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[CG] Brittani

Hello Defenders!

Today is the official first day of Fan Art February! Last week we introduced the campaign in this post. The time has come to show off your DD-related artwork.

The theme for this week is: Spring Cleaning.

We know there are plenty of budding and professional artists in our community and this is your chance to unload all of the DD-inspired art you’ve been keeping to yourself! For the next week, you can submit your artwork below and the community will vote on their favorites by liking the comments featuring community-created artworks. The submissions with the most votes by end-of-day Sunday will be featured on Chromatic’s social media pages next week.

**To make sure everyone can safely enjoy and participate in the campaign, please keep submissions safely in the “E” rating zone (or G-rated if you’re more into movie ratings style). Artwork should be safe for eyes of all ages, and you will still need to follow normal forum rules :Emoji_Huntress:

Now, show us your stuff!! (Featured is Britt’s one-of-a-kind piece of “art” created specifically for you all. Names for this fabulous artwork are also welcome in the comments.)

EV Fan Art Final.jpg

[CG] Brittani

Hello Defenders! It’s [CG] Britt here to get you excited about a brand new campaign I’m running for the community throughout the month of February. I’m calling it…

FAN ART FEBRUARY

For the entire month of February, CG pages will be soliciting different forms of Dungeon Defenders art from you - our wonderful and dedicated community. To be frank, I’m not what you’d call the “artistic” type - I really enjoy appreciating and sharing others’ great works, though. So, show us your skills! We want this all to be about you, our GLORIOUS community!

 

How will the campaign work?
On Monday of each week we’ll post a different art-related prompt on here and on Twitter and Instagram. Community members will be able to share their art for that prompt under the forum post for the entire week. At the same time, you’ll all vote on your favorites. The works with the most forum votes by Sunday evening will be featured on our Twitter and Instagram pages. We’ll include your social handles if you want that recognition, as well.

That’s it :)

Now, for the art schedule:

  • Week 1 (February 8-14) - Spring Cleaning. Here in Etheria there are no seasons, so every day can be Spring if we say so. Clean out your cloud and show us those DD pieces you’ve been keeping to yourself for too long.
  • Week 2 (February 15-21) - Love is in the Air. Valentine’s Day usually only comes once a year in Etheria. Why not make 2021 special with a WEEK full of heart- and love-themed art? :classic_love::classic_love:
  • Week 3 (February 22-28) - Transmog Showcase Week! Let’s see your best “walk-the-throne-room” look. (We all deserve to feel great while defeating Mech.)

 

What’s your first masterpiece going to feature?

[CG] Brittani

Hi Everyone! My name is Brittani Sahm - the brand new Community Manager for Chromatic Games, and your personal insider to all the things going on in the studio. 

Who am I? Before finding my way to CG, I was (and still am) a professor of public relations. My favorite part of teaching has always been learning about and talking with students, and I’m looking forward to reaching even more people through the many DD communities I’ll be in contact with as your Community Manager!

I am a hit-the-ground-running kind of person, so the first thing I want to do in this role is learn as much as possible about all of YOU. The more I get to know each one of you, the better I can be in this role. There is a survey linked at the bottom of this post that brings up some of these questions: What are your favorite aspects of DDA? What are your favorite platforms for communicating with the devs? How many bad jokes can I reasonably make you listen to during my streams? (That is serious - Studies have shown that my jokes land 60% of the time, all the time.)

I am a people person, and I will take my role as a representative for CG and the community seriously because I care about, well, people!

I’ll share a bit more about my personal life, too. This may be obvious, but I am a gamer myself. If you look through my Steam or Switch libraries, you’ll find plenty of casual RPGs and simulation types of games (exactly what you’re thinking - Animal Crossing is in there), and my first gaming experiences involved playing anything Mario-related on Super Nintendo with my family. I love the nostalgic feeling I get when revisiting SNES Yoshi’s Island on my Switch now. All of this started with my parents’ love for video games that was passed down to me and my siblings - we grew up with my mom bragging about her sick Ms. Pac-Man skills from her arcade-playing days (she still likes to brag when she has a chance), and my dad making sure we had access to all the new consoles (we still have an Atari locked up somewhere).

Because I’m a gamer, I understand the importance of knowing what’s going on with my favorite games and studios and feeling like I’m heard if I have a question or issue. I like talking to people, so this is something I’m quite passionate about. That is my strength as a professor, and that will be my strength as CG’s Community Manager.

I could talk about myself for longer than you are probably willing to read, so I’ll stop for now and open the conversation up to you. What do you want to know about me?

I’m looking forward to learning more about and engaging with this great community! 
(On that note - If you have a few minutes to spare, please fill out the survey below. It would be a huge help for me to get to know more about the awesome Dungeon Defenders community.)

Dungeon Defenders Player Survey
 

[CG] HiggsBosonic
Defenders,


We have some exciting news for DD1 fans! Ice has worked with the team behind DD1 Redux and found a way for CG to provide official branch support here on steam for the overhauled version of DD1. What’s DD1 Redux? Check out the summary, the story and the massive change log below. Shoutout to all of the fans who worked on this project, we are proud to support their work and provide a new opportunity for veterans of DD1 and newcomers alike!
 

What is Redux?

Redux is a re-imagining of what is possible using the base form of Dungeon Defenders with no limits. The CDT updates were limited in balance changes, map changes, and types of additions. However without these limitations Redux could be designed differently. This time design is heavily influenced by player feedback from all aspects, resulting in an experience that may feel better for the player overall.

New features are far more extravagant than anything could ever have been done before, still maintaining the soul of how people enjoy the game most. Redux is filled with new content in the form of new maps, game modes, difficulties, quality of life changes, and other systemic overhauls.
 

Back Story from IHDC

This project began before my CDT endeavor and the original idea was to make a different version of DD1 that I wanted to play. Ever since the official updates for the game (content-wise) have ceased I decided to pick up this project again. Picked it up again I did and every week Redux continually got more and more ambitious as more & more changes were added. I did all of this out of love for the community because I was afraid to see the game die. Lastly, I want to give my full thanks to CG, the Redux community, and especially Ice for giving us this once in a lifetime opportunity.
 

Instructions:

Right-click Dungeon Defenders - Properties
Click the BETAS tab
Click the drop-down and select DD1 Redux Official
If you do not see DD1 Redux Official listing please restart Steam
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Save Handling:
Ranked:

When you first connect to Ranked on Redux you will get a 1 time only automatic copy from Ranked to Redux Ranked.

  • There is no method of Ranked to trigger this copy a second time.
  • There is no method to transfer anything save related from Redux Ranked to the original Ranked save.

 

Local:

Your save will automatically copy from DunDefHeroes.dun to DunDefHeroes.dun.rdx and be your new save location. Attempting to copy from redux back to normal will likely cause data loss, missing items, broken stats and isn’t recommended.
 

Future Updates:

Currently there is no specific date on a future update for Redux but there are plans to have them in the future as the Redux team needs and wants to add additions.
 

FAQ:

 

  • Q: Will redux ever replace the current live version of DD1.
  • A: No. Due to the drastic changes and the original state of what DD1 is today the game is considered complete and in a stable state.


 

  • Q: How can I have both versions side by side?
  • A: After downloading Redux you can navigate to the installation location on Steam (C:Program Files (x86)SteamsteamappscommonDungeon Defenders) and copy this entire folder to a new location. Then switch back the beta branch to NONE - Opt out of all beta programs. Create a shortcut to the bigger exe file DunDefGame.exe in both folders and name them accordingly to which version you wish to launch.


 

Credits:

IHDC – Creator
Mischief – Content creator & Master Mind
Gigazelle - Art & Game direction
Moose (Your friendly antler horse) - Q/A & Game direction
Kamil "Escev" - Q/A, Balance , Maths , & Game direction
Lolzcoolcat - Q/A , Balance , & Game direction
The Wild Emu - Art
Redux Testers - Q/A , & Balance

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Now, onto the massive changelog and details of the work that went into this DD1 overhaul.
 

Changelog
Towers

 

Tower Upgrading Changes:

Health/Damage Multiplier

Before        After
1: 1.1        1: 1.2
2: 1.2        2: 1.4
3: 1.3        3: 1.6
4: 1.4        4: 1.8
5: 1.5        5: 2.0
*LT, DST and Buff Beams not included

 
Apprentice
  • Magic Missile: Increase Projectile Speed
  • Magic Blockade: Increased Health Scaling
  • Fireball Tower: Increase Projectile Speed
  • New Tower! SnowBall Tower: Throws an AOE Snowball that damages and slows enemies.

 

Squire
  • Spike Blockade: Increased Health Scaling, Aggro Generation, and Damage Scaling
  • Bouncer Blockade: Increased Health Scaling and Damage Scaling
  • Harpoon Turret: Increase Projectile Speed
  • Bowling Ball: Increase Projectile Speed
  • Slice N Dice: Increased Health Scaling, Damage Scaling and added Suction Mechanic
  • New Tower! Mortar Tower: Shoots a bomb that deals AOE damage.

 

Huntress
  • Proximity Mine: Increased Damage Scaling
  • Inferno Trap: Increased Damage Scaling
  • Ethereal Spike Trap: Increase Damage Scaling and Rate Scaling
  • New Tower! Oil Trap: Damages enemies and applies a debuff for a limited amount of time-based on the tower health stat that makes them take increased fire damage.

 

Series Ev
  • Proton Beam: Increased Damage Scaling
  • Physical Beam: Increased Health Scaling
  • Shock Beam: Increased Damage Scaling
  • New Tower! SAM Unit: Fires a heat-seeking fire damage missile that explodes on impact.

 

Barbarian
  • New Tower! Damage Totem: Increases damage of nearby heroes (Scales off hero damage, radius scales off lightning stance)
  • New Tower! Speed Totem: Added New Tower That Increases Speed of all heroes on the map. Multiplier scales with Tornado Stance.

 

Summoner
  • New Tower! Spider Queen: New Minion unit that can fire a range web attack and melee mobs also takes 10% reduced damage.



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Heroes
Apprentice
  • Overcharge: Increases damage and hero speed in addition to castrate, costs more mana
  • Mana Bomb: Cooldown lowered to match Purity bomb cooldown
  • Hero Damage Scaling: Matched Jester Hero damage scaling
  • Fire Bomb: A fireball projectile that slowly travels to the aimed direction and explodes (Scales off Hero damage)

 

Squire/Countess
  • Bloodrage/Call to Arms: Reduced mana cost
  • Joust: Added higher weapon damage scaling. Added fire trail (Scales off Hero damage)
  • Blade Vortex Ability: Drops a set of Spinning blades that lasts for 10 seconds (Scales off Hero damage)

 

Huntress/Ranger
  • Invisibility: Now also grants movement speed increase
  • Dark Shot: New Ability that makes enemies (and bosses) take up to 40% more damage (Scales off Hero damage)

 

Monk/Initiate
  • Fire Aura: an AOE effect around the monk that deals fire damage to any mob inside it (Scales off Hero damage)
  • Remote defense boost: no longer requires the creator hero

 

Series Ev
  • Holographic Decoy: Increased damage, aggro radius now can be dropped while flying
  • Electric Bomb: A grenade-like projectile that bounces around before exploding (Scales off Hero damage)

 

Barbarian
  • Lightning Stance: Now adds additional lightning damage to each attack based on your lightning stance stat up to 50% of the attack’s damage for melee and 35% for hawk stance. It also shoots a ranged lightning bolt in the direction you aim.
  • Siphon Stance: Reduced resistance debuff
  • Turtle Stance: Reduced mana cost
  • Battle Leap: Added improved weapon damage scaling
  • Battle Pound: Added improved weapon damage scaling

 

Jester
  • Confetti Cannon: New short-ranged burst shotgun ability (Scales off Hero damage)
  • Wheel Of Fortuna: Change Damage all to only affect enemies once

 

Summoner
  • Summon kobold: New Ability that spawns a kobold suicide bomber dealing damage on explosion (Scales off Hero damage)
  • Pet Boost: For the ability duration it increases self pet damage by 25% - 450% and caps at around 6.6k hero damage. It also increases the pet attack rate by 25% - 250% and caps at around 7.1k hero damage


 

Skins
  • Added 4 new skins for the original 4 heroes on the Ascension Crystalline Dimension completion. They have the same bonuses and drawbacks as the Super Legendary skins
  • New Crystalline Ninja Monk skin: ???
  • Pirate Barbarian from Halloween Spooktacular 3. They have the same bonuses and drawbacks as the Tavern Keeper Barbarian



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New Maps & Rewards
  • Halloween Spooktacular 3:
    New boss fight. Rewards: Pumpkin hat accessory. Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Eye of Devastation from Wave 30.
  • Winter Wonderland 2:
    New boss fight, a new nutcracker mob that ignores gas traps. Rewards: Candy Cane, Winter’s Flame, Foam Sword. Nutcracker hat accessory. Ice Cube from Wave 30.
  • Spooky Invasion Challenge:
    Pirate Invasion, but spooky. Rewards: Pumpkin hat accessory. Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat.
  • Returnia Assault Pack:
    Assault missions on Mistymire, Moraggo, Aquanos, and Sky City. Completing all four in a row on Ascension yields bonus rewards.
  • Return To Crystalline Dimension:
    Assault mission on the first four sections of Crystalline Dimension New rewards: 4 void shards and the Crystalline Dimension Set of weapons
  • Town In The Cliffs:
    New Boss Fight. Rewards: Upgrader Djinnlet from Wave 35. Magic Sword(monk) and Spartan’s Sword from the campaign. Spartan’s Sword has a special effect called Spartan’s Rage which gives it a 5% chance per swing to deal 25% increased damage for the next 5 seconds. Magic Sword shoots a homing sword at the enemy you aim at.
  • Crystal Cave:
    A crystalline cave. 1 core. 4 Crystalline heroes to fight as bosses. Rewards: Eternian Sword, Spear, Staff, Energy Cannon and Divine Shards Crystalline Griffon on wave 25 Crystal Pet Rock wave 35
  • No Towers Allowed: Crystal Cave:
    DPS only for the waves with a Kraken boss
  • Great Turkey Defense Challenge:
    Defend the Turkeys! Rewards: Pet Turkey. Turkey accessories + new turkey bracers.
  • Wandering Heart:
    New Crystal Escort Map Rewards: Spear, Sword, Bow, and Staff of Hearts. The Spear and Sword’s melee attacks have a 50% chance to charm enemies to fight for you for 10 seconds. Charmed enemies take 2x damage but deal 25x damage. The Staff’s right-click heals all nearby players for 100% of the damage that attack would deal.
  • Halloween Assault Pack:
    Assault missions
  • Halloween Ramparts:
    Rewards: Buffed Halloween Spooktacular weapons.
  • Halloween Endless Spires:
    Rewards: Halloween accessories
  • Halloween Shipwreck Ruins:
    Rewards: Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Completing all three in a row on Ascension yields a bonus reward.


 

Updated Maps & Rewards
  • Palantir:
    New boss fight on Ascension, new rewards: Ice Pick, Ice Rifle, and Staff of Ice
  • Emerald City:
    New green accessory set based on the Crystalline Dimension set. Set bonus of orbiting emerald shards.
  • Tavern Defense:
    New accessory set with the Party Hat and Party Horn (new). Party Hat rolls buffed on Nightmare.
  • Alchemical Laboratory:
    New Pet Mini Demon Lord found on Wave 35 (Ascension Only)
  • The Throne Room:
    New Pet Mini Goblin Mech found on Wave 35 (Ascension Only)
  • The Summit:
    New Pet Mini Ancient Dragon found on Wave 35 (Ascension Only)
  • Aquanos:
    New rewards: Shield of Atlantis and Sea Snail found on Wave 30 ( Nightmare ) Wave 35 ( Ascension )
  • Sky City:
    New rewards: Pressurized Cog Shield and AirPlane found on Wave 30 ( Nightmare ) Wave 35 ( Ascension )
  • Great Turkey Hunt:
    New Pet Turkey. Buffed existing turkey accessories and added new turkey bracers.
  • Greater Turkey Hunt:
    New Pet Turkey found on map completion
  • Lab Assault:
    EVs now show on the map. Ascension Only: EVs will now teleport back up if they fall off the map. Pets and abilities can now be used. Can now drop every accessory in the game.
  • Temple of Polybius:
    New rewards: These pets buff towers the same as a guardian would, but up to 6 targets instead. They are called Speedy Polybius (rate buff), Destruction Polybius (damage buff), Expansive Polybius (range buff), and Defensive Polybius (resistance buff). Ascension Guarantees 2 Divine Shards on non Hardcore and 4 for Hardcore
  •  
  • Sky o’ Love and Temple o’ Love:
    New rewards: Spear, Sword, Bow, and Staff of Hearts. The Spear and Sword’s melee attacks have a 50% chance to charm enemies to fight for you for 10 seconds. Charmed enemies take 2x damage but deal 25x damage. The Staff’s right-click heals all nearby players for 100% of the damage that attack would deal.
  • Temple Of Water:
    New rewards: Trident found on map completion
  • Crystalline Resurgence 1-4:
    New rewards: 1 Void Shard on nightmare 2 on Ascension
  • Crystalline Demsnsion:
    New Rewards: 4 Void Shards on Ascension 8 Void Shards on Ascension Hardcore


 

Ascension

 

Difficulty
  • Original Campaign was balanced towards current nightmare endgame
  • Shards Maps have been balanced to match the difficulty of Lost Quests maps on Ascension
  • All mobs and bosses have had massive heath damage and speed buffs on Ascension

 

New Enemy - Cyclops
  • Shoots a ball of poison at a target that spawns an AOE poison damage cloud that deals damage over time

 

Loot
  • All pre-Lost Quests map rewards have received huge buffs to make them more viable in end game content
  • All Lost Quests map rewards had their go-negative stat reduced by 50%. This should result in massively increased ult rates

 

Survival
  • All original campaign have infested loot quality
  • All other maps have a new higher loot quality *moonbase is set to Kings game quality
  • All survival pets now roll higher on ascension

 

Tavern Keeper Shop
  • Shop items will roll comparable to nightmare random rewards at their highest quality.
  • Divine Shards can be purchased in the shop


 

New Qualities
  • Divine:
    Divine armor gives you a 2.5% passive healing bonus and a 0.25% passive tower healing bonus every 5 seconds / 2.5% health bonus to traps and auras. This bonus is set to 15% instead of a full set of Divine armor. They spawn with higher stats, upgrades, and a set bonus of 1.5x instead of the 1.4x of Ultimate-Ult++.
  • Divine Shards:
    New coal-like currency drops from the end of map rewards and tavern shop
  • Void:
    Void armor gives you a 2.5% hero damage bonus and a 2.5% tower range bonus. This bonus is set to 15% instead of a full set of Void armor. They spawn with higher stats, upgrades, and a set bonus of 1.5x instead of the 1.4x of Ultimate-Ult++. Only armor and the items from the Void Forge can be Void quality.
  • Void Shards:
    A new coal-like currency that is rewarded on Crystalline Resurgence maps, Crystal Cave (50/50 for Divine or Void Shards), and Crystalline Dimension.


