so for now let’s just assume that’s all there is. Wow, cool.
Bug Fixes
There aren’t anymore, we actually got them all with the last update, and any reports moving forward will flag you as a hacker/cheater.
Dungeon Defenders II
We’ve decided that we’re going to sell Dungeon Defenders II to the team that makes the Persona franchise dance games. Dancing with the Defenders is what they’ve outlined their project to be, and we’re onboard. Sorry, this means no more DD2 development.

That said we will be adding defender packs that you can purchase through ebay only that give you all new cosmetics that you might be able to use in Dancing with the Defenders! Now that’s epic.
Social Defenders
We have social media and you can follow it. We’re on Facebook, Twitter, Google+, Instagram, Snapchat, TikTok, Musically, Myspace, Friendster, Stickam, MSNMessenger OR AOL Instant Messenger (not both),  and also certain newspapers. Follow us for a chance to win!
As always thank you for your support and time, we feed them to the support lord and time lord respectively. They hunger, but soon, the day of determination will be upon us.
Chrome Games
Greetings Defenders,

We’re getting closer and closer to the next Dungeon Defenders II update! Our focus is on taking big strides to make this update as player-centric as possible, with even more player-centric changes coming out in future updates. Currently we’re working on Dungeon Defenders II and Dungeon Defenders: Awakened (check out the Kickstarter here), so we’ve been super busy and working at 385% (real metric). We have a lot to go, and this intro is long enough, so let’s get into it!
Shard Vendor
We’ve seen so much feedback on Shards for so long, and we’re able to now do something that makes it easier to receive them and farm for them however you want. Our primary goal was trying to get the vendor into an easily navigable menu while easily seeing as many shards as possible. Here’s what you can expect to see:

We went through a lot of ways to figure out how to make them easy to get. We looked into shard dust, but then you’re still limited to farming a specific chaos tier to actually be able to earn a specific shard. We looked into ways of converting shard dust into different versions, but the ability to make that easy to do was very messy and hard to use (very frustrating), created a ton of technical difficulties for us, and ended up requiring more inventory management. Eventually we ended up landing on making them purchasable with Defender Medals. We currently have an RPG test going (contact dani.moore@chromatic.games if you want to join the test, are 18 or older, and can sign an NDA) testing this specific feature, but we do not have a specific price set yet. Going with Defender Medals allowed us a way to provide players a concrete way to earn them in multiple ways. If you want to farm a specific tier, you can still do that to maybe increase your chances a little more; but if you want to keep progressing while playing engaging content or just do dailies, you are now able to do those things while working towards a specific reward.
Oh, and one last thing. This badboy has search functionality in it as well. It’s pretty dope.
Chaos VIII Shards
We’re bringing back Chaos VIII Shards. These are a slew of shards that will be obtainable through higher floors of Onslaught (similar to Chaos VIII Ampuoles). Because we want these shards to feel special and rewarding, they will not be purchasable with the launch of the Shard Vendor, but will be making a debut at a later date. We have some veteran Defenders who have held onto these for a long time, and the majority of these Shards are going to be re-enabled. There are two Shards that we are removing as they cause either tech issues (making mobs get stuck, lowering performance, etc). They are Harbinger’s Exile and Elemental Chaos. We’ll have a comprehensive list of these Shards with the update notes.
New Mod — Poison Mod!
We’re keeping good to our word and adding in Poison damage! There are certain towers that have Poison damage, and there is a Poison Damage Chip as well that can be applied to weapons. There may be a new weapon or two that comes with it by default…
Also what would elemental damage be without any kind of combo? We’re currently adding our first Poison interaction. This one is pretty awesome. Combining poisoned enemies with earth damage now petrifies them. It’s like turning your enemies into a work of art.
New Weapons
We’re adding a slew of new weapons that you can earn while playing through Onslaught. At various tiers within Onslaught, you have a chance to receive an additional treasure that contains a random new weapon from that tier. Some of these weapons a few Defenders have seen before, but we’ve got a ton of new weapons that players have never seen, here’s one:

There’s a lot more info on these drops and when you get them (you do get guaranteed drops), but we’ll have more information on these new weapons in our update notes.

Campaign Gating
Currently we’re working on changing up some of our campaign progression. This is to focus on letting Defenders play together as soon as possible. Our focus is to make this process feel as good as it can be. With what we’re able to do here, this could affect different areas in the game for future updates.
There’s more coming as well, but this is a sneak peek, so we can’t talk about everything. We’ve been hard at work, so give us a little longer and we’ll get a quality update for you, our GLORIOUS Defenders!
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!

For Etheria!

The Dungeon Defenders II Team
[CG] Brittani
Things are getting exciting here at Chromatic Games! With the official launch of Dungeon Defenders: Awakened on Xbox Series X|S and Xbox One, we’re celebrating with even more good news—a Day 1 Update with LOTS of exciting changes to both Xbox and PC (this will appear as 1.2.1 on Xbox, but it’s actually Update 1.3). Last week we teased some of the additions, revisions, and fixes included in this latest update in our Update 1.3 Preview post. Now that it’s here, let’s break down what you can expect to see in Etheria after you’re all updated.

We’ve updated the tutorial! With the addition of new tasks and tooltips, any player can enter the Deeper Well to brush up on their defending skills. Even the most experienced defenders can reap the benefits of a new tutorial, too. Everyone who makes it to the end of the new tutorial is rewarded with the exclusive Summoner’s Hood mask to show off their mastery of the basics!

