Our next update, The Harbinger Awakens, comes out Dec. 15th! We have our noses to the grindstone trying to make the best boss fight yet. There’s a lot of other highly requested changes coming in the update, including improved loot, an improved leveling experience in the Level 38-50 range and so, so much more. This week is feature/content lock, and then next week is Stabilization Week, which is when we flatten bugs and spitshine the new hotness.
Also, PS4 players just received the massive Loot & Survive update! The epic patch notes are available here. Now our PS4 team is gearing up for the next content update. Expect to hear more news about it early next year.
We’ve also started two new programs: If you sign up for our newsletter, you’ll receive 200 free gems! Plus, if you join our Steam Group, you’ll be entered in for a chance to win 1,000 gems every week!
Here’s what we’ve been working on this week:
Jay Twining, Senior Game Designer (TrendyJayT)
They are an army unlike any other. A sea of green skin, metal armor and dark magics. Crusading across Etheria towards the Eternia Crystals. Driven by a disastrous goal - unlocking the veil. To release the Old Ones. Leading them, the Harbinger. It is up to you, Stalwart Defenders of Etheria, to push him back. To disrupt his nefarious plan. To rise together in defense of this land. Your land. Together we stand. Together we defend! TO ARMS!
Danny Araya, Creative Director (DannyAraya)
Running around like a madman as we get closer to the release!
Tim Shannon, PS4 Producer (TimmyTrashTier)
Content Update 1 came out this week, and there’s a couple other surprises in store for the near future, but the immediate term is kicking off the next milestone on PS4 and then heading out to San Francisco for PSX this weekend.
James Reid, Software Programmer (Driscan)
Working with design and marketing on a way to get some discounts for premium items to you. Currently working on setting up Costumes, Inventory, and Premium Pets to be able to go on sale. Working pretty closely with design and content on the actual look and feel of sales. Also throwing some small tweaks to the inventory screen.
Jeffrey Bickel, Technical Level Designer (TE_Jeff)
This week is my last week of development on the Harbinger before we go into full bug-fixing mode. Still lots to do to get the fight feeling great across all the playlists, but our internal playtests have been invaluable in taking this fight to the finish line. Less than two weeks until you guys get your hands on him. I can’t wait to see the reaction!

Steven Collins, Lead Level Designer (Esorath)
Working on getting everything together for the Harbinger. Also lots of fun balance updates making their way into the playlists. Making sure the winter maps are too chilly for everyone :D
But that cloaked figure tho….
Chris Flores, QA Lead (likethatwhenigothere)
Finishing up on the internal QA pass on the latest DD1 community update and starting testing on the new boss fight. As well as the rest of the MS20 content.
Joshua Javaheri, Lead Technical Artist (javahawk)
Hey out there! Putting the final touches on the holiday-themed events and a new adventure pack! It’s going to be an AWESOME winter!
Adam Stow, Associate Producer (TE_Stow)
Sometimes you’re working on a feature or piece of content and you just say to yourself "I could only be doing this if I worked in video games". I’ve said that a lot lately...
Javier Barreto, Lead Software Programmer (javo)
I’m “overseeing” the development of the Harbinger; basically throwing some hints here and there to minimize future work/additions. The team really seems to like implementing big boss fights as this guy is getting done in record time.
As a base foundation for future bosses, there are some things that could (and probably will) need some restructuring, but given our schedule and it being the first (somewhat) iteration, it’s coming up pretty good.
Also doing my regular random code reviews… as strange and maybe silly as it sounds … this works! I get to catch requirement mishaps based on how things are implemented (this implies knowledge of all the requirements of all the features underway; this is accomplished by simply being attentive at feature reviews and whatnot; also standups).
While I’m not supervising the boss feature development, I’m consolidating our SKUs codebases (PC/PS4). This is a lot of work, and after all the major issues we’ve encountered with SVN, I would recommend not trying to keep two live (trunk) branches at a same time; when things go eerie, they escalate/cascade eerily.
Some final words: Our team is growing. A couple of new engine programmers are helping us with our engine, and some of our Playverse team developers are also jumping into the fray fixing some of the matchmaking issues you guys have reported while also optimizing our services and making it more secure.
…there’s a lot going on. I hope you guys are enjoying the game, and as you do … bring a friend =D
Jesus Diaz, World Builder (N3oDoc)
Winter is coming...I've been working on the winter overlay for some levels, and now I'm currently working on the new Social Hub level. Time to expand the city!
Daniel Diaz, World Builder (DanielKaMi)
Really excited about how the Boss level is turning out! Did some work for the winter overlay on most of our levels and now working on the new Social Hub. It’s becoming a huge city!
Dani Moore, Remote QA Manager (Dani)
Assisting with the DD1 community push and tying up loose ends on our latest hotfix. Getting a feel for the Harbinger and the holidays content, and helping to ensure our final leg of the Loot Test goes smoothly.
Josh Isom, Community Manager (iamisom)
We’ve just started our newsletter gem program and our Steam Group raffles! Excited to have those up and running. Now I’m writing the flavor text for our Harbinger Update page, escalating some community requests for the milestone after this one and drooling over the new costumes. Y’all ain’t even ready for those.