 

Ruthless
  • Massively Reduced mob count
  • Increased Enemy Difficulty
  • Decreased Enemy movement speed
  • Lower mob spawn rate
  • Increased Loot multiplier 10% points higher then hardcore



 

Tavern
  • Void Forge:
    The Void Forge takes Void Shards to craft them into a Void Spear, Void Bow, Void Sword, or Void Staff. The “Feeling Lucky?” button allows you to get one of these 4 at random with higher quality. What could “???” be!?
  • Divine Forge:
    The Divine Forge takes one Divine Shard and crafts it into 10 armor pieces of high quality. On average at least one of these will be Ultimate or higher quality.
  • Tavern Changer:
    You can now change your tavern themes to any of the previous 13 Taverns! Check it out in the Options menu in-game to see them for yourself.
  • Diamond Forge Update:
    Added the ability to exchange Coal for mana 1 coal for 10 Billion Mana Small Coal for 2 Billion Mana
  • True Boss Rush Menu:
    Added new UI. Allows you to choose checkpoints and trade XP orbs for mana. 1 XP orb for 100 Billion Mana



 

Integrated Emulator
Controls
  • - F2 = Player 1
  • - F3 = Player 2
  • - F4 = Player 3
  • - F5 = Player 4
  • - F6 = Quick add Alts
  • - F7 = Remove all Alts
  • - F8 = Toggle Active Split Screens This hides the screens of your split-screen characters without removing them.


 

Pure Strategy
  • Players are now capable of all normal actions in Pure Strategy, including attacking and being attacked by enemies
  • Enemies no longer ignore/pass through players in Pure Strategy
  • Hardcore and Iron Man may now be selected while playing Pure Strategy
  • Enemy amounts and strength in Pure Strategy should now mirror Survival mode on all maps
  • All chests in Pure strategy now give 2020 man on the first wave, regardless of starting wave number
  • Upon starting the first Combat Phase in Pure Strategy, Defense Units and Minion Units will be reduced to 0 and remain there for the entire map
  • Pure Strategy Rewards now match Mix Mode loot + bonus


 

New Mobs
  • Cyclops:
    A new Mini-Boss mob on all Ascension maps that Shoots a ball of poison at a target that spawns an AOE poison damage cloud that deals damage over time
  • Nut Cracker:
    New Mob only found on Winter Wonderland 2 this mob ignores gas traps and explodes on death
  • Loot Goblin:
    Found on Mix Mode only. Drops a high number of items. Can drop Ascension version blade of the North, Snowball Launcher, North Pole, and Spear of Light


 

QOL
  • Re-Roll System:
    Added a new feature that allows an Ultimate++/Divine/Void Armor reroll for the price of a Void Shard, beware, every reroll has 40% to curse the item instead.
  • Inventory Sorting:
    Added a new feature to the item box that sorts the items based on their quality
  • Armor visual update:
    Updated Visuals of every armor model in the game
  • Graphic settings:
    Added 1440p option to the resolution list, added the ability to change graphics quality in-game, added the ability to remove the outline effect, extended the FOV range and added the ability to uncap fps.
  • Item Effect Screen:
    Added a window that displays additional, previously hidden, item properties ( like movement speed, etc.)
  • Boss Timer Skip:
    Added a new keybind ( n ) to skip incoming boss timers
  • Item Recovery:
    Added item recovery to most maps that did not have it
  • Auto Censor:
    Changes last digit of an Ultimate++/Divine/Void item stats to “x” when viewing an item.
  • Ascended Defender:
    New Achievement Complete all maps + challenges Deeper Well - Glitterhelm Caverns unlocks 1000 inventory slots
  • Damage Number Size Slider:
    You can change it from anywhere between 100% to 300%, the default in the live game is 200%.

 

Social Defenders

To get reliable updates on the Dungeon Defenders Universe make sure to follow us on all our social media platforms:



For Etheria!
Chromatic Games

[CG] HiggsBosonic

DEFENDERS,

We’ve been hard at work on great things here at Chromatic Games, and it’s time to let one of those things spread its wings and fly. Update 1.2 is now live and ready for you to hop right into! An insane amount of bug fixes, Rifted maps, Rifted enemies, new weapons, new gear, new accessories, transmog, and more are coming your way. Let’s cut the intro and get into it, there’s A LOT!
 

Update 1.2 - Enter the Rift

We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates, with 1.2 serving as the foundation for us to build something wonderful!
 

Rifted Maps

Throughout Campaign and Survival you are now able to activate the Rifted toggle before joining a map, similar to Hardcore. This tears open the portal and provides access to Rifted enemies. Rifted Maps serve to evolve the challenge and experience of DD:A, providing players something new to take on, regardless of their experience with Dungeon Defenders.
 

Rifted Enemies

The total number of enemies is reduced by 50%, but a portion of the remaining enemies become distorted from the Rift, granting them increased strength and mechanics. For starters, all Rifted enemies have increased health and deal increased damage. Oh, and also they have additional mechanics. You know, not a big deal, probably not anything worth mentioning. OH WAIT, VERY BIG DEAL! Here’s what they do:
 

  • Goblins are larger, potentially absorbing hits for other enemies.
  • Dark Elf Archers shoot homing arrows that chase down their targets.
  • Dark Elf Mages have an increased healing radius, and summon skeletons that EXPLODE on death.
  • Dark Elf Warriors are invisible to non-Fusion towers and drain mana on hit.
  • Kobolds have an increased explosion radius.
  • Orcs are tankier and take reduced damage.
  • Ogres, oh no, Rifted ogres snot ball ensnares. Also the first snot ball isn’t a snot ball, but is a Rifted kobold. Also they deal increased damage to towers. Why did we make them so strong?!
  • Spiders can no longer shoot webs, but they jump all over the place now. They also apply a web on melee hit that acts like normal webs with an added damage over time effect.
  • Sharkens enrage when their charge is interrupted, increasing their damage and movement speed while becoming IMMUNE to crowd control effects.
  • Djinn’s apply an Onyx buff to enemies, a much stronger gold buff. They also take less time to destroy towers, with an increased range, and decreased cooldown to do so.
  • Goblin Copters are truly a terror from above, dropping Rifted ogres, have an increased missile and crashing explosion radius.
  • The Siren is already a Rifted enemy. Surprise!



There’s a ton of new mechanics to master, but what fun is a new challenge without new rewards? Onwards we go!
 

Rifted Rewards
Fusion Gear

Fusion gear is a new type of item that is only available on Rifted maps. There are two types of Fusion gear, weapons and armor.
 

Fusion Weapons

These are special weapons that have a chance to drop on all Rifted maps. Rifted weapons are like normal weapons, except that they deal greatly increased damage to Rifted enemies! While they have a chance to drop on all maps, Rifted map bosses also drop Fusion versions of their weapons, providing the ability to target farm powerful weapons!
 

Fusion Armor

This new type of armor provides a ton of power to defend against the Rifted ruffians that are running your way! Not only does Fusion armor give you 5% Rifted Armor, causing you to take less damage from Rifted enemies, but if you combine an entire set you gain a Fusion set bonus. Depending on the set, the Fusion bonus converts a specific tower into a Fusion tower! This causes your tower to deal greatly increased damage to Rifted enemies, take reduced damage from them, and also negate their Rifted abilities (i.e. they now see Dark Elf Warriors)!

There are five Fusion sets total for you to search out to take on the Rifted foes that approach you!
 

  • Ancient Set: Apply Fusion affinity to your Hero’s first tower.
  • Guard Set: Apply Fusion affinity to your Hero’s second tower.
  • Militia Set: Apply Fusion affinity to your Hero’s third tower.
  • Miner Set: Apply Fusion affinity to your Hero’s fourth tower.
  • Primitive Set: Apply Fusion affinity to your Hero’s fifth tower.



What does each of the sets do to each of the towers? They retain their base mechanics, affect and target Rifted enemies that they may have not been able to previously affect or target, as well as gain increased strength and functionality. That’d be a lot to type. Sorry, that’s going to be a lot to type. Here you go!
 

Apprentice
Magic Missile Tower
  • Damage increased by 100% against Rifted enemies.
Magic Blockade
  • Armor increased by 30% against Rifted enemies.
Fireball Tower
  • Damage increased by 100% against Rifted enemies.
Lightning Tower
  • Damage increased by 100% against Rifted enemies.
Deadly Striker Tower
  • Damage increased by 100% against Rifted enemies.

 

Huntress
Explosive Trap
  • Damage increased by 100% against Rifted enemies.
Gas Trap
  • Causes Fusion to do 10% more damage to affected Rifted enemies.
  • This effect stacks with other similar effects.
Inferno Trap
  • Damage increased by 100% against Rifted enemies.
Darkness Trap
  • Causes Fusion to do 10% more damage to affected Rifted enemies.
  • This effect stacks with other similar effects.
Spike Trap
  • Damage increased by 100% against Rifted enemies.

 

Monk
Ensnare Aura
  • Causes Fusion to do 10% more damage to affected Rifted enemies.
  • This effect stacks with other similar effects.
Lightning Aura
  • Damage increased by 100% against Rifted enemies.
Healing Aura
  • Increases heroes armor against Rifted enemies by 50%.
Strength Drain Aura
  • Causes Fusion to do 10% more damage to affected Rifted enemies.
  • This effect stacks with other similar effects.
Enrage Aura
  • Increases chance to enrage by 5% against Rifted enemies.

 

Series EV-A
Proton Beam
  • Damage increased by 100% against Rifted enemies.
Blocked Field
  • Armor increased by 30% against Rifted enemies.
Reflect Field
  • Damage increased by 100% against Rifted enemies.
Shock Beam
  • Damage increased by 100% against Rifted enemies.
  • Increased stun effect by 50% against Rifted enemies.
Overclock Beam
  • Gives towers that are buffed 50% armor against Rifted enemies.

 

Squire
Spiked Blockade
  • Armor increased by 30% against Rifted enemies.
  • Damage increased by 100% against Rifted enemies.
Ballista
  • Damage increased by 100% against Rifted enemies.
Bouncer Blockade
  • Armor increased by 30% against Rifted enemies.
  • Damage increased 100% against Rifted enemies.
Bowling Ball Tower
  • Damage increased by 100% against Rifted enemies.
Slice and Dice Tower
  • Armor increased by 30% against Rifted enemies.
  • Damage increased 100% against Rifted enemies.


Oh my goodness! That’s a lot of power! Fusion gear locations! Where!? Where do they drop!? We’ll never tell, except for in the list down below, but outside of that good luck:

Fusion Ancient Set
Helmet
  • Tornado Highlands Wave 25
  • Ramparts Wave 25
  • Throne Room Wave 25
  • Any Act II Campaign Map Wave 5
Chest
  • Arcane Library Wave 15
  • Arcane Library Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Deeper Well Wave 15
  • Deeper Well Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Tornado Valley Wave 15
  • Tornado Valley Wave 25
  • Any Act II Campaign Map Wave 5

 

Fusion Guard Set
Helmet
  • Promenade Wave 25
  • The Summit Wave 25
  • Glitterhelm Wave 25
  • Any Act III Campaign Map Wave 5
Chest
  • Royal Gardens Wave 15
  • Royal Gardens Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Ancient Mines Wave 15
  • Ancient Mines Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Tornado Highlands Wave 15
  • Tornado Highlands Wave 25
  • Any Act II Campaign Map Wave 5

 

Fusion Militia Set
Helmet
  • Alchemical Labs Wave 25
  • Magus Quarters Wave 25
  • Tornado Valley Wave 25
  • Any Act I or Act II Campaign Map Wave 5
Chest
  • Promenade Wave 15
  • Promenade Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Lava Mines Wave 15
  • Lava Mines Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Ramparts Wave 15
  • Ramparts Wave 25
  • Any Act II Campaign Map Wave 5

 

Fusion Miner Set
Helmet
  • Endless Spires Wave 25
  • Arcane Library Wave 25
  • Royal Gardens Wave 25
  • Any Act II or Act III Campaign Map Wave 5
Chest
  • The Summit Wave 15
  • The Summit Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Alchemical Labs Wave 15
  • Alchemical Labs Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Throne Room Wave 15
  • Throne Room Wave 25
  • Any Act II Campaign Map Wave 5

 

Fusion Primitive Set
Helmet
  • Deeper Well Wave 25
  • Ancient Mines Wave 25
  • Lava Mines Wave 25
  • Any Act I Campaign Map Wave 5
Chest
  • Glitterhelm Wave 15
  • Glitterhelm Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Magus Quarters Wave 15
  • Magus Quarters Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Endless Spires Wave 15
  • Endless Spires Wave 25
  • Any Act II Campaign Map Wave 5


We also wanted to provide something for players to target farm alongside Fusion Weapons. Specific Fusion armor pieces drop from Wave 5 campaign and Waves 15 & 25 in Survival, allowing you to focus farm which sets you want to use!

Fusion armor set bonuses are channeled only to heroes that are actively equipped to your hero deck, providing you the ability to use up to four Fusion towers at any given time. This means currently in multiplayer you can have up to SIXTEEN Fusion towers to absolutely decimate your foes. Don’t fret though, the mode is not balanced around that extreme. Maybe there are ways to overcome this in the future…

Increased Drop Quality

One of the points of feedback that we’ve received from players is a faster track to earn the best gear in the game across all difficulties. Rifted has an increased floor of loot quality, meaning your chances of getting better gear is increased on Rifted maps. Higher risk, higher reward!
 

Rifted Exclusive Accessories

By completing Rifted maps, you have the chance to obtain new masks and accessories! They drop with difficulty equivalent stats and are a cool way to show off your prowess and luck to other Defenders! There’s over 20 new pieces to hunt down, best of luck!

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What’s the point?

In Dungeon Defenders Awakened we’ve got multiple types of players. There are Defenders who enjoy the traditional Dungeon Defenders experience, want to spend tons of time farming for that perfect drop, and like to set up an intricate grid of defenses that they can set and forget. Then there are Defenders who want an additional challenge, want better loot faster, and want somewhat shorter play sessions. With every one of our updates, the first group will get what they want, but for the second group, Rift Mode is our chance to provide an increased challenge that evolves as we develop the game.

This isn’t a one-and-done feature either. It’s a Rift, and as we progress further and further into DDA with our major updates, the Rift continues to tear open more and more, introducing new mechanics and challenges for players to overcome. Every new enemy added to the game will have a Rift version as well, diversifying the gameplay and introducing a new obstacle to overcome.

Really it’s just a mode to provide a reward that decimates the Siren. Everything else is just extra. And to introduce sweet new accessories. Why does that matter? One word — Transmog!

Transmog

Defenders want ways to customize their characters in fun and unique ways. You get a lot of cool looking gear during your journeys, but sometimes the gear with the best stats isn’t visually your cup of tea. But what’s a Defender to do, look like an epic noodle but hit like a wet one, or look like a peasant but decimate their foes with the power of legends? With Transmog, you can look how you want while wearing your best gear. Go for that insane over the top neon colored Goblin with the pulsing Rift weapons, or go for a more understated look to catch your enemies offguard with your insane strength.

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(Yes, you can change the Squire’s boxer colors now, something science said was impossible!)

Here’s all the stuff you can do with Transmog by visiting the Blacksmith in the Tavern:

  • Replace your weapon with the visual of any equivalent weapon type that you’ve collected after Update 1.2.
  • Replace your Mask, Bracers, Brooches, and Shields with the visual of any equivalent accessory type that you’ve collected after Update 1.2.
  • Change the hue, saturation, and brightness of the above, as well as your heroes. Oh, and we added even more colorization options to the heroes default costumes.
  • Save specific cosmetic loadouts that you can change on the fly. It’s all about options!

In order to have a piece show up, you must have an accessory already equipped to your hero. Meaning if you want a giant corgi head to show up, you must have a mask equipped to your hero for it to visually appear.

This is a new system, so we’re expecting a lot of kinks to work out. We appreciate any feedback on the system, and have tons of continued work to polish, but if you run into problems or bugs, please let us know!

As we add more gear to the game, it’s usage is instantly multiplied with this system, making the items you acquire provide even more usage!

Tavern Changes

With our game constantly growing, we’re adding some additional functionality to every Defenders home-sweet-home!
 

Difficulty Button

We’ve added a couple things to the Tavern with this update. First is the Tavern Difficulty Adjuster Button (PUSH AT YOUR OWN RISK). This changes the Tavern from a normal map, to Nightmare version, or Massacre version that applies different scaling to your defenses that you would find in maps of whatever difficulty you have selected.

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Rifted Target Dummy

Somehow this thing got Rifted. While it doesn’t drop any loot, it does take increased damage from Fusion damage. Test your DPS to your heart’s content!

eb4cab65ac17368eeb9ffa59d05c66359696c726

Now you may be asking yourself, all of this sounds good and wonderful, but where in the heck do you get that giant corgi helmet?
 

Limited Login Event Rewards!

Download Update 1.2 and play Dungeon Defenders from now until December 14th at 7 pm EST to receive the Corgi Cover cosmetic mask AND the Shadow EV skin FOR FREE! These are available for a limited time, so make sure to get them now while you can.

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ef5ded989ae525c96a40deacd9c677e35d0642d1
With that out of the way, let’s get into the months and months and months of general changes to the game, as well as a ton of the bug fixes included in Update 1.2!
 

CPU and Networking Performance Optimization!

With all the hard work we have put into getting consoles out to y’all we have picked up some nice PC performance gains along the way. With this patch we have brought in our CPU and Network optimizations from the console work. We nativized a lot of blueprint’s in UE4, this is a process of transferring a blueprint into native C++ code. Nativization can be tricky at times, but for the consoles it was necessary to go back and revisit some of our older work in order to increase performance. Depending on your system, number of players in your game, and what mode you’re playing your frame rate may now even be double what it was beforehand! CPU goes vroooom, Network goes yeeeee
 

Offline Mode

We have added support for offline mode, you can find this on the main menu after launching the game. In offline mode you will only be able to use a local save, that will never upload to the cloud until you play online mode again. Offline mode will use a local save that you have when you enter for the first time. This means you can take your online profile offline, progress the game and when you enter online mode again you can choose to take your offline save to upload progress to online mode. When entering online mode again, be sure to select the proper save! Take DD:A on the road!

General Changes
Miscellaneous
Ready Up
  • Hosts are now able to force ready up by holding Ctrl + G.