You’ll also notice there’s a new objective tracker part of the tutorial. Expect to see this throughout the entire game in future updates!
Massacre Additions
After completing the tutorial, defenders can now test their skills in the new Massacre levels within Pure Strategy and Mix Mode. These new difficulties introduce immunity-granting Siren enemies to the game modes, and defenders are handily rewarded for their successes. Here are the new loot details:
Quality of item drops was adjusted in Pure Strategy to be equal to Survival mode. Quality of item drops was increased in Mix Mode at Massacre difficulty. Performance
Enemy Counts
To improve performance for all defenders across all platforms, we felt reducing the number of enemies on all maps in Survival, Mix Mode, and Pure Strategy would do the job. We specifically focused on lowering the amount of our weakest enemies first—goblins, archers, and wyverns—because they were jamming up the lanes and unnecessarily dragging out the time it took to complete waves. After we were happy with the improved performance from those changes, we moved on to lowering the enemy counts in Survival Mode. With fewer enemies, we also adjusted wave schedules, which should result in dramatically faster wave times. Here’s a breakdown of what you can expect to see in the improved Etheria:
70% reduction in enemy counts for Wyverns, Archers, and Goblins on all maps. 50% reduction in enemy counts for Orcs, Mages, Warriors, Kobolds, and Spiders on all maps. Adjusted wave schedules to decrease wave lengths. Did you think you were going to get away with fewer enemies without any catches?? Of course you didn’t. We wanted to make sure the difficulty levels remained relatively the same even with the reduction in enemy counts, so active enemies are now beefier, meaning each enemy’s HP has been increased to compensate for the smaller crowds. With such a big change, we’re going to monitor the community feedback to make sure players are happy with the new balance.
Nameplates are looking nifty now. We added missing nameplates above some enemies, heroes, and crystals, as well as cleaned up the general display of nameplates in game. Players should see a significant difference in the quality of the displays with this change and have a much easier time keeping track of enemy HP, a necessary feature to accompany the increased HP of enemies. Cleaning these had some nice performance gains for all platforms, so on top of looking great, they are also helping make the game run better!

Damage Numbers
Get ready for some new and improved damage numbers during combat! Last week we showed you what changes were to come in this area, and now they’re finally here. Players should notice clearer and more consistent displays of damage numbers when attacking, and fusion hits on Rifted enemies will stand out with larger number displays. Like nameplates, we hit some optimizations here as well, so your performance is better while it’s also easier to read damage numbers than before.
Limited Login Event - St. Patrick’s Day Reward!
While today is already a super special day for us at Chromatic with the official launch of DDA on Xbox Series X|S and Xbox One, we haven’t forgotten it’s also St. Patrick’s Day. To celebrate, we’re giving out a special green-themed goody to players who download Update 1.3 and log in to DDA by Monday, March 22. This special gift will be available for PC players today through Monday, while Xbox players will receive the patch with this cosmetic in a few days. We’ll make sure to let the Xbox defenders know when they should expect their gift!

Steam Trading Cards
You read that right - we’ve got Steam trading cards for Dungeon Defenders: Awakened now. Because we’re feeling generous today, here’s a sneak peak of a couple of the cards you’ll be able to collect:

Bug Fixes
Along with all of the exciting changes mentioned already, we also fixed a whole bunch of bugs that were bothering players (or helping them a little too much…). Here’s are the fixes defenders can see in the game.
Adjusted mask positions to better fit heroes. Fixed an issue where Steam Family Share accounts could play Online. Fixed an issue where “WASD” keys still functioned as movement inputs even when replaced. Fixed an issue where multiple players simultaneously swapping in heroes with Gem boosts allowed them to stack. Fixed an issue where accessories didn’t fade out when cameras switched to first person while players were backed up against a wall. Enemies
Fixed an issue where enemies were stuck in Magus Quarters. Fixed an issue where enemies were stuck in Endless Spires. Fixed an issue where enemies were getting stuck in the Throne Room. Fixed an issue where Sirens would not attack heroes. Fixed an issue where Skeletons would not show they had full health when resurrected by themselves. Gameplay
Fixed an issue where defenses were able to be placed above the spawn door in Glitterhelm Caverns. Fixed an issue where defenses were able to be placed near the bottom of Lava Mines. Fixed an issue where some tooltips would not appear after cancelling the placement of multiple defenses. Fixed an issue where the inferno trap was not affecting enemies. Fixed an issue where leaving and rejoining a match to let players place multiple Fusion defenses wasn’t working properly. Fixed an issue where the Gem pet boost flickered on and off periodically. Fixed an issue where traps with Use Scale after swapping would have a very small scale. Known Issues
Some players are crashing on Xbox, we're currently investigating the issue. Some clients on Xbox are having issues healing. We're currently investigating this issue. Using gamepad, players are having issues selecting the pet and bracer slot. On gamepad, when pressing R3 (right joystick), your character's attribute allocation can get reset. What’s Next?
While we’ll be monitoring this release and update, addressing any issues that may arise, we’re currently hard at work on getting our other ports for Nintendo Switch and PlayStation out the door to many eager Defenders. That’s not all, as we’re also getting a ton of work done on brand new content, including heroes, maps, enemies, and so much more! We’ll be getting word out soon to give all Defenders insight into what’s coming for DDA, and maybe a tease or two along the way.
Social Defenders
To get reliable updates on all things DDA, make sure to follow us on all our social platforms:
Discord Twitter Facebook Instagram Twitch Forums For Etheria!
Chromatic Games
[CG] Brittani
The time has come… We passed Microsoft’s Xbox Certification for Dungeon Defenders: Awakened!! With that, DD:A will officially be released and available to download on Xbox One and Xbox Series X|S consoles on March 17, 2021.
Pre-order for DD:A will be available on the Microsoft Store beginning March 3.
Qualifying Kickstarter and Xsolla Backers who chose “Xbox” as the platform for their Game Key reward will receive their digital game key in their emails prior to the launch date.
Players will receive a day one update available at download that will bring the Xbox version up to date with the current PC game. These launch-day features include 15 Campaign maps that can be played on 7 different difficulty levels, along with the addition of Rift and Hardcore Modes that will challenge even the toughest Etherian defenders. Xbox defenders can play alongside friends with up to 4-player online co-op. Also, we have a patch coming shortly after release that has even more quality of life and performance improvements that weren’t able to make it in our initial release!
Check out the official Dungeon Defenders: Awakened trailer for Xbox:

There are a few features that are still being worked on that will not be available at launch, but will be available in future updates:
Cross-Platform Saves ⁠— We know this one is disappointing to not see at launch. While we’re working to have this available to all players as soon as possible, this feature requires an extra certification from Microsoft. This would have pushed our launch date back even further and we really didn’t want to do that. Various In-Game Backer Rewards — In-game rewards such as Item Names and Enemy Names will be ready and viewable after the first post-launch patch mentioned above! Split-Screen Co-op — This is another popular feature that players are anxiously awaiting and it will be available as soon as it runs smoothly! Adding split-screen is a difficult feature to incorporate because the UI needs to run cleanly and efficiently on multiple views. Right now we’re not satisfied with the way our split-screen UI functionality is performing, so we’ll continue to improve this feature until we’re confident it will work the way it’s supposed to for all players. Don’t fret, it’s on the way! Social Defenders
To get reliable updates on all things DDA, make sure to follow us on all our social platforms:
Discord Twitter Facebook Instagram Twitch Forums We can’t wait to introduce Dungeon Defenders: Awakened to our console defenders!
For Etheria!
Chromatic Games
Greetings Defenders,
The response to the Defense Council has been amazing! Defense Council access is selling quickly, and the sheer quantity and quality of feedback we’ve gotten so far has been incredible! We’re buckling down in the studio now to focus on some of the feedback we’ve received and will have a blog on some of our learnings next week.
In the meantime, we want to know: What can we do to make the Defense Council even better? So far our largest requests have been:
Add PayPal Add Premium Currency Rewards Add an Upgrade Option Sell Dungeon Defenders II on Steam So, without further ado.
PayPal support is here! You can purchase Defense Council access using PayPal here! We’ve added premium currency rewards to the packages! Everyone who has already purchased access will receive this retroactively. Of course, it may be a while until we implement cosmetics and premium currency into the game, since we’re focusing on gameplay first! Shoutout to Reddit users Fliksan, Jarstult, Momochichi, & MrSmeeb for making us realize the importance of bundling these with the packages sooner rather than later. We’re looking into an upgrade option and want to provide this option for you in the future. We hear you! For now, even though the Dungeon Defenders II Pre-Alpha is played on Steam, our limited access Pre-Alpha is only available from our site.

Greetings Defenders,
We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. There’s more coming in our next update, but there’s also more coming next week with Protean Shift Patch 3.2!
There are some nice quality of life features that are coming with next week’s patch, let’s get into it!
Multiplayer Incentives
Defenders love playing together, there is strength in numbers after all. When playing together, enemies get stronger, but there’s not any increased reward for that increased risk. Well not anymore! We have been testing and looking for ways to reward players without trivializing content. With this patch, when grouping with other Defenders, you will receive additional gear from the victory chest. This scales per player added to the session, meaning the more Defenders you play with, the more gear you receive. The more gear you receive, the higher the chance at getting perfect mods!
Material Vault
In Protean Shift, we introduced a good chunk of crafting materials for Defenders to have more control over their gear. There’s a ton of new materials and one bit of feedback that we’ve received quite often, is about storing these spoils of combat.
Enter the Material Vault! The Material Vault is a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material, and you will be able to automatically use them when interacting with items. Want to pump up the strength of your gear, but you put the materials in your Material Vault? You can now do it on the fly!
On the Horizon
There’s a giant “wave” of stuff coming to Etheria in our next update that is sure to knock your socks off. Related to multiplayer incentives, we’re going to be providing Defenders greater control over the parties they start, something many of you have asked for is on it’s way. We can’t get into a ton of the stuff coming just yet, but give Elandrian’s Check-In a visit to get an idea for what’s coming!
Bug Fixes and Optimizations
As always, we’re going to be squishing a lot of bugs, increasing performance, and increasing stability. Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:
We have much more on the way and will be spilling some beans in the coming weeks!
For Etheria,
The Dungeon Defenders II Team

We’ve shown two maps in the past two weeks coming in Episode 1, and now we’re excited to present… ANOTHER MAP! Wait, sorry, we read that wrong, it was supposed to say A NEW DDA CHARACTER. Wow, that’s actually way cooler. Let’s get into it!
New Hero - The Warden