 

Hero Scene
  • Removed various environment objects from inventory and character creation to better display transmog customization colors, and reduce background noise.

 

Damage Numbers
  • Added a number of options to Damage Numbers to have greater control over what is displayed


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b2bc982f76837453ede732ff4d6b01d276b614a5
Yes, the filter UI will get an art pass soon :)
 

Maps
  • Added 15-20 seconds to build timers for all maps and difficulties.

 

Heroes
Auras
  • If an aura overlaps, enemies are only affected by the aura they came in contact with first.
  • This was to fix a long standing exploit wherein players would unequip gear, build auras next to one another, then re-equip gear to have overlapped death zones.

 

Apprentice
Towers

Magic Missile Tower

  • Increased Defense Power scaling by 18% in Massacre.

Flameburst Tower

  • Increased Defense Power scaling by 18% in Massacre.

Lightning Tower

  • Now scales from bonus attack rate.
  • Increased Defense Power scaling by 18% in Massacre.

 

Huntress
Towers

Explosive Trap

  • Decreased Defense Power scaling by 8% in Massacre.

Poison Gas Trap

  • Decreased the Effect Duration Scaling by 50%.

Inferno Trap

  • Decreased Defense Power scaling by 8% in Massacre.

Thunder Spike Trap

  • Decreased Defense Power scaling by 8% in Massacre.

 

Series EV-A
Towers

Reflect Field

  • Now displays 1:1 total hits it can reflect instead of arbitrary HP values.

 

Squire
Abilities

Secondary Attack: Block

  • Block no longer can be held indefinitely.
  • Now the Squire has a Block resource, indicated by a shield above the Squires head.
  • Different enemies attacks reduce the resource at different rates.
  • Block regenerates when it is not being used.
  • If the Block resource is completely used, players are unable to block again for 5 seconds.
    • With enough armor, this caused the Squire to become a blockade, and created an unhealthy meta that had players using a Squire and pet to handle an entire lane. This change prevents future map balance from having to take into account this meta, which if left in tact would ultimately reduce the amount of DU given in future maps.

 

Towers

Harpoon Tower

  • Increased Defense Power scaling by 18% in Massacre.


Bowling Ball Tower

  • Increased Defense Power scaling by 18% in Massacre.


Slice N’ Dice

  • Now scales from bonus attack rate.

 

Enemies

Skeletons

  • No longer target Crystal Cores.

Dark Elf Warriors

  • No longer knock back players.

Djinn

  • Updated channel time for Djinn’s destroy tower in Massacre to 8 seconds (down from 9) to match Nightmare.

Copter Ogres

  • Now have propeller hats!

Siren

  • New functionality: the Siren no longer spawns with her aura. Instead, she reaches her destination and begins casting. If she is not defeated quickly, she creates an aura based on her elemental affinity, and then runs back to her spawner, applying an unremoval version of her affinity to enemies she passes through.
  • The Siren takes increased damage from Fusion sources.


Demon Lord

  • Decreased Massacre damage by 30%.


Ancient Dragon

  • Decreased Massacre damage by 30%.

 

Bug Fixes & Change Log

With ~1800+ commits to our dev branch, we are going to make a separate post covering all of the relevant bug fixes and changes. Head over to the forums and check out the list here.

We’re going to be watching this update very carefully and pushing out hotfixes for any issues that arise as we are able to get them out.

What’s Next?

We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional.
 

Trading

This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys, for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders.
 

Item Reforging

Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points.
 

Kickstarter Rewards

Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in:

  • Custom enemy names
  • Custom weapon names
  • Custom armor names
  • Legends Tablet
  • Credits/Special Thanks
  • Hero Titles

 

Console Releases
If you haven’t read our console progress check-in and what we’re doing, please head on over to that post here to find out more!

 

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!
For Etheria!
Chromatic Games

[CG] HiggsBosonic

Defenders,

Lots of things happening this week across the entire Dungeon Defenders franchise so let's just jump into the details.


DD:A Console Update
This year has been a wild ride, as humans and as a studio we have been presented with unforeseen challenges across the board. A ton of progress has been made on our console ports, and we’re nearing the finish line. Our initial focus for consoles was to get the game running on the Nintendo Switch, pouring months of engineering effort into optimizing the Switch and console experience. After incredible improvements, we are not satisfied with the overall experience on the Switch and have decided to change our focus in order to get a console version of DD:A into your hands as quickly as possible.

DD:A on the Xbox
Recently we changed our focus in terms of console work over to the Xbox One. Immediately we saw increased performanced and a better overall experience, which was really exciting. All of the hard work that we poured into the Switch version carries over into the Xbox version, and also later the Playstation version, so none of our work was wasted. 

When?
We are working with Microsoft to target a Q1 2021 launch for the Xbox. As we progress through the certification process we will update the community on a more exact month or date. We need to get through “cert” first, then we can work with Microsoft to set an exact launch date.

What about the other platforms?
Once we are through the certification process for Xbox, we begin that same process with Playstation & Switch. So Xbox will be released first, followed by Playstation & Switch.

What about the new consoles?
We will be releasing DD:A on both Microsoft and Sony’s new consoles as hardware test kits become available. We’re waiting for the opportunity to jump quickly on getting into certification and releasing DD:A on this new hardware.

 

1.2 Update Check In
We are working on Update 1.2 polish, bug fixes, and entering our final phase of testing. We will have a launch date for this update for the community soon. While we have had quite a few people working on this update over the last few months, our primary focus as a studio has been on the consoles. We do not want to rush this update out, so are taking the necessary time to polish the systems and test it before release.  Rift Mode, Transmog, new accessories, and more are coming your way, as well as Trading, Reforge and the remaining in-game Kickstarter rewards in a follow-up patch!

 

Franchise Steam Sale
All of our Dungeon Defenders Games on Steam are on sale

Dungeon Defenders 1 
75% off across the board, base game, DLCs, Collection, and 4-Packs
If you have not had a chance to experience this classic, now is a great time to pick it up.

Dungeon Defenders 2
50% off of Steam packs
50% off in-game Gem costs of Heroes, Costumes, Shards & more!
With XP & Gold Event going on for the next 5 days, it is a great time to get back into DD2 and pick up some wares on the cheap!

Dungeon Defenders: Awakened
30% off the base game
With 1.2 Update around the corner, which adds rift mode and new progression, now is the time to pick up DD:A and get to the end game before all the rifty goodness hits.

 

Dungeon Defenders 2 Events!

From now through the end of the year we have some in-game events lined up. We wanted to provide our loyal DD2 players with some holiday treats. Beyond the 50% off in game sale that will run through the second week of January here is a schedule of events coming this year.

  • Nov 25th-30th: 4x Base XP & Gold
  • December 5th: Double Defender Medal Saturday
  • Dec 11th-13th: 4x Base XP 
  • Dec 18th-21st: 4x Base Gold 
  • Dec 24th-27th: Holiday Extravaganza: 4x Base XP & Gold, 2x Defender Medals
     

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!
For Etheria!
Chromatic Games

[CG] HiggsBosonic

DEFENDERS!

It’s been a little while since we last spoke, but what we’ve lacked in words, we’ve been making up for in hard work! There’s a ton of stuff that we’re continuously chugging away on:  Update 1.2, console ports, and even our major content updates. We’re breaking the silence and ready to talk about our work with Update 1.2. Let’s get into it!


Console Development Check-In
We’re currently making a ton of great strides and getting a lot of performance out of our console work. There’s a lot with this type of development, not only in getting the game to run properly and at a decent frame rate but also in meeting the technical requirements of each specific platform before we submit for certification. As we continue to progress, we’ll keep you all posted.


Update 1.2
We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates.


Part I:  Enter the Rift
Rift Mode
We’ve been teasing it for a bit, but we’re ready to talk about our newest game mode coming in Update 1.2 — Rift Mode!

What is it?
Rift Mode is an option, similar to Hardcore, that players opt into throughout Campaign and Survival. Rift Mode serves to evolve the challenge and experience of DD:A, providing players something new, regardless of their experience with Dungeon Defenders, to take on. Here are the main takeaways:

 

  • The number of total enemies is halved.
  • Some enemies become Rift Enemies, providing additional functionality and difficulty.
    • All enemies can become Rift Enemies.
    • The Siren is already a Rift Enemy.
  • A new weapon type called Fusion is dropped to take on Rift Enemies.
    • This will make taking Sirens on considerably easier.
  • New armor set bonuses that can be target farmed to take on Rift Enemies.
  • Increased loot quality dropped in Massacre.
    • This is not an increase in item caps, but rather dropping better quality loot in general to progress faster.
  • Over 20 new accessories added only available in Rift Mode.

Where does it occur?
It is available at ALL difficulties for Campaign and Survival.

What are Rift Enemies?
Rift Enemies are considerably stronger monsters that have greatly increased health, increased damage, and additional mechanics. Here are three of the enemies’ new mechanics:

  • Goblins:  They’re 33% larger, making them more of an imposing threat, and potentially blocking higher priority targets from getting hit.
  • Archers:  They’re attack range has been increased and now they shoot homing missiles.
  • Ogres:  They’ve cleared up their sinuses and instead of throwing snot, they throw Rift Kobolds that have a huge explosion.

This is just a sneak peek into the additional mechanics, as EVERY enemy can become a Rift Enemy.

What are the rewards?
As mentioned above, we’re adding in new weapon variations, new armor sets that help you take on these new enemies, new accessories to spruce up your character, and increased loot drops to progress even faster.

What’s the point?
In Dungeon Defenders Awakened we’ve got multiple types of players. There are Defenders who enjoy the traditional Dungeon Defenders experience, want to spend tons of time farming for that perfect drop, and like to set up an intricate grid of defenses that they can set and forget. Then there are Defenders who want an additional challenge, want better loot faster, and want somewhat shorter play sessions. With every one of our updates, the first group will get what they want, but for the second group, Rift Mode is our chance to provide an option to the second group.

This isn’t a one-and-done mode either. It’s a Rift, and as we progress further and further into DDA with our major updates, the Rift continues to tear more and more open, introducing new mechanics and challenges for players to overcome. Every new enemy added to the game will have a Rift version as well, diversifying the gameplay and introducing a new obstacle to overcome.

Really it’s just a mode to provide a reward that decimates the Siren.

Also, there’s a ton of new accessories to hunt down in this update! Why does that matter? Let’s get into the next big feature of this update — Transmog.

Transmog
This feature looks to provide players the option to make their hero look how they choose. It’s similar to the Flair system that was in Dungeon Defenders II that many players enjoyed, with similar elements to customization systems you may have seen in other games.

What is it?
You might get a fancy mask that drops that looks cool, but really you want to live out your dream of wearing a goblins face without sacrificing the godly-tier stats on your perfectly dropped fancy mask. Now you can! This system is pretty robust and is something we’re going to continue to build upon it over time.

Your Transmogs will exist independently of your actual equipment, so feel free to mix-and-match to your heart’s content! As you change your equipped items, your Transmog appearance will go untouched. No longer must beauty come at a price.

What can I do with it?
There’s multiple changes to the system. First, you can change the model of your equipped items in the following equipment slots:

 

  • Weapons (you can only Transmog weapons that your hero can use)
    • EV, won't be able to Transmog her weapons, as they are not visible
  • Masks (can be hidden or transmogrified to look like any other mask)
  • Brooches (can be hidden or transmogrified to look like any other brooch)
  • Bracers (can be hidden or transmogrified to look like any other bracer)

There’s over 20+ new accessories for you to hunt down, and we know what you’re thinking: yes you will be able to look like a Sharken with some of these new accessories.

However, the customization does not stop there. We’ve opened up additional colorization options on the heroes, giving you even more control of their appearance. It doesn’t even stop THERE! You can also recolor your WEAPONS & ACCESSORIES to look however you want. We’re making it so that all items  drop with their default colors, and the icons now reflect that as well.

All items can have their hue (color), saturation, and brightness adjusted. Black katana? Easy. Red Shield? Done. Neon green mask for that sweet rave in Deeper Well? No problemo!

You can preview how certain colors get converted to HSB with this nifty tool:
https://color.adobe.com/create/color-wheel

Bug Fixes? Bug Fixes!
There are a TON of bug fixes coming with this update. It’s a little complicated, but basically patching while we’ve been working on our console ports has been a very difficult endeavor, requiring a lot of additional work and potentially breaking a lot more, leading to delayed patch releases and console releases. We’re sorry we haven’t got these out sooner, but there are a lot coming and we’ll make sure to have detailed notes of ALL OF THEM.

Part 2: Give Me That!
We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional.

Trading
This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys,for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders.

Item Reforging
Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points..

Kickstarter Rewards
Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in:

  • Custom enemy names
  • Custom weapon names
  • Custom armor names
  • Legends Tablet
  • Credits/Special Thanks
  • Hero Titles

WHEN????
Soon™.
We’re wanting to get a few weeks of testing done to make sure that Part I is good to go. Once we’re happy with where it’s at, we’ll get it out to you ASAP. Do you want to be part of that process? You can apply to join our Cavalry testing group to get a sneak peek as well as provide important feedback or report any pesky bugs that may be hiding from us. Part II will come out shortly after that. Our goal is to make sure it works before setting a release date.


Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!
For Etheria!
Chromatic Games

[CG] HiggsBosonic
Content Update 1.1
Defenders,
The 1.1 Update is upon us! We are excited to ship our first large update for Dungeon Defenders: Awakened. Going to keep this short and sweet so you can learn what's new then get straight into the action. This update is free and added to the base game.
1.1 Update Weekend Launch Event
Log in now until Sunday 8/23 and unlock a Rifted Costume for our new hero Series EV-A!

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Major New Content and Features
  • Massacre Survival Game Mode - The next stop on our way to late game DD:A gameplay. A whole new challenge to explore which includes a new tier of loot as well as bosses. With randomized boss loot, you can now attain loot at a whole new power level.
  • Hero Series EV-A - A new hero joins your roster to help with the challenges that await you in Massacre Survival mode. A franchise favorite makes her way into DD:A with a familiar and powerful kit of defenses and skills.
  • Tornado Valley Challenge - Invade airships, defeat the ship captain, and dodge deadly mortar barrage.
  • Promenade Challenge - Play capture the flag against Copters of both the goblin and Ogre variety, meanwhile there are missiles set to stun kill.
 
Minor New Content and Features
  • New inventory filter system
  • Additional auto-loot options
  • Full gamepad support
  • Bosses in survival mode
  • Updated language translations
  • Unstuck command
  • New achievements
  • New pets from challenge maps
  • Increased knockback scaling
 
Kickstarter and Backer Rewards
  • Unique item names for Kickstarter rewards
  • Exclusive Kickstarter & Pre-Order costumes
    *Codes will be sent out within a week of patch, either to BackerKit or via Email*
 
Game Optimizations
  • Massive memory cleanup in all sections of the game.
  • Massive CPU performance optimizations related to everything gameplay.
  • Profile conflict system
 
Bug Fixes
  • BUGFIX: In challenge modes with limited lives, hero swapping in build phase while dead and out of lives respawns the player
  • BUGFIX: Copters are invulnerable.
  • BUGFIX: Direct Join from game closed causes infinite loading
  • BUGFIX: Input binding displays that had a none input action became visible
  • BUGFIX: Campaign completion pet on Easy-Nightmare had 0 min quality.
  • BUGFIX: Shadow Monk skin confirm button isn't disabled even though the skin isn't owned
  • BUGFIX: Spectator can hot swap heroes and spawn in the world
  • BUGFIX: Attack power now scales pet damage
  • BUGFIX: Unable to see the last option in the gameplay options list
  • BUGFIX: Apprentice offense stats were missing
  • BUGFIX: Channeling ability sometimes can't be deactivated by a client.
  • BUGFIX: Input Binding Display - fixed issue that was hiding hold radial bar.
  • BUGFIX: Bosses can be stunned by the Lightning Tower.
  • BUGFIX: Suggested Levels are very wrong
  • BUGFIX: Harpoon turret shooting Ogre targets too high up on the body causing it to miss other targets.
  • BUGFIX: Inferno Trap tick rate not scaling properly in Massacre
  • BUGFIX: Healing Aura not scaling properly in higher difficulties
  • BUGFIX: Pet attack rates cannot be properly upgraded
  • BUGFIX: Enemies never appear with the Massacre colorization (Black/Gold) in massacre difficulty.
  • BUGFIX: Skeletons don't properly die to lifespan or getting stuck, they just "Fake Die" once and resurrect.
  • BUGFIX: If a skeleton is dead when the dark elf mage that summoned it is killed it isn't removed from the map.
  • BUGFIX: Djinn tries to destroy crystal generators on Alch Labs
  • BUGFIX: Boss events don't occur if you join in survival past wave 20.
  • BUGFIX: Kobolds may not be targeted by any defense.
  • BUGFIX: Traps may not trigger as intended.
  • BUGFIX: Goblin Mech doesn't move if you're far away when he spawns.
  • BUGFIX: The Goblin Mech can break down and not work as intended.
  • BUGFIX: Fix ranged enemy targeting and navigation.
  • BUGFIX: Clients were unable to load and save inventory filters when in an multiplayer game.
  • BUGFIX: Fixed an issue with Tactician and Untouchable not granting awards
  • BUGFIX: Fixed an issue with Strength In Numbers description
  • BUGFIX: Dragon pet could get 3 extra projectiles when it should only get 2 extra.
  • BUGFIX: Score doesn't reset correctly after winning chicken soccer.
  • BUGFIX: Wave 25 Deeper Well massacre survival enemies are much much easier than wave 24 enemies.
  • BUGFIX: Traps now have a collision representing their effect range only interacts with tower collision via overlap
  • BUGFIX: Copters clipping through walls in Ancient Mines
  • BUGFIX: After joining a hardcore map that is in combat phase the client is stuck on the loading screen until that combat phase finishes
  • BUGFIX: Ancient Dragon boss weapons had an incorrect projectile description
  • BUGFIX: Mana gems don't drop from enemies on Royal Gardens Wave 24 - Survival (Massacre)
  • BUGFIX: Mage heal affects bosses.
  • BUGFIX: Couldn't spin Hero model in inventory
  • BUGFIX: Towers may not target Bosses or Copter Flares
  • BUGFIX: MultiBuff pets will buff undesirable targets
  • BUGFIX: Ogre Slam can damage defenses it should be able to
  • BUGFIX: Ancient Dragon gets stuck in strafe mode when more than 1 player is on the map
  • BUGFIX: Trophies with longer titles text are cut off on both ends
  • BUGFIX: Fix for pylons being moved by Sharken.
  • BUGFIX: Skeletons in Mixed Mode only ever spawn as tier 1
  • BUGFIX: Tower Speed (Def. Rate) was showing as less was better for tooltips
  • BUGFIX: Hold event progress isn't displaying correctly during activation on keyboard
  • BUGFIX: Pets activate their abilities and attacks in pure strategy mode
  • BUGFIX: Healing aura heals defenses
  • BUGFIX: Enemies occasionally moonwalk because why not
  • BUGFIX: Names that appear when you hover over the player icons on the escape screen
  • BUGFIX: The create hero UI always shows gamepad icons
  • BUGFIX: Session Browser had locked entries if you beat a map on survival but you did not beat the specific wave they were on.
  • BUGFIX: Djinn have trouble acquiring new targets and have an incorrect tower destroy distance in massacre
  • BUGFIX: Game crashes if you go into placement for a defense while inspecting one that is already placed
  • BUGFIX: Input errors when going from gamepad to keyboard
  • BUGFIX: Client crashes during the combat phase of Survival
  • BUGFIX: The create hero UI always shows gamepad icons
  • BUGFIX: Healing aura doesn't affect the new hero if you swap inside of it
  • BUGFIX: Sirens ping icon is gigantic
  • BUGFIX: When a client leaves game from the tavern they are sent to the menu level instead of their own tavern
  • BUGFIX: Defense tooltip closes when in build mode after you get done focusing an already built defense.
  • BUGFIX: Fixed defense tooltips not showing up for placement of node types
  • BUGFIX: Sharkens can target defenses across the map if they are ever facing it after spawning
  • BUGFIX: Demon Lord Doesn't Do Anything If You Die
  • BUGFIX: Moving Core challenge says Monsterfest in the map selection UI and on the end game summary screen
  • BUGFIX: Heal isn't disabled when webbed by a spider
  • BUGFIX: Copter's can drop their Ogres in locations where the Ogre gets stuck on Promenade
  • BUGFIX: Build Suggestions button text being cut off
  • BUGFIX: Sliders don't stay in the correct location after modifying colors of costumes
  • BUGFIX: No Mana drops from enemies on wave 5 of Magus Quarters Massacre Campaign and build timers on Throne Room Survival.
  • BUGFIX: Spectator camera freezes in hardcore after a short period
  • BUGFIX: Squire can use healing ability while blocking.
  • BUGFIX: Camera Toggle gets stuck on screen after building a defense
  • BUGFIX: All confirmation popups have to be clicked twice for either button to work
  • BUGFIX: Djinn don't turn to face their target when using an ability
  • BUGFIX: Leaving the game on a client after transitioning as a group from the tavern crashes the client
  • BUGFIX: Sell All Did not have a confirmation before doing
  • BUGFIX: Fix for Sirens taking damage from auras
  • BUGFIX: Enemies can attempt to attack the player when they can't reach them
  • BUGFIX: Could not stand on Flameball towers
  • BUGFIX: Flamethrower weapon visuals don't turn off when reloading
  • BUGFIX: Sirens walking into Cores
  • BUGFIX: Can interact with towers while in build mode
  • BUGFIX: New Trophies in the tavern are never focusable
  • BUGFIX: Nameplate health values don't update when fortify stat changes unless that nameplate is currently on screen
  • BUGFIX: Fix passive damage from interrupting enemy attacks, it doesn't stun them but prevents them from effectively doing anything.
  • BUGFIX: Fixed range value on tooltips to match what is shown in placement
  • BUGFIX: On the hero creation UI you are able to spam the hero spawn sounds by clicking their portraits repeatedly
  • BUGFIX: When the swap button was hidden it was still showing up in the wrong location
  • BUGFIX: Goblin Copter targeting issues
  • BUGFIX: Fixed Slice and Dice tower scaling and fixed damage scaling as well
  • BUGFIX: On tooltips, primary damage and elemental damage were always getting colored
  • BUGFIX: On gamepad able to open 2 sell all confirmation prompts by holding Right-Shoulder twice.
  • BUGFIX: Fixed DU from not displaying on built tower tooltips
  • BUGFIX: Gamepad navigation on filters UI was not working as intended
  • BUGFIX: Repair now works in the tavern
  • BUGFIX: For the host, the Gold earned tracker on the end game summary screen displays clients total gold instead of gold earned on that map
  • BUGFIX: Demon Lord in-world sword could spawn in and cause players to get stuck if they were standing where it spawned and/or building there

Please help us find and squash bugs over at our Discord where we have a new reporting system for bugs and feedback.

Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Keep an eye out for more info!
For Etheria!
Chromatic Games
[CG] HiggsBosonic

Defenders,

Nat “Higgsbosonic” here, wanted to bring you an update regarding our next patch!

1.1 Patch Update

The Update 1.1 patch is going to be released in August. We’ve seen a few comments regarding the patch arriving in July and that it has been delayed. This post is the first official statement regarding the patch and its timeline. This is a standard content patch and not a paid DLC.

There are only two places for official announcements: the news posts on our website, and the Chromatic Games Dev streams (at twitch.tv/chromatic_games). Anything outside of that should not be considered official information, even if it comes from an official dev.

We know you are eagerly awaiting this patch and we're working at full capacity (without crunch) to bring you high-quality patches and content for DD:A. We care about our team and do everything we can to take care of them as we continue to make DD:A the game greater and greater with each update. We do not want to rush out patches or content. We are ruthlessly testing and incorporating the community during the entire process. Every week our RQA team and Ethereal Calvary which are all community members playtest our latest build and provide feedback. They help us find bugs and the fun! We thank all those who dedicate their time to us now, and in the future.
 

So what’s in it? 
There has already been a lot of information shared with the community about what is going to be in the patch in terms of features. I wanted to gather all of that in one place, confirm its existence and provide a few shiny screenshots. Please note, not everything included in Update 1.1 is listed on this post.
 

Massacre Survival 
Yes, it is on its way, we’ve been spending an immense amount of time to make sure this game mode feels right. Provide a challenge, proper progression curve, and rewarding loot. This is just the beginning of the late game and we hope you enjoy the challenge!
massacre.png

 

Skyward Challenges

Two new challenges await you! Take towards the sky as you tackle these new adventures in Tornado Valley and Promenade. Invade airships, defeat the ship captain, and dodge deadly mortar barrage; or play capture the flag against Copters of both the goblin and Ogre variety, meanwhile, there are missiles set to stun kill.

skyward-challenge.png

 

EV-A*
An old robot-friend has found her way into DD:A. Series EV is a beloved hero from the franchise, we wanted to bring her to DD:A along with her reflect and buff beams ^^. Something a little extra to help deal with the challenges that await in Massacre Survival and beyond.
*Hero name subject to change ;)

    Abilities:

  •         Decoy
  •         Proton Charge

    Defenses (All the Beams):

  •         Proton beam
  •         Physical beam
  •         Reflect beam
  •         Shock beam
  •         Buff beam

Dual Weapon Equip:
Gain stats from both weapons
Only one weapon can be used at a time
Huntress and Apprentice weapons only

Check out some EV-A Gameplay over at JuiceBags Youtube channel!


Series EV.png

EVCharacterConcept.png

 

Inventory
Oh, inventory management, where do I begin… Well, there was once a dev named Philtermancer, he was a wise engineer, privy to the plight of inventory management time sinks that plagued the community. His trusty friends Sir Sean “Shoryu” Ryan the UX wizard and Magister Mario “Luvcraft” Machado UI Art master devised a most wonderful solution. In Update 1.1 you are bestowed the blessed bag filters, making your adventures in Etheria easier, the end. 

Inventory Filter Bags:
inventory_bags.png

 

New additional filters:

filters.png

 

Fancy new tooltips:

tooltips.png

 

There are additional features and changes coming your way in our 1.1 patch as well as hundreds of bug fixes.

Come say hello and chat about the upcoming content in our Discord!

 

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!
For Etheria!
Chromatic Games

[CG] LAWLTA

DEFENDERS,

We’ve been hard at work trying to get our first patch out to you all that has some additional goodies. We’re looking to make good on our word, providing our early supporters with some rewards and options to look stylish as well as play with newer Defenders much easier. Let’s just get right into it!

New Content and Features For Early Supporters

Shadow Costumes
Shadow Costumes have been added for anyone who purchased Dungeon Defenders: Awakened before the 1.0 launch. We will be handing them out automatically in the next few days.

Legacy Transfer Tool
We’ve added a Legacy to Play transfer tool. This tool has a one time use that replaces your Play data (heroes, gear, and progression) with a modified version of your Legacy data (heroes, gear, and progression). This is what happens when you use this tool:

  • Delete any characters and gear obtained through Play.
  • Transfer your Legacy characters and gear to Play.
  • Reset all Legacy gear upgrades.
  • Refund the gold spent on upgrades to a bank cap of 300 Billion.
  • Apply 1.0 balanced max upgrade levels on your gear.
  • Disable further play on Legacy.

We initially announced this tool would be available to players for a week, but have since decided to provide it up until our next big update that brings Massacre Survival and some other unannounced goodies. We’ll be getting a roadmap out for our updates and general plans as part of our continued transparency efforts, but this should extend the period for this tool by several weeks, giving Legacy players plenty of time to get their saves over. This is only available to those with Legacy profiles.

Updates

  • Chicken Soccer Mini-game added to VIP Tavern.
  • Players now Auto-Reject Hacker Join requests, and must be manually disabled via the options menu.
  • Spawn Protection System added so you cannot be killed immediately upon respawning.
  • Bosses in Massacre drop unique weapons. Let the hunt begin!
  • Tavern visuals updated slightly.
  • Keybinding improvements which include the ability to bind Shift and Alt to any action.
  • Hover descriptions on the various selections located on the main menu.

Balance

  • Demon Lord fireball projectile speed reduced on lower difficulties.
  • Glitterhelm Ogres spawn timers adjusted so they don't take a minute to spawn after the last enemy spawns.\

Bug Fixes

  • Fixed most cases when you sell all as a client with a large number of items in the inventory you would be kicked.
  • Fixed an issue causing the hero deck to open up when using the letter H in the chat box.
  • Fixed an issue where start from wave 15 is locked instead of wave 14.
  • Fixed some collision issues on Endless Spires.
  • Fixed an issue where Lava Mines Pure Strategy is missing its mana drops during waves.
  • Fixed an issue where pets don't face forward on 3 maps.
  • Fixed a missing string table under the block category.
  • Fixed an issue where the Redeem Code would always be successful as it was telling you that it was successful in running the redeem code code.
  • Fixed an issue where Trophies can not be seen by clients.
  • Fixed an issue where Darkness traps are failing to remove the visuals of elemental buff an enemy has, the trap itself is working as intended though.
  • Fixed an issue where the Demon Lord gets stuck while flying.
  • Fixed an issue where enemies were getting stuck in the air in the Alchemical Labs challenge.
  • Fixed an issue where you can't scroll to the last option in the Gameplay Tab in the Options UI.
  • Fixed an issue where VFX are turning off and on randomly in lower graphical settings.
  • Fixed an issue where Mixed Mode maps don't display how to unlock.
  • Fixed an issue where campaign pets can drop with no quality on Massacre.
  • Fixed an issue where Enemies are spawning in the larger part of Lava Mines on lower difficulties.
  • Fixed an issue where shooting the Blacksmith makes him fall under the ground for clients.
  • Fixed an issue where some achievements were being granted when they shouldn't be.
  • Fixed an issue where the Chicken didn't want to attack Training Dummies.
  • Fixed some locations where Localization would break the value fields.
  • Fixed an issue where enemies are spawning outside Arcane Library and getting stuck there.
  • Fixed an issue where Glitterhelm Wave 6 Campaign Massacre doesn't have a build timer.
  • Fixed an issue where a last wave award notification would be stuck on screen during the next build phase.
  • Fixed an issue where certain enemies were spawning on Tornado Highlands Pure Strategy that shouldn't be on Nightmare difficulty.
  • Fixed an issue where enemies are leaving their lanes on Royal Gardens.
  • Fixed an issue where the Squire Level-Up sound would be played twice.
  • Fixed an issue where Ping icons would be scaling up to high.
  • Fixed some very inaccurate translations, big translation patch coming up later.
  • Fixed an issue where map progression wasn't unlocking if you beat the map with a friend even though it showed you completed the map.
  • Fixed an issue where attack speed comparison was incorrect for weapons under 1.0 attack speed.
  • Fixed the Siren missing on Royal Gardens and Glitterhelm billboards.
  • Fixed the Siren appearing on billboards she shouldn't be on.
  • Fixed an issue where Skeletons can exist until the end of the universe.
  • Fixed a spot in Glitterhelm where players could get stuck behind a crystal.
  • Fixed it where Players could get out of Glitterhelm map's intended playable area and specific places only the huntress could reach.
  • Fixed an issue where clients would still have the red effect for low health despite being healed back to full until they take damage again.
  • Fixed an issue where Towers can be built in the ceiling in Glitterhelm.
  • Fixed performance issues appearing while viewing the hero in the UI on lower quality settings.
  • Fixed a spot where the Huntress could get outside of the Ramparts map.
  • Fixed an issue where in multiplayer after losing a map there's an award with no text and 0 that sticks on the screen.
  • Fixed an issue where Goblin Copters don't spawn in their correct ordered spawn sequence.
  • Fixed an issue where a Massacre weapon was dropping from the Demon Lord on Insane difficulty that wasn’t intended.
  • Fixed a specific crash for clients trying to use a disabled ability in Challenge mode that were disabled outside of cooldown.
  • Fixed a specific crash for the host while a client was in the hero customization screen.
  • Fixed a specific crash for when clients timeout from the host.
  • Fixed a specific crash for the client if they equip gear shortly before the host returns to the tavern.
  • Fixed multiple rare but random crashes.

Known Issues

  • If you go into Legacy first before using the Transfer Tool, you may need to restart DD:A before the Transfer Tool will work properly.

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!
For Etheria!
Chromatic Games

[CG] Mary

DEFENDERS

Finally, Dungeon Defenders: Awakened 1.0 released on Steam today. It’s been a long and crazy journey that has ultimately led us here. Development on this project has had its ups and downs, but together we made it here, our studio and you, our GLORIOUS community. There’s a lot to cover, we’ll save the sappy stuff for later, let’s get into it!

What’s Inside?

There’s a lot to cover the epicness that is Dungeon Defenders: Awakened, with where and what to cover being quite difficult decisions. We’ll go through everything top to bottom, and if something is left out, then you’ll just have to hop in and experience it for yourself!

Heroes

The four classic heroes lead the charge for the Dungeon Defenders: Awakened roster. With more to come, these base four serve as the bastion of Etheria!

The Squire

Melee tank with towers that either block or deal heavy physical damage.

  • Abilities
    • Left Click:  Melee slash
    • Circular Slice:  A circular slice that deals a ton of aoe damage.
    • Blood Boil:  Go berserk, increasing damage, knockback, movement speed, and armor.
    • Heal:  Heals you by converting mana into health.
  • Defenses
    • Spiked Blockade - A blockade that stops enemies and deals damage to melee attackers.
    • Ballista - Shoots a giant bolts that pierces through enemies.
    • Bouncer Blockade - A blockade that stops enemies and knocks back melee attackers.
    • Bowling Ball Tower - Shoots out bowling balls that bounce and deal damage to enemies.
    • Training Dummy - A blockade that spins and deals more and more damage to enemies around it.

The Huntress

Ranged DPS focused on laying traps and dealing heavy damage from afar.

  • Abilities
    • Left Click:  Shoots projectiles
    • Right Click:   Reloads weapon
    • Piercing Shot:  Shoots a phoenix that pierces enemies.
    • Adrena Rush:  Increases attack rate, move speed, and jump height.
    • Heal:   Heals you by converting mana into health.
  • Defenses
    • Explosive Trap - Explodes dealing physical damage to nearby enemies.
    • Poison Gas Trap - Stuns weaker enemies.
    • Inferno Trap - Engulfs enemies in fire damage over time.
    • Darkness Trap - Blinds enemies and removes their elemental immunities.
    • Thunder Spike Trap - Deals a giant burst of lightning damage.

The Apprentice

Ranged DPS with well rounded defenses and burst hero damage.

  • Abilities
    • Left Click:  Shoots projectiles
    • Right Click:   Hold and release a giant explosion nearby
    • Mana Bomb:  After channeling, releases a giant mana bomb.
    • Overcharge:  Overcharges you, making your right click empower nearby defenses.
    • Heal:   Heals you by converting mana into health.
  • Defenses
    • Magic Missile Tower - Shoots missiles that deal physical damage.
    • Elemental Barrier - Blockade that strips enemy elemental immunity.
    • Flameburst Tower - Shoots an exploding fireball.
    • Lightning Tower - Shocks nearby enemies with chain lightning.
    • Deadly Striker Tower - Shoots a single blast of energy dealing a ton of damage.

The Monk

Melee and Ranged hero with auras and abilities that aim at support.

  • Abilities
    • Left Click:  Melee slash
    • Right Click:   Shoots projectiles.
    • Tower Boost:  Throws a medallion on the ground, boosting nearby defenses.
    • Hero Boost:  Boosts heroes near the Monk, and the Monk as well.
    • Heal:   Heals you by converting mana into health.
  • Defenses
    • Ensnare Aura - Slows enemy movement and attack speed.
    • Electric Aura - Deals lightning damage to enemies.
    • Healing Aura - Heals heroes who walk through it.
    • Strength Drain Aura - Reduces enemy damage and strips elemental immunity.
    •  Enrage Aura - Chance to cause enemies to fight one another.

Difficulties

Dungeon Defenders is about climbing the mountain and taking on harder and harder difficulties across all game modes. Returning to our roots we’re bringing back some classics, some in a slightly new way, and something brand new:

  • Easy:  Getting through the story and obliterating everything in your path.
  • Medium:  Smooth progression, providing a decent challenge to any new Defender.
  • Hard:  The heat starts to increase, this is the most difficult start possible.
  • Insane:  Clearing Hard makes way for Insane.
  • Nightmare:  Access granted after attaining Level 70 and clearing Insane Campaign. It introduces four enemies - Spiders, Sharkens, Djinns, and Goblincopters.
  • Massacre:  The newest difficulty in Dungeon Defenders: Awakened requires you to reach Level 83 to access it. You’re going to need some great gear from Nightmare and prepare to take on the newest enemy - The Siren!

You can choose to take the solo route or play with up to three other Defenders. The difficulty is there, and the choice is yours!

Maps

In this first showing of Dungeon Defenders: Awakened, you have access to 15 epic maps, some classic blasts from the past, and some brand new maps that help show off the world of Etheria.