As hinted at in our April Fools Day “update”, we misspelled the hero name as The Andrew (an anagram for Warden, what a coincidence). A guardian of the forest that was banished to the realm our heroes find ourselves in, The Warden joins our roster to help push back the evils that stand in your way!
In our surveys and roadmap voting, the Dryad from Dungeon Defenders II was one of the most requested heroes. The Warden is her spiritual successor, using the powers of the forest to take down any foe that approaches. Let’s dive into the abilities and defenses for this guardian of the grove.
Attacks and Abilities
Developer Note: All of these things are subject to change in regards to balance, functionality, and visuals.
Weapon of Choice: Polearm

Primary Attack: The Warden swings her mighty polearm like a scythe clearing a field, destroying foes that stand before you in melee range.
Secondary Attack - Sprout: The Warden calls forth a sprout that erupts from the ground, dealing low AoE damage to nearby enemies, shooting a seed a short distance away.
Normal Form: Picking up the seed instantly regenerates 15% of the Warden’s mana. Wrath Form: The seed grants increased damage and movement speed for 5 seconds. Ability 1 - Mushroom Circle: Beckons forth a burst of mushrooms from the desired location.
Normal Form: Mushrooms heal allies within the circle, while slowing enemy movement speed and reducing attack rate. Wrath Form: Enemies take damage while within the circle. After 10 seconds, the mushroom circle erupts, dealing damage and stunning all enemies within the circle. Ability 2 - Wrath Form: Calls upon the power of the forest causing the Warden to surge with energy.
Wrath Form increases the strength of all The Warden's abilities and defenses while active, regardless of range. Defenses

Roots of Purity- Defense 1: Summons a blockade that can take a beating from enemies. Blesses the ground with the Zone of Purity around the roots that allows the Warden’s other defenses to be constructed. The Zone of Purity restores 1% HP per second to any hero within its coverage.
Mana Cost: 20 Build Mana Defense Units: 1 DU Wrath Form: The Zone of Purity becomes the Zone of Wrath, dealing damage over time to enemies within its boundaries, while also slightly reducing enemy damage.
  Wisp Den - Defense 2: Opens a portal, pulling through three wisps that focus down enemies within its range, always prioritizing high-threat targets.
Mana Cost: 50 Build Mana Defense Units: 4 DU Wrath Form: Wisps become enraged, attacking enemies at a much faster rate.
  Beaming Blossom - Defense 3: Grows a flower that collects solar energy that then goes crazy towards enemies within its range, shooting a continuous beam of pure solar energy that deals high damage before needing to gather more energy.
Mana Cost: 70 Build Mana Defense Units: 5 DU Wrath Form: The beam becomes magically empowered, piercing through enemies.
  Shroomy Pit - Defense 4: A pit appears that spawns a Shroomy, a brave mushroom warrior of the forest. Shroomies don’t have a lot going on in their heads, and as a result they do two things. Idly stand still, and as they spot an enemy, charge legs first (they’re a bit off-balance) and explode into enemies, dealing damage in a large area.

Mana Cost: 40 Build Mana Defense Units: 5 DU Wrath Form: Shroomies enter their own Wrath Form, applying a damage over time effect to enemies hit by their explosion.
  Sludge Launcher - Defense 5: Vines and logs are infused together, pulling in toxins from the ground, shooting out giant globs that explode on contact, dealing a large amount of damage to the first enemy hit and heavily coat them in sludge, lightly covering nearby enemies in sludge, slightly slowing them.
Mana Cost: 80 Build Mana Defense Units: 7 DU Wrath Form: If the Warden attacks heavily sludge-covered enemies, they can be stunned for 1.5 seconds.
  We’ve discussed on stream quite a bit, which if you haven’t been watching you should join us on Fridays at 3:00 PM ET, the new maps and heroes we are adding to DDA. The goal is to bring back fan favorites, while also bringing in brand new additions. We’ve also got a lot of fantastic never used characters in our vault that we’ll be using as a foundation and reworking to give them new life as they make their way into DDA. The Warden is further proof we’re looking at adding in the things you, our GLORIOUS DEFENDERS, want to see in future DDA updates.

What’s Next
We’re going to be streaming The Warden THIS WEEK on April 23rd at 3:00 PM ET over on Twitch, showing off all of her nature-infused power. If you’re not able to make the stream, we post our VODs and a condensed version of the new info in a “Just the Beans” edit the following week on YouTube.
We’re also going to continue doing weekly reveals until Episode 1 is out in the wild, so there’s a lot to look forward to. With all of this going on, we’re still continuing our Nintendo Switch and PlayStation development. The console development takes the efforts of specific individuals, so while we’re showing off all the episodic content we’re working on, rest assured that we’re still diligently working on getting DDA onto the remaining promised consoles.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games

Every day we inch closer to releasing a lot of the awesome hard work that many of us here at Chromatic have been focused on in order to get some great content out to you all. That also means we inch closer to revealing a new part of Episode 1. Oh wait, that’s today! Let’s get into it.
New Weapons - The Woodland Set
What would a new update be without new weapons? These aren’t all of the new weapons you’ll be seeing in Episode 1, but they are pretty friggin’ awesome! They are themed around the first two maps, being more focused on a living forest.

Bonus, there’s one in 3D. You’ll have to wait for the episode to release in order to see the rest!