  • Act I
    • Deeper Well
    • Ancient Mines
    • Lava Mines
    • Alchemical Labs (Boss Map)
    • Magus Quarters (Encore Map)
  • Act II
    • Tornado Valley
    • Tornado Highlands
    • Ramparts
    • Throne Room (Boss Map)
    • Endless Spires (Encore Map)
  • Act III
    • Arcane Library
    • Royal Gardens
    • Promenade
    • The Summit (Boss Map)
    • Glitterhelm (Encore Map)

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These maps offer diverse landscapes and unique ways to strategize your defenses against the hordes of enemies that await!

Game Modes

A return to our roots would not be right without bringing back some of the games modes that many know and love. All difficulties are available on every game mode, allowing novices and veterans alike an opportunity to try their hand.

  • Survival:  Up to 25 Waves of enemies are coming for you. Reaching Wave 15 and 25 offer unique rewards that vary between every map. 
  • Pure Strategy:  Test your defensive prowess in this mode. Your towers are the only thing that can defeat the enemies that await you.
  • Mixed Mode:  Add in some Nightmare enemies into the mix, increasing the difficulty and rewards.
  • Hardcore:  With greater risk comes greater reward. If you die with this enabled, you do not respawn until the end of combat phase, whether you win or lose.

Enemies

It wouldn’t be fun if it was all just goblins coming your way. The Old Ones army returns in full fashion, while also recruiting a new evil to push your Defender skill further than ever!

  • Goblins:  Big ears, goofy, melee focused, and the weakest enemy of the bunch. If you can’t beat them, you’re in for trouble.
  • Dark Elf Archer:  A ranged Elf that shoots arrows to destroy you and your towers from afar.
  • Dark Elf Mage:  This ranged Elf shoots magical bolts at your towers while also summoning skeletons to fight you.
  • Orc:  A big brutish melee enemy that hits pretty hard and has a larger health pool.
  • Wyvern:  Drakes that come in from the sky, flying over your defenses to destroy your Crystal Core.
  • Kobolds:  They’re packed with dynamite and a bit fuse-happy. They’ll charge any threat and go BOOM!
  • Dark Elf Warrior:  These elves thirst for battle against Heroes. They jump maneuver around and over defenses to focus down Heroes before turning their focus to your defenses.
  • Ogre:  Think an orc on steroids, except he also throws explosive snot at you. His melee hurts pack quite the punch.
  • Spiders:  These bugs come down randomly from the ceiling, usually behind your towers. They can debuff heroes and towers alike.
  • Sharken:  Hailing from the seas, they pack a mighty melee punch and also charge your towers, knocking them aside.
  • Djinn:  Using otherworldly magic, the Djinn can either poof your Defenses out of existence or greatly enhance one of his allies.
  • Goblincopter:  A flying mechanical  tormentor that shoots flares to distract towers, crash lands into players, oh and it carries a freaking OGRE with it into battle.
  • *NEW* The Siren:  She enchants enemies around her, making them take permanent unstrippable reduced elemental damage based on her elemental affinity. She also flees, and Defenders who defeat her before she escapes are handsomely rewarded.

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As you progress you run into newer enemies, providing a greater challenge as you progress. If you can make it to Massacre, you can find out what horrors all of these enemies pack!

Gear

This is what it’s all about, getting sweet epic loot after a good day of defending. The theme of DD:A is something new and something old, something blue and something bold (is that how the saying goes?). Every weapon, pet, armor, and accessory have been carefully crafted to look as legendary as possible. The pieces you’ll see are:

  • Weapons:  Unique to each hero, providing stats and fun ways to shoot and slash enemies!
  • Helmets:  Providing stats and protecting that Defender strategy powerhouse brain of yours.
  • Chests:  Providing stats and keeping your heart safe.
  • Gloves:  Providing stats and helping prevent blisters.
  • Boots:  Providing stats and giving a nice cushion for your journey.
  • Brooches:  Providing stats and a visual pin in your cap.
  • Masks: Providing stats and a visual protector for your Hero’s face.
  • Braces: Providing stats and a visual wristguard to fend off carpal tunnel.
  • Shields (Squire only):  Providing stats and a sweet shield. Enough said.
  • Pets:  Providing stats, sometimes unique mechanics, sometimes unique attacks, sometimes even MORE stats.

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You can combine Helmets, Chests, Gloves, and Boots of the same armor type (i.e. The Miner Set) to greatly increase the stats on each piece of gear.

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UI

Probably the part of the Dungeon Defenders series that needed the most love has been our UIs. Well Dungeon Defenders: Awakened comes in hot with some fresh off the press UIs that help get you through your inventory and customize your heroes efficiently and effectively so that you can get back to defending those dungeons. Let’s take a look

Inventory

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Hero Deck Selection

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Hero Customization

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Map Select

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Play vs. Legacy

These are two ways to play Dungeon Defenders: Awakened that allow us to do some cool stuff in the future, with the first example coming with release. If you choose Play, your characters will not see people who choose Legacy, and vice versa. You are free to create new characters on either version. In order to provide Mod Support down the road, we need to create two modes to accommodate this.

Play

This is the preferred way to experience Dungeon Defenders: Awakened. With this 1.0 Launch, everyone starts off fresh on an even playing ground. If you want to start up fresh with friends, current and yet to be made, go here!

Legacy

This is where older profiles and experiences go. For the Dungeon Defenders: Awakened 1.0, this is where Early Access profiles go. You can continue off where you were in EA with all the gear and levels you previously had. This area is where we will be supporting mods in the future.

Pricepoint

One of the biggest points of feedback that we’ve received from many of you is that our price point was a little high. We scrubbed through Discord, our forums, Twitter posts, Facebook posts, and Steam Reviews. Everything. This was such a huge bit of feedback, and we listened, so on launch Dungeon Defenders: Awakened base price $29.99, and to follow the traditional Steam game release, we’re going to have the game 15% off for the first 7 days.

Additional Options

We know that a lot of people experience Dungeon Defenders in their own way, and have unique preferences. As a result, we added some options for you to utilize to get you the information you want.

Show Split Item Power
Off by default, enabling this option splits your Item Power into two stats, Hero Item Power and Tower Item Power. This can help be a quick filter to see if a piece of loot is more heavily favored towards Hero stats or Tower stats.

In World Tooltips
On by default, this shows an items stat when on the ground. It can be disabled for players who prefer to inspect all their loot in the inventory.

Compare Items In World
On by default, this compares what you’re currently wearing to a piece of gear that is on the ground.

In World Tooltips During Combat
On by default, this lets you inspect gear as your in combat phase. Players can turn this off so as they run by all the sweet loot on the ground that they are not met with a item tooltip as they traverse the terrain to defeat incoming foes.

What’s Next?

We’re going to be working hard to make sure any issues that may arise are taken care of, or finish polishing some features that didn’t make it into this 1.0 launch. These will be coming in small patches, and we’ll make sure that hotfixes are a-flowing so that all Defenders have the smoothest experience possible.

Alongside these smaller patches, we’ll be having a big Post 1.0 Update that’ll include:

  • Massacre Survival
  • RIFT ENEMIES
  • Tornado Valley Challenge Map
  • Promenade Challenge Map
  • Secret gear hunt
  • New Gear Sets
  • Legend’s Tablet
  • Preorder Costumes
  • Credits
  • And More!

We plan on keeping Dungeon Defenders: Awakened alive and healthy for a long time to come. There’s so much to look forward to, and we can’t wait to share it with you!

Special Thanks

While we have specifics in our credits, there are a ton of individuals outside of Chromatic Games that helped make this game what it is. To all of our Developers of present and past, Remote QA Team, Cavalry Testers, Early Adopters, Kickstarter Backers, and all Defenders, we thank you for your trust and patience as you ride along with us on this journey. Together, we are Dungeon Defenders! <3

Known Issues

Below are the known issues, and we’ll be updating this over time. If you run into any bugs, please report them through the in-game escape menu link.

  • Full localization support should be available in the coming weeks. 
    • Use at your own risk! It’s not super risky, there’s just a few tweaks we need to make. More polish coming.
  • Can’t skip the intro cinematic as soon as most would like.
  • Several UI’s might still suffer from ‘Art Shock’ - We’re on it!
  • Gamepad needs a little more polishing.
  • Steam Avatars may not display properly
  • There’s an “Always Compare Item In Inventory” option that cannot be scrolled to. We’re increasing the scrollabilities.
  • Accessory Tooltip stats are not in the correct order visually.
  • Steam Achievements may not unlock properly for some Defenders.
  • Will update overtime :)

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!
Chromatic Games

[CG] Mary

DEFENDERS

Today the “Activating the Goblin Mech Update” went live for Steam Early Access! Alongside it is our release announcement trailer, which if you haven’t seen it yet, click here to check it out! Dungeon Defenders: Awakened releases May 28th on Steam, and noted later in this post are details for the other platforms. With the update coming next month, this is the final major update to Early Access, with the Steam launch having all of our 1.0 content. In this update you’ll be fighting the magically powered Goblin Mech, gain access to the Endless Spires map, and get the first look at our first arted up UIs — let’s get into it!

Activating the Goblin Mech Update

You can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity, but where is the smell coming from? The only way to find out is to hop into Throne Room on Campaign and survive to the end!

The Goblin Mech Plows Through

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The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts into Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. Find his weakness, drain the power of the mech, and stop him in his tracks!

The Goblin Mech is available for all difficulties on The Throne Room (Campaign).

UI Updates

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One of the biggest focuses of this entire project has been to get UIs into a functionally better state compared to previous Dungeon Defenders games. As a lot of the UIs are wrapped up and getting their final touches on the functional side, we’re able to finally start arting them up. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game, but this is our first real showing at giving the UIs that Dungeon Defenders feel!

New Bonus Map — Endless Spires

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Locking away some of Etheria’s most heinous criminals, the Endless Spires is going to be coming back as the bonus map for Act II. A fan favorite, Endless Spires is available to play on Campaign as well as Survival. Conquer the spires —  doing so in Survival rewards you an all new pet!

New Pet — The Monkey King

Climbing the Spires and fighting off the hordes of enemies that encroach upon the great prison rewards you with primate royalty, The Monkey King. Using his legendary bo staff, this pet attacks fast, gaining strength with each hit, all from the comfort of his floating cloud.

Delays

One of our goals regarding the development of this project is to be as transparent as possible about this project. We’ve had delays from initial releases and have tried to communicate why, ultimately being that we want Dungeon Defenders: Awakened to be a great game and set the standard when fully released as the first game for Chromatic Games. We sat down, made a road map that was realistic for the work we’re able to provide, and got to work. Everything was going smooth in development land, and then COVID-19 hit. This has been an unprecedented event, and as we’ve previously stated, our first priority was (and still is) making sure everyone of our employees was safe and healthy. This has affected development in multiple ways, and we’re doing our best to be responsive and ensure a quality game. Here’s how it’s affected multiple areas and where we’re at as a studio.

Nintendo Switch

Developing for a Nintendo platform is something new that we were excited to take on. The Nintendo Switch has a lot of awesome tech crammed into their console. Dungeon Defenders: Awakened can be a bit of a resource hog, so it’s important to make sure we do everything we can to make sure it runs smoothly, especially when playing 4 player split screen Wave 25 Survival. What happens on the Switch also sets the precedence for all of the other platforms we release on. There’s a ton of work that goes into making all of this happen.

Working in the studio with our Switch development kits allowed us to be quick with testing. One of the biggest hurdles with a game like ours is making sure that what other players are doing, including host and client connections, provides proper replication to everyone playing. You start local to make sure connections work, and slowly start playing over networks and doing larger network tests. Having to change to an entirely remote setup has caused a bit of trouble doing this. We are currently working through various solutions to emulate the process we planned to follow, but it comes at the cost of time. If we were in the studio, this would be moving along faster and we’d be in a much better position. Unfortunately that’s not where we’re at.

Ultimately this means that we’re going to have to delay our Nintendo Switch release to Q3 of this year. The above is not our only requirement, as there is a certification process that we must go through with Nintendo that takes some time to make sure it will work perfectly across their networks and platform. As a studio we believe you deserve the best experience. If we were to force something through, it would be incredibly rushed, not perform properly, and be a flawed product.

We’re going to keep working as hard as we can and keep you updated on our progress.

Pure Strategy and Challenge Maps

These were originally slated for our Activating the Goblin Mech update, but were pushed off to our release on May 28th. While we’re working on progression throughout the game, we wanted to make sure the additional mode and challenge maps (Act II introduces a brand new challenge map) provided a great experience. A lot of that is related to our Massacre work, so we held onto it for the moment so you don’t receive a lackluster experience that is going to be changed when everything is said and done. With these two changes to our schedule, the goal is consistently to not curb quality in order to meet deadlines.

Balance

  • Enemies
    • Spider
      • Increased the Spider’s web projectile speed by 50%.

 

General Changes

  • Maps
    • The Tavern
      • The Blacksmith has been added, but currently ignores you because you haven’t slain a dragon yet. He’s got some high standards that we’re looking to nerf in a later update.
    • Throne Room
      • Updated the carpet in Throne Room to be Blue on one side to help give a sense of which side of the map a player is on.
    • Alchemical Labs
      • Updated the nameplates on the Electric Generators that activate during the Demon Lord fight.
  • UI
    • Updated the descriptions for game modes and maps on the Map Select UI.
    • New Map Select UI with new art assets!
    • New Map Cards have been added to Map Select.
    • Fire Rate now shows for melee weapons and staves.
  • Matchmaking
  • Players are able to join their friends' private/public games after Wave 3.

  • Public games do not show on the Session Browser past Wave 3.

  • Tower Range Viewer
    • Pressing “SHIFT” will turn on Tower Range Viewer, showing the range of towers.
  • Gear
    • Added an accessory drop to every Boss victory chest in Campaign.
    • Added set bonuses to the tooltips.
  • Cinematics
    • Added several new storied cinematics in Act II.
  • Performance Optimizations
    • AI behavior / content, as well as map content has been greatly optimized and players should see a noticeable improvement in later stage gameplay.
    • More optimizations to come! 

Bug Fixes

  • Fixed an issue that was causing several crashes.
  • Fixed an issue when enabling FPS Limiter not saving properly.
  • Fixed an issue where pets were not able to be dropped from the inventory.
  • Fixed an issue where hero footsteps were not playing correctly.
  • Fixed an issue where the Summary Screen and Tac Map could overlap and not allow you to properly interact with the Summary Screen.
  • Fixed an issue where Primary Bindings showed in the Secondary Binding if there was not a Secondary Binding already set.
  • Fixed setup issue with several explosion VFX that were causing a noticeable stutter on lower spec machines.
  • Fixed an issue where hitting “Escape” was not cancelling inputs.
  • Fixed an issue where pets could be upgraded too high.
  • Fixed an issue where tower rate stats on older gear was not showing.
  • Fixed an issue where free pet upgrades still took gold.
  • Fixed an issue where the Huntress’s projectiles would pass through targets when moving too fast.
  • Adjusted the chat box so it now scrolls when a new message is sent.
  • Fixed an issue with damaged towers not updating properly on the Tac Map when repaired or upgraded.
  • Fixed an issue for not being able to upgrade certain stats properly, specifically Fire Rate.
  • Fixed an issue when clicking the portrait of your currently selected hero wasn’t confirming the creation for that hero.
  • Fixed an issue with upgrade arrows on items in the inventory not updating correctly.
  • Fixed an issue where Facemelter was doing 1 damage.
  • Fixed an issue where Lightning Aura wasn’t playing it’s VFX when damaging an enemy.
  • Fixed an issue where Medium Difficulty completion was unlocking Insane Difficulty.
  • Fixed an issue that caused an inconsistency with aura previews and spawn sizes.

Known Issues

  • Replaying/Restarting Endless Spires causes Wyverns and Sharkens to have pathing issues.

  • Maps being randomly locked and not unlocking properly.

  • Gear quality not being reflected properly compared to the item power.

What’s Next

There’s a lot of hard work that has gone into this update, and we’re working with all our might to provide an amazing experience at the end of next month when Dungeon Defenders: Awakened FINALLY Releases! Thank you for all your support, there've been a lot of ups and downs, but through it all we’re going to have a game to you that we’re very proud of. We’re almost there!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!
Chromatic Games

[CG] Mary

 

DEFENDERS,

Today we posted our release announcement trailer for Dungeon Defenders: Awakened. If you haven’t seen it yet, click here to check it out! To celebrate the release of this trailer, and to check in with all of you, we’re going to give a preview for our next update as well as talk about new release information and where we are as a studio. Let’s get into it!

Activating the Goblin Mech Update

This update is coming so close, you can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity. This is the update preview, there’s going to be more information provided on the post that goes live with our update.

Goblin Mech Plows Through

The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts through the doors on Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. He’s available for all difficulties.

UI Updates

One of the biggest focuses of this entire project has been to get UIs into a functionally better state compared to previous Dungeon Defenders games. As a lot of the UIs are wrapped up and getting their final touches, we’re able to finally start arting up the UIs. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game!

New Bonus Map — Endless Spires

Locking away from of Etheria’s most heinous criminals, the Endless Spires is going to be coming back as the bonus map for Act II. A fan favorite, Endless Spires is available to play on Campaign as well as Survival. Conquer the spires to receive an all new pet!

New Pet — The Monkey King

Climbing the Spires and fighting off the hordes of enemies that encroach upon the great prison rewards you with primate royalty, The Monkey King. Using his legendary bo staff, this pet attacks fast, gaining strength with each hit, all from the comfort of his floating cloud.

Delays

One of our goals regarding the development of this project is to be as transparent as possible about this project. We’ve had delays from initial releases and have tried to communicate why, ultimately being that we want Dungeon Defenders: Awakened to be a great game and set the standard when fully released as the first game for Chromatic Games. We sat down, made a road map that was realistic for the work we’re able to provide, and got to work. Everything was going smooth in development land, and then COVID-19 hit. This has been an unprecedented event, and as we’ve previously stated, our first priority was (and still is) making sure everyone of our employees was safe and healthy. This has affected development in multiple ways, and we’re doing our best to be responsive and ensure a quality game. Here’s how it’s affected multiple areas and where we’re at as a studio.

Nintendo Switch

Developing for a Nintendo platform is something new that we were excited to take on. The Nintendo Switch has a lot of awesome tech crammed into their console. Dungeon Defenders: Awakened can be a bit of a resource hog, so it’s important to make sure we do everything we can to make sure it runs smoothly, especially when playing 4 player split screen Wave 25 Survival. What happens on the Switch also sets the precedence for all of the other platforms we release on. There’s a ton of work that goes into making all of this happen.

Working in the studio with our Switch development kits allowed us to be quick with testing. One of the biggest hurdles with a game like ours is making sure that what other players are doing, including host and client connections, provides proper replication to everyone playing. You start local to make sure connections work, and slowly start playing over networks and doing larger network tests. Having to change to an entirely remote setup has caused a bit of trouble doing this. We are currently working through various solutions to emulate the process we planned to follow, but it comes at the cost of time. If we were in the studio, this would be moving along faster and we’d be in a much better position. Unfortunately that’s not where we’re at.

Ultimately this means that we’re going to have to delay our Nintendo Switch release to Q3 of this year. The above is not our only requirement, as there is a certification process that we must go through with Nintendo that takes some time to make sure it will work perfectly across their networks and platform. As a studio we believe you deserve the best experience. If we were to force something through, it would be incredibly rushed, not perform properly, and be a flawed product.

We’re going to keep working as hard as we can and keep you updated on our progress.

Pure Strategy and Challenge Maps

These were originally slated for our Activating the Goblin Mech update, but were pushed off to our release on May 28th. While we’re working on progression throughout the game, we wanted to make sure the additional mode and challenge maps (Act II introduces a brand new challenge map) provided a great experience. A lot of that is going related to our Massacre work, so we held on it for the moment so you don’t receive a lackluster experience that is going to be changed when everything is said and done. With these two changes to our schedule, the goal is consistently to not curb quality in order to meet deadlines.

What’s Next

The update is coming out VERY soon. There’s a lot of hard work that has gone into this update, and we’re working with all our might to provide an amazing experience at the end of next month when Dungeon Defenders: Awakened FINALLY Releases! Thank you for all your support, there've been a lot of ups and downs, but through it all we’re going to have a game to you that we’re very proud of. We’re almost there!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!
Chromatic Games

[CG] LAWLTA

 

DEFENDERS,

Today our “SUMMONING THE DEMON LORD” Update went live on Steam Early Access. This Update opens up a TON of content. The first Challenge Maps in Act I are available to conquer, the Demon Lord himself has been summoned, and Nightmare difficulty is now available. It’s a lot of content — let’s get into it!

Nightmare Difficulty

The top difficulty in the original Dungeon Defenders makes its triumphant return. While it is not the hardest content coming to Dungeon Defenders: Awakened, it definitely packs quite a punch. Enemies have more health, hit harder, and provide better rewards. That’s not all though — Nightmare brings four additional enemies into the fray, each with their own new mechanics to push all that Insane gear you’ve been farming to the limit. In DD:A we introduce these enemies in a more digestible fashion, so you can learn their mechanics one at a time, before having to face them all as you progress through the rest of Campaign and Survival.

Spiders

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Coming out of every dark nook and cranny, spiders come to disrupt carefully placed defenses. These web slingers have a knack for dropping behind your defenses, causing havoc by weakening players and towers. Watch out, here comes a spider web!

  • Abilities
    • Can spawn in unconventional locations, sometimes behind choke points or typical building locale.
    • Shoot webs that if they hit towers greatly slow their attack rate and weaken their damage. If they hit your hero, you are no longer able to use abilities and your movement and attack speed are greatly reduced, while greatly increasing the damage you take.
       
  • Strategies
    • Look to build defenses to protect defenses that are dealing with frontline enemies.
    • Using your damage-dealing focused hero, quickly burst them down before they start launching webs.

Sharken

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These land walking sharks pack quite a punch! Proving that they didn’t skip leg day, the moment they are in range of a tower, they begin to charge up before bolting forward, knocking any tower they encounter to the wayside. These foes don’t stop there — should anyone get within melee range of them, they’ll burst you down with incredibly powerful swinging giant crab claws.

  • Abilities
    • Charged dash that knocks Towers away.
      • Incredibly powerful melee attacks.
         
  • Strategies
    • Interrupt their dash as they are still charging it.
    • Auras and traps help make quick work of these foes.
    • Use ranged attacks to avoid their deadly flurry.

Djinn

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The Djinn giveth to their ally, and taketh away from you. Able to channel their magical energy into a nearby ally through their hands, they are able to greatly increase all stats to their friend left uninterrupted. However, their powers don’t stop there. Using a powerful gaze, they can phase a focused tower out of existence should they be left alone. Your wish is not your command!

  • Abilities
    • Channeled cast that buffs all stats of a targeted enemy.
      • Channeled cast that destroys towers.
        • Heavy damage to heroes.
  • Strategies
    • Dealing enough damage to a Djinn interrupts their casting, preventing them from buffing their allies, or destroying your towers.

Goblin Copter

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Look, in the sky! It’s a megachicken! It’s a propeller cat! NO, it’s a Goblin Copter! Using some crafty goblin engineering, the Goblin Copter is a mechanical miracle that is able to not only make goblins airborne, but also carry an Ogre with them. They are able to break through defenses by distracting towers using bright flares they shoot to continue their journey. After dropping Ogres, they shoot homing rockets that deal high damage to players and towers alike.

  • Abilities
    • Carry Ogres through the battlefield to specific locations.
    • Shoot flares to distract towers from hitting them.
    • After dropping off their Ogre, they shoot twin homing rockets that deal high damage to heroes and towers.
    • Ogres are immune to damage while carried.
    • When destroyed, Goblin Copters crash to the ground, dealing incredibly high damage.

 

  • Strategies
    • Focus the Goblin Copter before it drops its Ogre.
    • If over a pit, the Ogre will fall to its demise, and you will not be hit by the crashing explosion.
    • If the Ogre falls to the ground, it will have ⅓ of its original HP.
    • Long range Harpoon or Deadly Striker Towers make quick work of these enemies, if they’re able to hit them.

These enemies are sure to shake up some surefire strategies that worked through previous difficulties. To relieve some of the punishment that these crooked cooks dish out, we’ve created a digestible way to encounter these foes throughout your adventures in Campaign. The enemies first appear in the following maps:

  • Spiders in Deeper Well (Nightmare)
  • Sharken in Ancient Mines (Nightmare)
  • Djinn in Lava Mines (Nightmare)
  • Goblin Copter in Tornado Valley (Nightmare)

As you progress, you will encounter more of these enemies in each map. Going from Campaign to Survival will not be as kind, with enemies coming at you in full force as soon as Deeper Well. Not all Nightmare enemies can spawn in every map, but when they do, it’s something that’ll haunt you in your sleep. 

After conquering the enemies that Nightmare throws at you, you’ll be rewarded with even stronger gear than before. These pieces of gear are going to first come in the form of Mythical gear, and then as you progress and claim even greater gear, Transcendent gear shall be yours! 

Arise, Demon Lord!

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The Demon Lord has been summoned to provide the first boss battle in Dungeon Defenders: Awakened. This pillar of calamity is brought into our realm in the Alchemical Labs through a combination of alchemy, science, and dark magic. After braving five waves of enemies, you will have 30 seconds before this demonic monstrosity bursts from his lava-bound chamber. Though his power is immense, there may be some tools that brought him into this world that can help send him back!

Hardcore Mode

Are you a bad enough dude and think you’ve got what it takes to fight some of the hardest enemies without taking a knee? Then Hardcore is right up your alley! Enabling this option for any map you go into provides great rewards with a great risk. During Hardcore, should your heroes hp bar reach zero, you will not respawn until the combat phase is over, either from your towers carrying you to victory, or from your crystal core exploding in defeat. Another twist of the knife, if you should die, all the build mana you previously had drops to zero. There’s definitely strength in numbers, so team up to help shoulder the burden!

Note: Hardcore is an option you’ll find during map select on the right side of the screen.

Act I Challenge Maps

The first of many to come, these challenge maps are an introduction into some fun content that takes maps you know and love, and adds a different spin on them.

Deeper Well: No Towers Allowed
In this challenge map, your Defense Unit amount is set to zero and you are unable to build defenses. You’ll need to bring your best damage dealing hero to deal with all the enemies that are gunning for your crystal core!

Alchemical Labs:  Raining Goblins
It’s raining gobs, hallelujah it’s raining gobs! Just like the title says, goblins come raining from the sky! Goblins continue to spawn throughout the entire map from the sky, enough to blot out the sun. You have to weather the storm, slaying all that fall upon you.

Bonus Map — Magus Quarters

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A fan favorite is returning! The Magus Quarters is a hotbed of activity, quite literally. After completing Act I, you now unlock this map for additional challenges, loot, and even a new pet. There’s more coming to this map, during the 1.0 release Magus Quarters will also provide a challenge map — The Warping Core!

Balance

Heroes

Apprentice

  • Manabomb
    • Adjusted it’s scaling so that late game it is MUCH more powerful should you put points into the ability.
  • Flameburst Tower
    • Now has proper fall off damage.
  • Lightning Tower
    • Damage has been GREATLY increased.
    • Is able to add new targets at the end of its chain.
    • Remakes the chain lightning if an enemy in the chain dies.
  • Deadly Striker Tower
    • Improved the targeting functionality.

Monk

  • Hero Boost
    • Was boosting too much, and has been reduced.
  • Tower Boost
    • Lowered the overall scaling of this ability.

Squire

  • Slice N Dice Tower
    • Damage has been GREATLY increased.

 

Gear

Accessories

Stats

  • Overall accessories have had their scaling reduced to 25% of their previous values.
  • Armor added to shields.

Upgrade Levels

  • Updated upgrade levels for all pets, accessories, and weapons.

 

Pets

Pet Rock

  • Movement speed decreased to 50% of the hero’s movement speed, down from 75%.
  • Decreased the total amount of stats given.

Propeller Cat

  • Lowered the additional power this flying feline was giving.

Sell Price

  • Many pets have had their sell price adjusted.

Melee Pets

  • Attack range increased to 400 from 300.

Ranged Pets

  • Attack range increased to 700 from 400.

Upgrades

  • The amount a pet’s damage can be upgraded has been GREATLY increased.

 

Enemies

Ogre

  • Snot toss now has proper fall off damage.
  • Effects of the Ensnare Aura are reduced towards the Ogre.

General Changes

  • There’s a new Intro cinematic that plays when the game loads, as well as before Deeper Well on Campaign. Check it out!
  • After defeating the Demon Lord, a cinematic plays as you progress into Act II!
  • Added Offline Play support.
  • New visuals in Alchemical Labs, including some nefarious weapons floating with a protective barrier.
  • Added a Lock/Unlock All action
    • On Keyboard it is:  Ctrl+L
    • Gamepad: Hold X (face button left)
    • Or click it!
  • Added a “Click to Sell” feature
    • You can now sell items by holding the “S” key and clicking on items (if the item is unlocked)
  • Added a slew of gamepad and keyboard features in the inventory.
  • Gamepad Improvements
    • Can now scroll the stat panel with the right joystick.
    • Hitting left and right now switches pages.
    • Hitting right shoulder buttons switches you from heroes to defenses on the Hero Stats panel.
    • Added support for Map Select and Game Mode Select
  • Trap chaining has been added to the Huntress.
    • Traps of the same type that overlap with one another will now set off a chain reaction should one activate.
  • Ballista in The Ramparts is active and can be interacted with.
    • It fires a shot, but it can’t hit anything. Just a cool little thing.
  • Magus Quarters has now been added to Map Select!

 

Bug Fixes

  • Fixed a crash when connecting to a session.
  • Fixed a crash involving the inventory while trying to matchmake or join a friend.
  • Fixed a data loss issue related to joining a friend or matchmaking taking too long.
  • Fixed a crash that occurred when trying to swap heroes while matchmaking.
  • Fixed a crash involving opening the inventory.
  • Fixed a crash if a Host had the escape menu open, and a client joined, the host would crash.
  • Fixed a crash that occurred based on rare states of your heroes.
  • Fixed a crash when a client creates a hero through the inventory during a multiplayer session.
  • Fixed an issue with the tower repair cast bar not matching the actual repair time.
  • Removed a pesky hidden flag that was outdated on The Promenade.
  • Added functionality for “unreadying” to reset the timer to infinite (if applicable).
  • Adjusted currency to 64 bit values (it’s a 4,000,000,000%+ increase).
  • Optimized content within Tornado Valley for increased performance.
  • Optimized content within Tornado Highlands for increased performance.
  • Optimized content within The Throne Room for increased performance.
  • Optimized content within The Arcane Library for increased performance.
  • Optimized all skeletal meshes for Heroes to increase performance.
  • Optimized how the Dark Elf Mage heals.
  • Optimized Dark Elf Archer model.
  • Optimized content on Lava Mines for increased performance.
  • Fixed an issue that allowed a player to be buffed with an infinite duration Hero Boost.
  • Fixed an issue with Escape Menu buttons not being clickable.
  • Fixed an issue with Huntress weapons not having correct fall off damage.
  • Fixed an issue with pet projectiles not having correct fall off damage.
  • Optimized how enemy weapons are handled after defeating them, increasing performance.
  • Several tutorial tweaks.
  • Fixed the Lightning Tower beam VFX so that it properly follows enemies.
  • Improved Monk run animation.
  • Adjusted Inventory frames to always be active (no more fading)
  • Squire’s heal and lose animations received small updates.
  • Fixed verbiage used during the tutorial to be more in line with the narration.
  • Fixed a scaling issue with scrolling combat text font.
  • Corrected how lighting affected the anvil in the Tavern.
  • Fixed an issue where if everyone unreadies, the timer (if applicable) gets set back to infinity until a player readies up.
  • Updated a lot of training dummy functionality, including how damage is calculated and presented.
  • Improved cloud backup saves.
  • Fixed an issue when locking an item that locked the item selected and also the item the mouse cursor was over.
  • Fixed Apprentice falling animation to be less choppy on ledges.
  • Fixed Squire falling animation to be less choppy on ledges.
  • Fixed an issue where players would see weird spawning events when other players opened their inventory.
  • Fixed a gamepad issue when closing filters or damage numbers pop up.
  • Fixed an issue where the hero preview would not load with a weapon.
  • Added support for toggling privacy settings when creating a session.
  • Fixed an issue with the Slice n Dice tower’s SFX looping improperly.
  • Fixed sounds playing before animation on Defense Radial Menu.
  • Adjusted radial menu animations to be snappier.
  • Adjusted keybindings on various radial menus.
  • Adjusted the radial bar menu visuals to be cleaner.
  • Fixed Hero Boost and Tower Boost descriptions in the Hero Info Panel.
  • Fixed an issue with the timer not going away when entering Combat Phase.
  • Fixed an issue where item inspection only worked on the left side of the inventory.
  • Removed the ability to close the Inventory filter UI with right shoulder buttons on gamepad.
  • Fixed an issue with the HUD not disappearing when restarting a map.
  • Fixed an issue where the filter UI could be opened while a context menu was open.
  • Fixed an issue with the Spiked Blockade attack SFX was not playing.
  • Fixed an issue with the Lightning Tower attack SFX was not playing.
  • Fixed an issue with the SFX not playing when Heal finished.
  • Fixed a lot of music related issues.
  • Fixed an issue with the game starting fullscreen and ignoring resolution settings.
  • Fixed various issues with gamepad usage on the Escape Menu.
  • Fixed an issue where the Lightning Tower SFX was not stopping after being destroyed.
  • Fixed an issue where combat music would play over victory fanfare.
  • Fixed an issue where confirmation popups were not using the correct text.
  • Fixed an issue when swapping heroes in the inventory, resulting in incorrect camera placement.
  • Fixed an issue with the Summary Screen moving the player to the next map, regardless of win or loss.
  • Fixed an issue with the Ogre’s swing hitting players.

 

Known Issues

  • Item tiers will change currently through upgrades going into Nightmare gear. This is currently a visible change, and is not reflective of the final way tiers will be displayed.
  • Melee pet damage and ranged pet damage are not scaling correctly in Nightmare. All other difficulties will scale pet damage correctly.
  • Public games sometimes do not show up in the session browser.
  • If you click OK on a loot filter change and click back on options the UI won't close unless you hit the esc key.
  • If you create a hero with empty hero slots sometimes you'll just see the hero and the background. This can be bypassed by hitting the “I” key or escape depending.
  • Some accessories may change into another accessory, specifically the Sapphire Brooch, Mining Bracer, and Crusader Shield may become Monocles.
  • Very high item level gear may not show a quality tier.

What’s Next?

Our release is not too far away, so we’re going to keep plugging away to get the remaining content all polished up and ready for you to conquer. While our schedule has become tight due to the effects of COVID-19 (becoming fully remote, internet outages making remote work hard, and so many other fun hurdles), we’re still doing everything we can to get this game out to you as soon as possible. To make this easier, please, should you run into any bugs during this update, report them to us through the in-game escape menu. We’re working as quick and hard as we can, but with the vast numbers you provide, we’re able to get issues surfaced faster, leading to quick turnaround and fixes. 

Also a big shout out to our Etherian Cavalry, they were a big help in surfacing some gaps for us and overall providing a better experience going into this update!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!

Chromatic Games

[CG] LAWLTA

DEFENDERS,

We’re giving an update on where we are currently with the SUMMONING THE DEMON LORD update, bringing the Demon Lord boss fight, as well as the much anticipated Nightmare difficulty! There’s been a lot of hard work put into this build, and we want to give you a timeline on when you can expect this update. Let’s get into it!

Feedback

As many of you know, we recently launched the Etherian Cavalry as the testing group for Dungeon Defenders: Awakened. Some of these players are some of the most hardcore in the community, with some people being slightly more casual to help give us a broader understanding of how all our hardwork lands with a variety of players.

We received some really great feedback from our first round of testing, and as a result are adding in some things to help smooth out the experience. For example:

  • In Dungeon Defenders (2011), all of the Nightmare enemies spawned on the first level, without offering an explanation as to what they did. 
  • In DD:A, after tremendous feedback from our testers, we’re going to be altering that a bit and introducing enemies one by one, while also providing in-game explanations for what the enemies are, and some tips on how to play against them.

There’s a slew of improvements and changes that we’re bringing into this patch as a result of their feedback so that it’s the best experience for everyone. There’s a lot more than this coming in this update, just too much to list here.

Release

“WHEN ARE WE GETTING THIS PATCH!?” Our original plan was to have it out today, but currently we want to spend a couple more days to polish it up, as we added quite a bit based on the feedback you provided. We’re planning on having this update be available on Thursday, April 2nd. We’ll provide more specifics on the time as it is ready.  We’ll be watching if there are any issues you all run into and addressing them as soon as possible.

As previously outlined in our COVID-19 post, a large chunk of time has been taken out of our tight development cycle due to converting the studio into a fully remote workplace, as well as making sure our employees are able to stay healthy and safe. This is unfortunately one of those areas that is getting affected by our efforts to put the safety of our studio first. Trying to get this update out during such a tumultuous time was a challenge for us, and while we are going to be a couple days late, we’re very proud of what we are able to accomplish and can’t wait for you to get your hands on it!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

For Etheria!
Chromatic Games

[CG] LAWLTA

DEFENDERS,

As you're aware, we’ve got a lot of work going on currently, and today we want to talk about a more serious subject and what we’re currently doing. We’re just going to jump right into it.