Maybe they have something to do with our next hero? Nah, probably not. They’re just cool runic weapons from the woods, don’t need to think about it past that at all.
New Map - The Outpost
As previously mentioned, we’re focusing on remaking some of our previous maps with some changes to gameplay, while bringing in a brand new map as the boss map of the episode. The Outpost is following that formula. The Outpost is a remake of the Drakenfrost Resort map from Dungeon Defenders II, a map that not many people have had the opportunity to explore and defend. It hangs on a cliff, overlooking where you’ve previously come from, and acted as a barracks of sorts to keep soldiers of Etheria stationed outside of town, with a giant belltower to warn of incoming threats.

One of the things we wanted to do with these maps in this act is have a seasonal shift as you play through them. You’ll notice a dramatic shift and change in the season and tone as you progress onwards and fight the enemies that await.

These maps are some of our favorites visually, and there’s still some you haven’t seen. There’s so much you haven’t seen yet… Maybe we’ll shake that up next week a bit. Maybe. Probably. Just look out early next week for some B E A N S. That’s the “What’s Next Section”. Watch, we’ll put all of that there.
What’s Next
These maps are some of our favorites visually, and there’s still some you haven’t seen. There’s so much you haven’t seen yet… Maybe we’ll shake that up next week a bit. Maybe. Probably. Just look out early next week for some B E A N S. See, we did it. This is a callback to the previous paragraph. Something about these forests is driving us a little crazy.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
Discord Twitter Facebook Instagram Twitch Forums For Etheria!
Chromatic Games
[CG] Brittani
Have you ever wished you could show off your dungeon-defending side a bit more? Have you tried to tell your non-DDA friends about Etheria, but they just can’t “imagine” it? Well, we may have just the solution for all of you defenders. As a token of our appreciation — and in celebration of our upcoming Xbox release — below are downloadable mobile wallpapers of our four original Etherian heroes. Feel free to download your favorites or all of them, it’s our gift to you. Just be sure to let us know which hero you choose to feature on your phone first!
Apprentice Wallpaper

Squire Wallpaper

Monk Wallpaper

Huntress Wallpaper

**Bonus question for all of you die-hard DDA defenders - do you know in which map you can find these stained-glass beauties?
Social Defenders
If you liked these wallpapers, there’s more where those came from! Be on the lookout for more giveaways and FREE goodies over the next two weeks and make sure to follow us on our social platforms to learn about them first.
Discord Twitter Facebook Instagram Twitch Forums For Etheria!
Chromatic Games
[CG] Brittani
The Dungeon Defenders II update you’ve been patiently waiting for is here for Steam and Xbox (with PS4 releasing after we pass certification)! In our update preview post, we let you, our glorious defenders, in on some of our juicy secrets, but of course we had more up our sleeves. It’s time to throw away those parkas because winter is gone—don’t worry, though. Ol’ Peepers will be there to spread the gift-giving spirit YEAR ROUND. We also fixed a ton of bugs, nipped a bunch of exploits in the bud, and introduced lots of new bundles for heroes and items. Now, let’s get into all the deets!!
Winter is Over

The great thaw has begun and we will finally see an end to the polar vortex that ran amok on the Town Hub of our beloved Defenders. The Winterfest Tree and Father Winter have gone into hiding, the snow has finally melted away, and there appears to be a new character who has taken up residence here.
New Daily Login Rewards and Ol’ Peepers

Ol’ Peepers is a long-time friend of the Etherians and is finally ready to venture into the urban lifestyle this update. He’ll be delivering daily gifts and consumables for the low low price of 1000g to the good Defenders visiting the Town Hub ALL YEAR LONG. Along with the gifts you all normally expect to see when you log in daily, Ol’ Peepers will also have a chance to drop Carnival consumables. What kinds of Carnival consumables, you may ask? Check them out:
Trust me Disguise Gives the player the ability to deal 1.25x more damage for a limited time. Lucky Bunny Mask Gives the player the ability to jump 1.5x higher for a limited time. Rainbow 'Fro Gives the player the ability to spawn cat projectiles for a limited time. Snow Liger Gives the player the ability to go 1.25x faster for a limited time. Imperial Grin Gives the player 25% extra damage resistance for a limited time. Introducing Two New Shards and a New Pet
Keep an eye out for the Lava Warrior Shard and the Boosted Beam Shard, newly added to the game. The Lava Warrior shard generates additional lava charges on successful melee attacks, bolstering the abilities of our Lavamancer. While the Boosted Beam Shard will increase the damage boost given by the Buff Beam, an exciting addition to EV-2’s arsenal.
Also, hidden among the loot of the Wyvern Den Prime Incursion is a Crystalline Betsy!
New Bundles