COVID-19 (Coronavirus Disease) Response

As this virus has spread and became recognized as a pandemic, it is important that we do our part as a studio in helping reduce the spread and effects. Last week and towards the end of the previous week, we began efforts to become an entirely remote studio. The greater part of this week, and continuing on, we’re still working out the kinks and making sure everyone is able to continue working, adapt meetings, and more. Outside of doing our part to stave off the virus, our goal is to make sure that our employees are safe, healthy, and set up to work as comfortably as possible.

We’re still continuing to hit our intended milestones. The Etherian Cavalry received their first round of testing this weekend, tearing apart Nightmare to help us polish and address any large issues before releasing our March Update “Summoning the Demon Lord”. Having to mobilize our entire studio has definitely eaten up a fair amount of time, but we’re currently on track to still hit our milestones as outlined on our roadmap. If this should change, we will be sure to let you, our GLORIOUS Defenders know about it. We want to get this game out to you in the best state as soon as possible, but when it comes down to it, we will not sacrifice the safety and health of our employees to do so. We’re people just like you, there are things that are out of our control that we have to adapt and overcome to the best of our ability. We appreciate your support and understanding in the coming months.

Please make sure to do your part in helping out throughout these tough times. If you are unaware of the Coronavirus disease (COVID-19), or have any questions, please visit the CDC’s Coronavirus Page for more information on symptoms and how to help prevent the spread. Stay safe out there!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!

Chromatic Games

[CG] Mary

DEFENDERS,

We’re a few weeks out from Steam Early Access and it’s been amazing so far! There’s a lot more that we’ve got coming up very soon — New Maps, New Pets, THE DEMON LORD, Nightmare Difficulty, Hardcore Mode, and more! We’ve been consistently patching in fixes and improvements, but this March update is going to be the first big milestone in our road map that we’re excited to get to all of you, our GLORIOUS Defenders.

To keep with our transparency and consistent communication, before that comes out, we wanted to use this time to give another look into our studio, showcasing some of the developers that are hard at work. This time, it’s PAX East themed! You’re going to be hearing from some of the courageous souls here at Chromatic who persevered through the cold, cold weather of Boston and were able to not only show off their work, but also engage with a lot of the brave Defenders (both new and old) who were able to make it out. Let’s get into it!

Some of The Team

Mary — Community Manager

We all had an amazing time at PAX East and met so many fans of the Dungeon Defender series! It was great to actually get in-person feedback from so many people. I’ve been stuck at home since PAX East due to the flu and am very much looking forward to being back in the studio. It’s hard to read all of your feedback on my tiny home laptop and I miss my big monitors! My dog is also clearly very bored just sitting at home and would like to be back to bothering the artists and trying to go under everyone’s desks in search of food.

 

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Philip Simpson — Gameplay Engineer

Hey guys! I'm one of the gameplay engineers on the team. In regards to my history here at Chromatic, I joined the team over two years ago, right before the Dungeon Defenders II Onslaught update. I've been a huge fan of the Dungeon Defenders Series since the beginning, totaling around 500+ hours combined in both DD1 and DD2, so it's been an absolute blast to get the opportunity to work on the games. Outside of work, I'm a huge RPG fan and play a ton of them, such as Path Of Exile, Borderlands, D&D (5e Mainly). Other than that, I'm a huge fan of dogs, specifically when it comes to Corgis as people in the discord already know. 

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Some of you may know, I was given the opportunity to go to PAX East to help out with the booth we had there. I can't convey enough how amazing it was to be able to interact with both new and old Dungeon Defenders fans and to show off our latest game. The amount of support this game has from its fans is mind blowing and one of the many reasons why I love being a part of this team. I really hope to be able to attend more conventions in the future to be able to meet and talk to all of you! 

My day-to-day usually involves working on various UI's. One of the things I've been working on lately has been improving and polishing our gamepad support as we approach our launch on the Nintendo Switch. On top of that I've been actively listening to community feedback about various issues and features regarding Auto Loot, Sorting and Filters, as well as lots of QoL features and overall just providing user options to customize their game to their liking. I've been very active in the community discord, so feel free to have a chat with me and let me know where we can make improvements or even just things you like!


 

Geoff Shreiber — Implementer and QA

Hello! My name is Geoff Shreiber ([CG] Seven if you frequent the community Discord) and I do Implementation for Dungeon Defenders Awakened! I was born in Gaithersburg, Maryland, but I now live near our studio in Florida with my lovely girlfriend and our two cats. I like doing card and coin magic, I pronounce gif like "jiff," and my favorite foods include sushi and Taco Bell. That's pretty much everything there is to know about me.

Since "implementation" is somewhat vague, let me briefly describe my day-to-day at Chromatic Games. I will receive a task from a Designer or a Producer to make some feature work in the game, then I collaborate with Artists, Animators, and Engineers to make it happen. This can be as simple as a small change to some character's stats, or a multiple-day-long project comprised of multiple features and systems in the game. Some examples of stuff I am partially or entirely responsible for include the character animation system, the preview of your character in the inventory, the lava geysers on the Lava Mines map, and the tutorial.

I have been playing video games all my life. My first video game was Final Doom on the PC when I was very little, and I have been hooked ever since. I love the thrill of a good intense battle in a fighting game or a shooter, the adventure and planning of a good RPG, and the sense of pride and accomplishment after finally beating that super hard boss that you spent hours and hours preparing for! For as long as I can remember thinking about it, I've thought "I want to make these games so I can give back to this community." If one person finds the same enjoyment and excitement from the games that I work on that I have throughout the years, that's why I do what I do.

Over the years, I have played very many different games from all sorts of genres. I'll often get into a groove and play a whole lot of games from one genre back to back. At the time of typing this, that genre is Action RPGs, the latest one being Wolcen: Lords of Mayhem. Some of my favorite games of all time include Pillars of Eternity, Path of Exile, Warcraft 3, Quake 3, In The Groove, and Super Smash Bros. For a few years, I played Super Smash Bros. for WiiU competitively, maining Link, under the tag "7". 

I helped run our booth at PAX East from February 27th through March 1st. Being able to intermingle with the community and hear everyone's first hand accounts of their time with Dungeon Defenders Awakened was an awesome experience. It really helps motivate me to keep putting a lot of hard work and effort into the game, making every part that I work on as best as I can. Hearing everyone's feedback and criticisms of the game also helps not just me, but everyone on the team, get a better idea of what parts of our game work, and what parts don't work so well. That way, we know where we can best spend our time to make a game that the community really enjoys, and we can be proud of. Even if you weren't at PAX and don't get to tell us in person, please continue to give us feedback. We listen to it, and it helps us keep going.

Thank you for taking the time to read a bit about my story, and keep Defending in those Dungeons! Here’s me helping someone at PAX East that you may have seen shared on our Instagram!

 

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What’s Next?

We are currently hard at work on fixing the patch we reverted yesterday, to make sure there aren’t any inventory or equipped item resets included in the updated patch slated for early next week. When this new patch goes live you’re getting the updated Huntress and Monk character models, along with highly requested inventory updates and additions. Our other focus is on getting the March “Summoning the Demon Lord” update ready, as well as our Switch build ready for initial submission! While we’re focusing on providing the best game possible, as a studio we’re closely watching the Covid-19 Virus and will be taking any and all precautions necessary to ensure development continues as smooth as possible.

Social Defenders

To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media:

For Etheria!

Chromatic Games



 

[CG] LAWLTA

DEFENDERS!

The day is finally upon us, Dungeon Defenders: Awakened is OUT NOW on Steam Early Access. This is a huge day for us as a studio, as it’s our first launch of a product out into the masses; it’s a huge step for Dungeon Defenders returning to its roots; and it’s a huge accomplishment thanks to your support, to get something this amazing out WITHIN A YEAR! With that said, you what we do, we get into it — let’s get into it!

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Steam Early Access

This is time for us to deliver on our promise of having a release in February. This period is pivotal for us to get the game into the Defenders of Etheria’s hands and go crazy throughout the entire game. We used the 10,000+ pieces of feedback we received from our Beta, and used it to help mold the game into this Early Access state. There’s still work we’re polishing, but the state the game is in, we’re comfortable and proud to present it to you. We’ll go over a couple pieces of info we’ve gone over before, as well as discuss what to expect in this Early Access release.

If you haven’t picked up a copy yet, we’re on Steam right now. Click here to visit our Steam page!

Roadmap

Releasing into Early Access isn’t only going to be setting the game live in its early state and then providing the finished product months later. Instead, we’re going to be updating it over time, adding in features as they become polished and in a state we’re happy with. Thus, THE ROADMAP IS BORN!

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As a studio, this is what we are sticking to as a studio. Should anything change, we are going to make sure that we keep all of you updated as soon as possible. We want this road map to serve as a look into where our focus is and as a promise for what we’ll deliver.

Why Early Access?

Going into Early Access on Steam allows us to get where the game is at into the hands of our players on PC. By doing so, we’re able to iterate quickly, getting Dungeon Defenders: Awakened into that 100% state as soon as possible, something we’re unable to do on consoles as fast as we want to iterate. We are still going to be honoring our Nintendo Switch exclusive deal with Nintendo, with our PlayStation 4 and Xbox One releases coming in Q3 2020.

That said, this Early Access is not going to be like other games, or like Dungeon Defenders II. The Early Access period is going to be incredibly short, because we’re really spending this time to polish up the game and meet your expectations. Dungeon Defenders: Awakened is going to be fully released during Q2 on PC and Nintendo Switch. We want Early Access to be as short as possible so that we can get Dungeon Defenders: Awakened out to all of you as the best version of the game.

 

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Teamwork makes the dreamwork.

This will give us a chance to make sure that the game is balanced, being easy or hard in the appropriate parts of the game; animations and art assets are looking great and working properly; working out any kinks when it comes to playing with others; making sure our network tech properly connects you to others and also properly saves your gear; and of course testing our flags, checks, and reactions from our anti-hack systems on a much larger scale.

What’s In Early Access?

Shown in the Roadmap above outlines what is going to be coming to Dungeon Defenders: Awakened, and briefly goes over what is already in. We’ll blow it apart a bit more here!

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Campaign

The Campaign is the progressive order maps are presented in, and on the full release will include story elements and bosses scattered throughout to help you understand what exactly is going on in Dungeon Defenders: Awakened. In the Steam Early Access release, Campaign includes all 12 maps part of the whole campaign:

  • Deeper Well

  • Ancient Mines

  • Lava Mines

  • Alchemical Labs

  • Tornado Valley

  • Tornado Highlands

  • Ramparts

  • Throne Room

  • Arcane Library

  • Royal Gardens

  • The Promenade

  • The Summit

These maps are in a great state, but we are still open to feedback as you play through these maps, so please throw it our way through the in-game link seen on the Escape screen.

Alchemical Labs, Throne Room, and The Summit do not currently have their bosses implemented. As covered in the Roadmap, the Demon Lord arrives in March, the Goblin Mech charges in during April, with the Ancient Dragon approaching in the full release.

Difficulty

On this release, you have access to:

  • Easy

  • Medium

  • Hard

  • Insane

We’ve tested these extensively, and the progression through the campaign feels incredibly good. Our goal is to let people provide extensive feedback on these difficulties before we throw you into the terror that is Nightmare in March, which is going to push Defenders to take on some substantially harder enemies.  It doesn’t stop there though, as upon release you’ll have to survive the newest difficulty — Massacre. Both of these difficulties provide new enemies that only brave Defenders will be able to cull!

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Survival

Making its triumphant return, the Survival game mode is going to be available on all difficulties and all maps provided in Early Access. Each map rewards a unique pet to join you in your adventures, while also boosting your hero in some way. There’s a lot to master through all 12 maps, we hope you’re able to survive!

While playing through Survival in Early Access, we are going to continue to optimize the maps to accommodate all the enemies that you are going to be fighting. As noted on our Road Map, there is going to be continuous updates to the game, and this include performance optimizations. If you run into frame drops or crashes, report them in feedback, as that’ll help us polish things up. For Defenders looking for a true challenge, try playing on Insane Survival Summit on very old hardware getting 1 FPS, outside in the rain, while taming lions (please don’t do this, this part is just jokes, play it normal and safely please).

Pets

There’s a lot of pets that are going to be in Steam Early Access that were not in Beta. Some pets are straight forward, boosting your stats and slapping enemies, however we brought back some revamped fan favorites *cough*Genie*cough*, and also some new pets that have never been seen before. We made sure that you have a wide variety of pets to use, trying to apply a variety of play styles to fit certain pets. There are even more coming past this, but we’re sure you’ll quickly grow to love all of these companions (the Ramster is so dang cute!).

Gear

There’s a TON of gear to earn. Going back to our roots, we wanted people to get excited for gear to hunt. Itemization feedback has been tremendous, and so we used words from Defenders old and new to curate some awesome pieces to hunt for. We brought back a lot of the systems that made Dungeon Defenders gear great to hunt. Gear rolls any and all stats that are on your hero, making it exciting to receive that one perfect piece that has all the defensive stats for your Tower Builder spec'd heroes, or well-rounded gear for any Defender who prefers a Jack of All Trades play style! Another exciting return is that weapons and pets are randomly colorized, providing unique looks to the loot you receive. White and Gold is one of the rarest combos you’ll find, so good luck!

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Gear continues to get stronger as you progress through the game of course, with each difficulty providing new pieces to empower your heroes and defenses to new heights! While climbing also make sure to keep an eye on what armor you’re equipping, as gear sets are back in the game.

Accessories

Through your journeys, you’ll also be receiving accessories that visually change the look of your character. This was not something part of Dungeon Defenders original release, but they are so fun to acquire and add a great level of visual customization that we couldn’t just not do them! Masks, Bracers, Brooches, and Shields (Squire Only) are some of the pieces you’ll receive that you can uncover to add another layer to empowering your character.

Cursed Gear No More!

One thing you will notice that is different from Dungeon Defenders is that there is no longer any cursed gear. This was something a vast majority felt very strong as a detractor from the game, and made getting gear feel like a potential punishment if it had the one stat you wanted, but diminished others.

Tools of the Trade

There’s a lot of tools we wanted to provide to the players. One of them was an updated Tactical Map (tac map for short). There’s a ton of upgrades we made to this feature, trying to provide as much visual clarity on what’s going on and where. There’s also brand new additions, such as in the options menu, you can now select filters for the tac map to show specific upgrades and items that you’re looking for, making it easy to survey the land quickly and go get your items before continuing on.

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There’s also a lot of the HUD and UI improvements. There are seriously too many to include here, and as noted on the Roadmap, there are more coming! Comparing items in your inventory, providing clearer definitions for upgrades, revamped stat names, and so much more.

Towers are also part of the UI improvements. You can now interact with your towers to see how they are performing and what their stats are. Even a deep layer, towers show you the important stats that matter based on what they do. This means seeing what’s important in how a Spiked Blockade performed is different than seeing how an Ensnare Aura performed. We can’t wait to hear your feedback on these features and make any improvements possible!

Kickstarter, BackerKit, and Preorder Rewards

Rewards are planned for our full 1.0 release. While we have already chipped away at getting these made, today is our final deadline for our backers to submit what they’d like. We recently got a ton of requests back from our initial surveying to people in appropriate tiers, so now we just need to get to work on them. Some of these things are absolutely beautiful, others are horrifying, and we wouldn’t have it any other way!

Early Access Note

We have an Early Access FAQ that we’ve put together. If some of your questions weren’t answered here, please give it a look and hopefully they are answered!

There’s some stuff that we are not covering in this post, but there is a ton to discover in this game. Some of it is intended, some of it may be bugaboos that need to be squashed, and some of it may be as Bob Ross put it: happy little accidents. This is a game that we’re proud to present as a culmination of developer work and extensive community feedback. We truly feel this is a game made for our GLORIOUS Defenders, and we hope you feel the same. We want to thank you for joining us on this journey so far, and we can’t wait to continue on and hope you’ll be there by our side.

What’s Next?

We’re going to keep working. As shown in the Roadmap, we’ve got some ground to cover still. We want to keep updates coming and to further enhance our transparency and direct communication with our community. We plan on having updates showcasing the work that has been done, continue introducing you to members of the team, and giving you a look at the work it took to make Dungeon Defenders: Awakened.

Chromatic Weekend Wind Down, Dev Streams, and more are going to be coming as we continue development. We’re very excited for everything coming out and are excited that all of you are along for the ride!

Next week some of our team is going to be at PAX East, Booth #12074, right next to the Nintendo booth! If you’re going to be there, stop by to play, chat with the devs, and maybe leave with some sweet sweet swag! We had a crazy turn out at PAX South, loved hanging out with our glorious Defenders and the new Etherian recruits we picked up, and would love for PAX East to be Chromatic Games At PAX II: Revenge of the Hangout Boogaloo the Game, the Movie, the Game Returns.

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 thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU!

For Etheria!

Chromatic Games

[CG] LAWLTA

Good morning Defenders!

We’re almost there! Steam Early Access (check it out here) is just a few hours away, and on behalf of everyone at Chromatic Games, THANK YOU. To our players new and old, wider community, backers, and advocates, you have paved the way for us to continue to breathe life into this franchise, and Dungeon Defenders is truly stronger than ever!

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I wanted to take a quick moment to drop a few fun never before seen pieces of content, as well as a message about what you should expect not only today, but in the coming months. If you’re new or haven’t already checked out the DDA Early Access Roadmap here, please be sure to do so.

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As many of you know, we started on Awakened a little under a year ago. Making a game like Dungeon Defenders is not easy. For those who don’t know what goes into making a systems heavy game like ours, here are some numbers to give you better context as to how much we’ve gotten done and what is reflected in the Early Access experience you’ll be playing today and for the next few months...

  • Characters: Over 40 (heroes, enemies, NPCs, and Pets)

  • Maps: ~12 tile sets over 15 maps

  • Unique weapons: Over 80, with over 80,000 total color combinations possible (be sure to grind for those rare white and gold weapons!)

  • Unique armor pieces and accessories: 50

  • Animations per hero: Over 50 each

  • Animations per enemy: On average about 10

  • Hand drawn / illustrated icons: Over 200

  • 100’s of concept art pieces / illustrations

  • Music tracks: Over 20

  • UI Scenes and Widgets: Over 250

  • Over 200 design documents

  • Dozens of game features and systems, totalling over 90,832 lines of code and counting

All with under 30 developers, in a newly formed studio, in less than a year. The amount of work and love put into this has been nothing less than incredible! And what better to celebrate this achievement with our community than with Early Access launching in a few hours? Oh! I know what’s better! How about a teaser? Click here to see what’s coming later to DD:A!