Let’s get pumped for some ridiculously awesome hero bundles! We felt our current offerings didn’t meet all defenders’ needs, so we went back to the drawing board and came up with a more player-focused approach to bundling that will get you more bang for your gems. Have you ever wished for the Dryad to magically pop into your hero inventory, or had your younger sibling spend all your gems behind your back without adding the must-have Gunwitch? Well, you’re in luck because our All Heroes Bundle will get you both the Dryad AND the Gunwitch AND so much more.
If you’re adding new heroes to your plate, you’ll definitely need some skins to customize your vibe. There are several new hero skin bundles to choose from now, including “Heating Up” with Molten skins and “Out of This World” with Galaxy skins. Here is the full list of new bundles:
All Heroes Bundle
Contains the Abyss Lord, EV2, Gunwitch, Lavamancer, Mystic, Dryad, Initiate, Adept, Barbarian. Available for 3,200 gems for a limited time. Hero Skin Bundles
Legendary Guardian Supporter Contains Guardian of Fire Huntress, Guardian of the Molten Citadel Squire, Guardian of the Dead Apprentice, Guardian of the Storm Monk. Technological Upgrade Contains EV2 Mark 3, Techwitch Gunwitch, and Cybermancer Lavamancer costumes. Heating Up Contains the Molten Master Abyss Lord, Molten Juggernaut Lavamancer, and Doomfire Regalia Adept costumes. Out of This World Contains Galaxy Apprentice, Galaxy Squire, Galaxy Huntress, Galaxy Monk costumes. Very Far Away Contains Dark Disciple Squire, Arcanatrooper Apprentice, Galactic Assassin Huntress, and Dark Shawl Monk costumes. New Tower Skins
You asked for more tower skins, and we’re delivering with this Hypno Tower Skin bundle! We teased these on our social page yesterday and they’re now ready for defending. Look how perrrrrty they are (pic below) - how could you NOT grab these, like, right now? The bundle will include skins for all towers and defenses, so no excuses allowed.

We know defenders are yearning for more tower skins. Rest assured, we’re experimenting with other fun looks and hope to keep the good vibes going with more new tower skins in the future.
New Shards
The addition of the Shard Shop was such a huge success that we wanted to bring even more player-requested bundles to this space. Introducing brand-spanking-new bundles for the most in-demand shards in Etheria! Which bundle are you most excited to grab first?! That’s a serious question—we can’t decide which one to grab first for ourselves.
Starter Defense Shard Bundle 5 Destruction, 5 Fortification, and 5 Defensive Critical Damage Shards Advanced Defense Shard Bundle 5 Deadly Strikes, 5 Defense Rate, and 5 Defensive Critical Strike Shards Starter Hero Shard Bundle 4 Speed Boost, 4 Construction, 4 Worm Scarf, and 4 Bulwark Shards Advanced Hero Shard Bundle 4 Critical Strike, 4 Inspiration, 4 Channel, and 4 Jackpot Shards Golden Destruction Bundle 11 Destruction Shards + 300,000g Golden Fortified Bundle 11 Fortification Shards + 300,000g Golden Damage Bundle 11 Defensive Critical Damage Shards + 300,000g Golden Speed Bundle 11 Defense Rate Shards + 300,000g Persistent Tower Option
The excitement is real with this new quality of life update. With the Persistent Tower option, you can summon, upgrade, and sell towers by only activating each button once! We tested this out in Dungeon Defenders: Awakened and it’s been a huge success with the community. It was kind of a no-brainer for us to add it to DD2, as well. Can’t wait to hear how much you all love it!

This option will be on by default, but for those players who want to maintain the original tower placement/upgrade/sell experience, there is a menu option in Options under Gameplay called “Persistent Tower Interaction” that you can uncheck.
Balance Changes
We love hearing from the community about the good AND the not-so-good because it helps us make Etheria as enjoyable as possible for as many defenders as possible. With this, we’ve been listening to your feedback and fixed a bunch of bugs and issues reported by our dedicated defenders, and added in some fun elemental combinations to keep the game new and exciting for defenders of all levels. We also toned a few things down that were a bit too strong from overwhelming player feedback.
Maps Onslaught The Draken Lord no longer appears in Onslaught. Mods “Anti-” Mods Damage has been reduced by 23%. Controller Servo Damage reduced by 16%. Shocking Revelations Is now “Stunning Revelations” Now deals Magical Damage instead of Storm Damage. Damage has been increased by 200%. Now stuns for 2 seconds. You can now include servos while using this mod. Shards Draining Strikes Damage reduced by 75%. Is now Multiplicative instead of Additive. Pets
Pet damage now scales off Gear Score. Rebalanced ALL pets! Upgrades have been buffed. NEW Crystalline Betsy Pet! Can be found in The Wyvern Den Prime Incursion Elemental Combos
Fire and Oil Elemental Combo Now melts enemy armor, increasing the damage they take from all sources by 25% Ice and Earth Elemental Combos No longer require crushing damage. Hitting a frozen enemy with earth damage increases the earth damage dealt and also stuns them for 2.5 seconds Heroes
Abyss Lord
Fiery Brimstone Damage increased by 200%. Adept
Defenses Hailstorm Tower Reduced the animation to have higher damage uptime. Barbarian
Abilities Siphon Stance Base healing value reduced by 50%. Dryad
Defenses Harpy Tower Reduced the animation to have higher damage uptime. Hornet’s Nest Increased the number of hornets on a single enemy to 6 from 3. Huntress
Abilities Piercing Shot Cast animation time reduced by 35%. Defenses Explosive Trap Reduced damage dropoff by 35%. Geyser Trap Radius increased to 800 from 400. Shards Explosive Surprise Damage radius updated to reflect Geyser Trap buff. Lavamancer
Shards NEW Lava Warrior Shard Lava Warrior Shard generates lava charges on successful melee attacks. Series EV-2
Defenses Buff Beam Increased the collision radius by 100%. Reflect Beam Damage done reduced by 80%. DU cost per node is now 10. Shards NEW Boosted Beam Shard! Increases the damage boost by the Buff Beam. Squire
Shards Unholy Fire Damage increased by 81% and now scales off of armor. Bug Fixes
We have fixed several game-breaking exploits to make the DD2 world a better place. Like a lot of them. Like building way more than you should, getting too many hyper shards, upgrading exploits, and more. Fixed an issue where Grave Infection and Frostfire Remnants were stacking. Fixed an issue where players could kill other players in Hubs. Fixed an issue where locked mods could be moved to other weapons. General
Removed Gilding for Hyper Shards. Fixed an issue where Grave Infection was dealing too much damage and dealing a second set of 1 damage ticks. Fixed an issue where the Shackled mod did not work on normal Assassins. Fixed a bug where the Geyser trap’s VFX was not scaling properly. Fixed an issue where Ancient Power no longer resets Hyper Shard progression. Fixed an issue where defenders could not play Floor 480. Fixed an issue where Harpy Tower would continue to fire after being stunned. Fixed a collision issue with Material Conversion Vendor. Fixed Ascension Monk’s Boost percentage. Fixed an issue where Oil Geysers were slowing Friendly players. Fixed an issue with the shard shop persisting tooltips when the page changes. Fixed a performance issue when using items with passives. Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games

We’re bringing you some news of a game that you may not have seen us post in a little while about. That game is… DUNGEON DEFENDERS II.  That’s right, we’ve got some development going on for DD2 that we’re excited to share with you. Some of the stuff you’ll see in the short term, some stuff in the long term, and along the way we’ll be getting your input to help us out.  Let’s get into it!
First things first, the Etherian Polar Vortex has ended and you’ll soon have access to a snowless Tavern and Town Hub. Now you may be asking “WHAT ABOUT THE GIFTING TREE!?!?!?!”. Well never fear, we’re adding in a new feller — enter: Ol’ Peepers.

Ol’ Peepers is a gracious old kook who will grant players a daily login gift. We’ll go into more of what his gift contains, as it’s been adjusted to be more focused on gameplay with some cosmetic pieces here and there.
Player Friendly Pricing
We’re introducing a slew of bundles for players looking to support DD2 through the shop, and we’re experimenting with bundles that are focused on being very fair to you, our GLORIOUS Defenders. This means hero bundles, costume bundles, and even a new tower skin bundle that has tower skins new to the next update!
We’ve taken a nice pass to get some buffs going to really focus on the gameplay. Some things that were rate capped due to animations? NO MORE! Oh, and give a hearty “welcome back” to the shocking revelations (now named Stunning Revelations) and water mod combo, now with 100% more balance but 1000% more fun than it currently is. Also something about pets getting buffed, who knows... maybe it's a rumor, probably not.
Last but not least, we want to hear about what your favorite things are and what your thoughts are. Fill out this survey to let us know and really help us in future development, and by completing the survey be entered for a chance to win a FREE costume of your choice. Retweet the survey (link here) for an additional chance to win!
Bug Fixes
A TON of them, including a lot of fixes for exploits and unintended bugaboos that have plagued the heroes of Etheria. Nothing to write about just quite yet, but we got out the swatter and squished a ton of those lousy bugs.
On The Horizon
There’s a lot of stuff that we want to do, and as mentioned, your feedback will be more helpful. We’re wanting to add all sorts of new challenges, maps, shards, mods, characters, and more for you to overcome, explore, and master respectively (some of those words could be mixed and matched and still make sense).

Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
Greetings Defenders,
Protean Shift Patch 3.2 is now live on PC, PlayStation 4, and Xbox One! We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. We’re addressing requests that players have wanted both for a while now and recently with the Protean Shift expansion. Let’s get into it!
Multiplayer Bonuses
Defenders love playing together, there is strength in numbers after all. Previously, when playing in multiplayer settings, enemies became stronger, but did not offer any additional rewards for the harder challenge. This is a pain point that you as a community have voiced to us for a long time, and with gear in a much better spot, we now have a way to reward the increased difficulty!
Previously, when playing in multiplayer sessions, enemies gained additional health without offering any increased rewards. Now when teaming up with fellow Defenders, you now gain additional Gear from Victory Chests. You may be asking, “how much?”, and the answer is A LOT. Here’s the breakdown you can expect to see when playing with multiple Defenders:
One Defender:  Remains the same.
Two Defenders:  +125% additional Gear drops!
Three Defenders:  +275% additional Gear drops!
Four Defenders:  +425% additional Gear drops!
When playing solo, the Escape/Options menu shows:

When in a group of two:

This pattern increases the more Defenders in your session. To have our bases covered, Gear is specifically armor, weapons, and relics. These additional pieces of gear offer players multiple opportunities on finding perfect stats and Mods while taking on stronger enemies. This means you have more gear to use or sell, boosting Defender strength and our player economy substantially. As a result, we’ve slightly tweaked sell prices to vendors. With the increased loot drops, you’ll be making on average the same amount of gold when selling to vendors. However, we maintained previous minimum Player Shop sell value of items to offset this. You’re now provided more opportunities to sell more gear between one another to obtain greater mountains of wealth than ever before!
We were able to get these changes out now to provide a feature the community highly requested thanks to the feedback we received via a survey many of you participated in. One concern that several Defenders brought up was in regard to party control and functionality. These will be coming in our next Update among a slew of new features not too far from now. We’ll touch on some additional changes later on in these notes!
Material Vault
In Protean Shift, we introduced a good chunk of crafting materials for Defenders to have more control over their gear. There’s a ton of new materials and one bit of feedback that we’ve received quite often, is about storing these spoils of combat.

Enter the Material Vault! It’s a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material and access to materials saved in your Material Vault regardless of where you are. Want to pump up the strength of your gear, or move some Mods around, but you put the materials in your Material Vault? You can now do it on the fly without pulling the materials out! When doing anything that requires crafting materials, Inventory Materials are used first before using crafting materials in your Materials Vault.
What’s Coming?

In our last Check-In post, we outlined some short, medium, and long term goals. In our next update, here’s a sneak peek as to what you can expect to see:
Onslaught floors are always one map floors.
Extra rewards as you climb through Onslaught.
Improvements to Ancient Power
Increased party control and functionality
As development continues, we’re going to be providing opportunities to test this content and earn “Tester Only” rewards, such as Betsy White, a true friend and confidant to any Defender.
Bug Fixes
Improved enemy spawn and pathing logic so enemies getting stuck in spawns will now have a better chance of finding their way out of the spawner.
Fixed additional cases where Berserker Orcs would get around blockades and walls.
Fixed an issue in Player Shops that caused a visual duplication while moving items.
Fixed an issue with Abyss Stone and Abyss Fountain giving an incorrect error message when there’s not enough mana available to use them.
Updated Shard Dust description to explain how it’s acquired.
Fixed a bug where the Jackpot shard increases gold reward upon wave completion.
Fixed an issue with comparison tooltips remaining when closing the Vault UI.
Fixed the text size of “LIST IT!” on 4k resolutions.
Fixed an issue with Gilded Colossal Fissure Shards receiving a negative increase.
Fixed an issue with Campaign Boot tinkering requiring an Iron Hammer.
Fixed an issue with Chaos V Boot upgrades requiring weapon crafting materials.
Fixed an issue with buy back items going to the wrong location in the inventory.
Fixed an issue where items claimed at the Scavenger while the inventory is full would look like it had been claimed but was still in the Scavenger.
Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:
We have much more on the way and will be spilling some beans in the coming weeks!
For Etheria,
The Dungeon Defenders II Team
Join us today on our Twitch channel at 5PM EST for our Weekly Devstream! Brad and Steven will be answering your questions and revealing what we’ve got in store for you:

A sneak peak at the upcoming Besieged maps.
A reveal of our newest Harbinger build weapons and explain how they work, when to use them and why we must never, ever tell the Harbinger we have them.
Loot Changes: I will be playing (and dying) on the Loot Branch and Dan will explain the upcoming changes to the loot system.
New Holiday Tavern decorations and costumes. ‘Tis the season, people. We got Holiday Cheer coming out the yin-yang.
Showing off our newest pet: the Dragolich! Oh no, don’t look at it! It’s terrifying! Rawr…
Our Squire Boxer giveaway continues! Seriously, somebody get this guy a shirt or something. He’s making us look bad.
And our final, super-secret reveal...the Awakening Pack!
Greetings Defenders,
Welcome to the new forums! There's quite a bit of changes that had to happen in order to facilitate this move so please read everything to hopefully answer any questions you may have.
Logging In Email/Password Login: Your password did not carry over from the old forums and must be reset by going here: https://forums.dungeondefenders.com/lostpassword/ . Make sure to check your email junk/spam folders in case the reset email goes there. Steam Login: You must login with email first and re-link your Steam account to your forum account. Post Counts Since the new forum had to re-index everything during the migration, post count numbers will be to what posts you do have and not include any deleted posts, non-copied over old forum posts, or forum restore numbers. Messages Messages between members on the old forums were not moved to the new one. Sorry 😞 Threads with pages that show "There are no posts to show" Older threads that had deleted/bad spam bot posts in them were cleaned up which may cause the error message above. Once new posts are added or you go to an earlier page instead of last post should work fine. New forum posts started on the new forums will not have this issue. Reporting forum issues You can report new forum issues here: Forum Bug Reports. Titles/Ranks We're working on bringing back some custom groups and post count promotion fully. Right now after you make a post you should see yourself get the correct rank updated on your account. Thank you!
Hey all! We’re proud to announce that we’ve partnered with Sony to bring Dungeon Defenders II exclusively to the PlayStation 4! In fact, you’ll be able to play the game tomorrow on PS4 at the PlayStation Experience. If you’re going, be sure to stop by Sony’s booth to say hi. We’ll have various people at their booth all day showing off the game.

Stay tuned to our blog for more details on the PS4 version in the future. We still have a ton of work to do, but we’re excited to finally be bringing Dungeon Defenders back to a console. We’ve just completed our first controller pass (it needs a bunch of work!) and are exciting to dig into some other features, like local co-op and a controller-based UI. And yes, all of those features will also be coming to the PC version!

[CG] Brittani
Dungeon Defenders: Awakened Preorder for Xbox Series X|S and Xbox One has started!! You can head over to the Microsoft Store to order it now: http://bit.ly/XboxPreorder
If you’re not yet following us on Twitter or Facebook, today may be a perfect time to click that “Follow” button. Twitter and Facebook users have a chance to win a FREE copy of Dungeon Defenders: Awakened on Xbox by simply retweeting or sharing our preorder posts. Luckily for you, we have the links to those right here:
DDA Xbox Preorder post on Twitter DDA Xbox Preorder post on Facebook While you’re here, watch our new gameplay trailer that was released today!!
Social Defenders
While March 17 can’t come soon enough, you can stay up-to-date on all things Dungeon Defenders in the meantime by following us on ALL of our social platforms:
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Chromatic Games
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