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We’ve already heard tons of feedback from our beta in November and have been working towards addressing the biggest concerns from our fans. If you missed this blog, give it a read for more information on our post beta survey. Much of that feedback will be represented in today’s build, and much will be rolled out in the coming months. 

Until then, we ask you to bear with us while we iron out some kinks. More specifically, but not exclusively, we’re currently working to improve upon these areas over the coming weeks and months, leading all the way up to our 1.0 launch:

  • Performance optimizations

  • 4P split screen support

  • More polished gamepad controls 

  • Continuous UI aesthetic transformation & polish

  • Hero progression updates

  • Polishing up some epic boss battles

  • Rolling out the higher difficulties

  • Implementing our story elements via beautiful new in game cinematics

  • Finishing up the Kickstarter and Pre-order rewards for 1.0

  • Anti Hacking measures

  • The list goes on...

Anyhoo, the time is NOW for hype! We need your help to spread the word today! Grab your friends, and join us online at 1PM ET for the Early Access launch of Dungeon Defenders: Awakened!

Sincerely,

Chromatic Games

[CG] Mary

 

DEFENDERS,

We’re all so excited for the Steam Early Access release of Dungeon Defenders: Awakened on Feb 21st! We wanted to share some of the awesome work the team’s been working so hard on to get ready for the Early Access at the end of this week. This Dev Log will have some sneak peaks from different departments here at Chromatic: Art, Design, and Engineering! Also, if you haven’t and wanted any of the goodies that come with the preorder editions of DD:A, make sure to get them ASAP since they’ll be gone at 11:59PM EST 2/20! 

Some of The Team

Mary — Community Manager

Hi there! I’m Mary, the new Community Manager and I’ve been working for Chromatic for a little over a month now. I worked at Artix Entertainment previously for almost five years before coming over here. It’s been super fun and I had a blast at PAX South talking to everyone there about DD:A. I’ve been really enjoying reading all of your feedback and suggestions regarding DD:A, and making sure that your voices are heard by the team. I’ve also been working on ways to revamp some of our social media platforms like Discord and hopefully you’ll see those changes soon. I’ve also been getting together some little gif teasers together and getting feedback from the Discord community. Here’s some examples:

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I’m looking forward to hearing everyone’s thoughts on the Steam Early Access of DD:A! It’s only 2 days away!

 

Brent Caulfield — Jr Designer

Hello, my name is Brent Caulfield and I am a Jr. Designer at Chromatic Games. I first started game development about 6 years ago when a friend and I started making a FPS game with wizards and magic instead of guns and ammo. That eventually evolved into a commercial project called Grimoire: Manastorm which was released on Steam in late 2017. After that I started a design internship at Chromatic and then accepted a full time design position shortly afterwards!

There have been a lot of interesting tasks, but my favorite would have to be the final implementation of gameplay elements for all the maps. Placing the final parts to make the gameplay work and then being the first person to playtest it was really exciting. Seeing the waves of enemies all come out on the maps full of beautiful art was a great experience and one I’ll remember for a very long time. There were so many talented peoples’ work that went into making it all happen and to be one of the first people to see it all come together into a full gameplay experience was very special and was definitely my favorite thing I’ve worked on!

Reverse engineering and breaking down DD1 code to find out exactly how and why different systems work was definitely the hardest stuff I’ve had to work on. In order to create an authentic DD1 style experience the Engineering and Design teams spent a lot of time going back into the DD1 code to see how it all functions. One of our major goals with the project is to bring back that awesome gameplay experience that so many people love and while we have extremely experienced people on the team that know how it all works there were still some surprises along the way that we never would have figured out without digging into the source code. This was very challenging at times, but extremely rewarding at the same time.

After the initial hazing (Javahawk told me it was possible to beat DD1 Insane Deeper Well on a fresh character) things have been great! Gainesville is my hometown and game development is my dream job so I feel extremely fortunate that I was able to find a place at such a welcoming studio that is working on a game I genuinely enjoy playing! There are so many amazing people on the team and it's a great feeling to wake up every day and be excited to go into work. I am really excited about everything we are working on and think the community is going to love all the awesome content we’ll be putting out in the future!

 

Jade — Jr 3D Artist

I go by Jadeite in the art world and I have a slight obsession with video games and all things nerdy! So much so that I decided to make some kind of a career out of it through the art side of things. I've been practicing 3D art since my junior year of high school, and it's my favorite medium to date. My life basically revolves around games, whether I'm at work making them, or at home playing them! I'm also a big fan of tabletop games like King of New York, Boss Monster, D&D, and Necromonda just to name a few.

I've had a lot of fun working on the many assets I've been tasked with, but if I had to pin down my favorite it would probably be the pets! I'd say I had the most fun when making these little guys, they're just so cute! I wouldn't really say I'm a character artist, but working on them gave me a chance to essentially be one for a small time and I learned a lot from it. Besides that I also really did like making weapons and shields, super fun especially when I got to make my own spin on old weapons or even just remake them from the ground up. 

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I haven't had to make anything that frustrated me to the point of thinking it wasn't fun in the slightest. But for the hardest thing I’ve worked on I guess I would have the pick the new version of Ancient Aegis. From the start I just had no idea where to go with the new concept, and then actually carrying that out in 3D form was a bit of a challenge. I've also had a few issues come up with this particular model, having to add more or fix things in regards to texture, smoothing issues, etc. It was still a very interesting take on a "sword" and I learned quite a bit from it.

My time here has been nothing but enjoyable! I was more than thankful when I first got my internship position here just a few months after graduating, and it's been a blast ever since. One thing my university always said was that you never fully learn this art form until you land your first job, and man were they right! I've been practicing this art form for about 5 years now and I definitely struggled my first week here. I kid you not, I took an entire week making a bench haha. But I've learned a great deal of information, new techniques, and even made some friends along the way! I'd say this is an experience I'll never forget :D

(Also here's some more of my work)

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Derek Stroud — Sr Programmer

One of my favorite things that I’ve worked on was setting up our abilities using Epic’s own AbilitySystem, which is a very neat and robust system to work with. Abilities are such a key component to the game as they include everything from placing towers to the Genie pet giving you mana. Setting up our core flow for this and making some of the base abilities was very satisfying and fun as it is one of the very direct means of adding fun interactions to the game. In previous development on the original Dungeon Defenders and Dungeon Defenders II, this was a lot more difficult. Swapping to Unreal Engine 4 is like a dream come true when it comes to setting up abilities and being able to do a lot more in a shorter amount of time.

With any project, there’s always going to be that mountain to climb, and it’s usually the hardest thing you work on. For Dungeon Defenders: Awakened, we needed to mimic the original Dungeon Defenders stats on every piece of gear and balance for gear, enemies, difficulties, you name it! Due to Dungeon Defenders evolving beyond its original scope (especially post release) there were a lot of tacked on additions to various formulas that became very hard to translate into an easy to work with system for DDA designers. Tracking down all the various additions and small stat tweaks that could happen in DD1 and making sure we incorporated them into DDA but also trying to keep the new systems intuitive and manageable was quite an undertaking... not quite sure we hit intuitive but I think we got manageable down. 

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My favorite thing that has been added to Dungeon Defenders: Awakened that wasn’t in Dungeon Defenders (2012) is double jump! Anything that makes navigation feel better, also every game should have it cause it is the best. As someone who worked on both games, you should take this as a fact — double jump is best jump.

What’s Next?

Everyone has been working so hard on polishing things up for the Steam Early Access release of Dungeon Defenders: Awakened on February 21st and working on getting it ready for the full launch in Q2! A few of us are also getting ready to head out to PAX East at the end of the month, will we see any of you there? If you go, make sure to stop by and visit us, we love to hang out with some of our brave Defenders whenever we get the chance!

Social Defenders

To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media:

For Etheria!

Chromatic Games

[CG] LAWLTA

 

DEFENDERS!

This is just a brief check-in to talk about preorders for Dungeon Defenders: Awakened. We’ve received a lot of support from a ton of you, and want to make sure we reward that where we possibly can. There’s two big things to go over, being preorder upgrade options for Kickstarter and BackerKit supporters, and preorder window coming to a close. Let’s get to it!

Preorder Upgrades

We’ve been working tirelessly with our shop partner to enable upgrades over the past few weeks. Without getting into the details, we unfortunately have not been able to get upgrades going, and don’t want to let people know very last minute that they can upgrade, if at all.

Instead, we’re going to do the following. ANYONE that preordered through BackerKit or backed us on Kickstarter will receive the $60 Prestigious Edition bonuses shown on the preorder store, that are preorder exclusive. This includes:

  • Forum Titles

  • In-game Titles

  • Digital Soundtrack, Strategy Guide, and Artbook

  • Awakened Phoenix Pet 

  • Crystalline Skins 

  • Rift Skins

At Chromatic, we want to do everything we can to reward all of our players who support us, as fairly as we can. We announced the ability to upgrade, and since we are not able to deliver, we are taking the high road and providing the bonuses to those who would have been able to upgrade for FREE. We chose these tiers because it’s equivalent to how much the retail price is for the game. This serves as a big THANK YOU to all of our supporters who joined us early on this adventure, and to help show that we’re focused on making a great game.

Preorder Availability

With Early Access coming on February 21st, we’re going to be closing our Preorder Store the same day. This is to ensure that all our sales for the PC version of Dungeon Defenders: Awakened goes through Steam. With the Preorder Store closing, the Preorder Bonuses will no longer be available for ALL platforms. If you want to grab the Preorder bonuses, you only have until February 21st.

Kickstarter and BackerKit Changes

Starting on February 21st, we will no longer be able to change the platforms that people have selected, as we need to make sure that orders are locked and ready to fire for when we release on each individual platform, ensuring that people receive their correct copies.

What’s Next?

We’ve got a Dev Stream that we’re going to have tomorrow, February 14th at 3:00 PM ET, where we answer questions that we’ve seen posted everywhere, answer questions that all of you have for us, and show some gameplay as well! Please join us, and potentially win a free Prestigious Edition of Dungeon Defenders: Awakened.

That’s all for now, just a quick check-in. We’re hard at work to make sure that Early Access feels as great as possible, and cannot wait for you guys to tear it apart!

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 thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future Defenders are sure to enjoy, because our games are made for YOU!

For Etheria!

Chromatic Games

[CG] LAWLTA

 


DEFENDERS,

Now that we’re a week out from our PAX return, we’re ready to share a lot of information about Dungeon Defenders: Awakened and what you can expect. There’s a lot to talk about, and based off the title of STEAM EARLY ACCESS, you probably already have a ton of questions. Let’s get into it!

Steam Early Access
Dungeon Defenders: Awakened is going to be available for Steam Early Access on February 21, 2020 (just in case you thought it was February 2021). This is something we’re incredibly excited for and hope that you are too! There’s a lot of reasoning that went into this, so we’re going to break it down because we want to be as transparent as possible to you, our GLORIOUS Defenders.

We previously mentioned that we would be avoiding Early Access, but we feel this is the best route to deliver on our promise that we’re working very hard, while being able to also deliver something tangible to you by the extended deadline we provided. Our continued goal is to be as transparent as possible and have our fans tied to our development for years to come.

Feedback
We received A LOT of feedback. We put out a survey to our testers at the end of last year/early this year, and the turnout was insane. The thousands of results outlined what all of you thought about our game. In fact, for how rough the Beta was, we were ecstatic by the results:

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In total, it’s less than 10% of the most diehard hardcore Dungeon Defenders fans were not happy with the Beta. In terms of testing a game… that’s a home run! We knew that we were doing a lot of things good, but based on the feedback provided, we know we can do better than good and produce great work.

The feedback outlined a lot of what people enjoyed about the game so far, and also some of the holes we had to fill. We went through and outlined everything we could make better based off the feedback from the survey, forums, and feedback provided through zendesk. It was a lot, and we’re not devs who shy away from a lot of hard work. Some of the feedback we’ve received made it into the PAX build and had an incredibly positive reception, showing that our approach to focusing on pushing from good to great is the best approach for not only us as a studio, but to all of our incredibly loyal community.

Studio Work
We’ve been working at a pretty high capacity to make sure things get out on time. We could have made a February launch for both PC and Nintendo Switch, but based on the feedback we received, it would have felt like 80~90% of the game you expected. This created a lot of internal conflict, because the people who work here at Chromatic are incredibly talented individuals who have done such a great job in such a short amount of time (we’re coming up on only 1 year of development), and we hold ourselves to a higher standard because 100% of what’s in the game is a reflection of our work.

When we received the feedback, we knew that if we weren’t feeling the game was at 100%, then we couldn’t be dishonest and release it saying it was 100% ready. We want gameplay to feel polished and smooth, we want everything to look amazing and crisp, we want the systems to be seamless for people to use, and we want it to be a Dungeon Defenders game that our players are proud to support for years to come. Our goal is to be as transparent as possible, which leads us into what our Early Access schedule looks like.

Why Early Access?
Going into Early Access on Steam allows us to get where the game is at into the hands of our players on PC. By doing so, we’re able to iterate quickly, getting Dungeon Defenders: Awakened into that 100% state as soon as possible. We are still going to be honoring our Nintendo Switch exclusive deal with Nintendo, with our PlayStation 4 and Xbox One releases coming in Q3 2020.

That said, this Early Access is not going to be like other games, or like Dungeon Defenders II. The Early Access period is going to be incredibly short, because we’re really spending this time to polish up the game and meet your expectations. Dungeon Defenders: Awakened is going to be fully released during Q2 on PC and Nintendo Switch. We want Early Access to be as short as possible so that we can get Dungeon Defenders: Awakened out to all of you as the best version of the game.

A lot of the polish we’re doing is to systems and gameplay, those are a bit harder to show off or discuss, but they encompass enemies spawning, how much loot drops, what kind of loot drops, enemy difficulty, enemy AI, and more across the entirety of the game. 

One of the things we can show is the visual changes to some portions of our feedback. One thing that was shown off at PAX (and is still being iterated on) was the changes to the HUD:
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The feedback from the survey was overwhelmingly positive:

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That’s 4.5% that were dissatisfied, which when it comes to feedback, it's a slam dunk equivalent to (Space Jam spoiler alert) Michael Jordan slam dunking with his long arm at the end of Space Jam on the Monstars to score the two points needed to save the world: 

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As a result, we’re going to continue to use this time to polish up UIs in a similar fashion to how the HUD was polished. We’re excited to get these updates out to you in Early Access, and will be continuing iteration through Early Access based on feedback. As we speak, the UI has received even more polish than what’s shown here.

Another change that we made was to the Huntress and Monk. We had seen through written feedback that people were not happy with their visuals, so we made some changes and presented them in the survey. People were happy with the direction we were going, but weren’t sold all the way. Something we weren’t able to get in the PAX build was our next iteration on the Huntress and Monk:

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You can see the progression we made over time, the first being the version we released into Beta, the second being a first pass presented in the survey, and the last being an updated version based on the feedback we got.

These images felt to us a lot closer to Dungeon Defenders, while bringing them graphically up to 2020. We’re going to continue to get feedback on these as well, but we’re really happy with where they are at currently.

Roadmap
Releasing into Early Access isn’t only going to be setting the game live in its early state and then providing the finished product months later. Instead, we’re going to be updating it over time, adding in features as they become polished and in a state we’re happy with. Thus, THE ROADMAP IS BORN! 

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As a studio, this is what we are sticking to as a studio. Should anything change, we are going to make sure that we keep all of you updated as soon as possible. We want this road map to serve as a look into where our focus is and as a promise for what we’ll deliver.

Beta Closing
We’ve already implemented a ton of Beta feedback and are currently working through more. As a result, we’re going to be bringing the Beta to an end on Sunday, February 2nd at 11:59PM. We were very happy with the amount of people that we got in and the amount of feedback provided. If you had fun in the Beta, it’s only the surface of what’s in store for you on Early Access and our full release! Early Access is less than a month away.

What’s Next?
We’re going to keep working. As shown in the Roadmap, we’ve got some ground to cover still. We want to keep updates coming and to further enhance our transparency and direct communication with our community. After Early Access launches, we plan on having updates showcasing the work that has been done, introducing you to members of the team, and giving you a look at the work it took to make Dungeon Defenders: Awakened.

Chromatic Weekend Wind Down, Dev Streams, and more are going to be coming as we continue development. We’re very excited for everything coming out and are excited that all of you are along for the ride!

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 thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU!

For Etheria!
Chromatic Games

[CG] Mary

Hi there everyone! 

My name is Mary (or known as [CG] Mary) and I’ve recently joined Chromatic Games as the Community Manager. I’m so excited to meet all of you, answer your questions, listen to your feedback, and be the bridge between you and Chromatic! I spent almost five years working player support and assisting with community management at Artix Entertainment on AdventureQuest, DragonFable, MechQuest, EpicDuel, AdventureQuest Worlds, and AdventureQuest 3D. I also have been volunteering for the RTX (RoosterTeeth) convention in Austin, TX for six years! I love being able to help out as much as I can and make sure people are being heard.

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(My demodog Rusty and I)

I’ve enjoyed tower defense games since I found Bloons TD in 2007. Ranged/mage characters have always been my favorite, so I really enjoy playing The Apprentice (plus Flameburst is one of the greatest offenses.) The Huntress is my second go to, but I also love using the electric auras with The Monk. Outside of the Dungeon Defenders franchise, my favorite games to play are Fable II, Wolf Among Us, and Fallout: New Vegas. I’m currently playing Pokemon Shield and The Outer Worlds in my free time.

I look forward to talking to all of you! You’ll be seeing me on streams defending Etheria from the hordes, responding to your questions and feedback on our social media platforms (tag me on twitter @CG_Mary_), as well as acting as a bridge between the Chromatic Games team and you, our brave Defenders. If you have any questions you can find me on Discord and Twitter and I will do my best to answer as soon as I can! 

For Etheria!

PS If you understood the Fallout meme in the title we're gonna be best friends

[CG] LAWLTA

DEFENDERS,

Beta has been out for a few weeks now, and what a ride it has been! As a studio, it is incredibly exhilarating to have a ton of the hard work that we’ve been hammering away at as a studio out into the wild. Between watching streams and youtube videos; discussions on the forums, Twitter, Facebook, Steam, and Discord; the plethora of feedback that’s been provided; and just playing the games ourselves with friends and family, it’s been an incredibly awesome experience. So let’s start with Beta in general!

Beta, What is it Good For — Absolutely A Lot
Our Beta launch was something that we were incredibly happy with. When putting something as complex as a game out into the wild has developers putting on a helmet, and strapping down everything, for the potential chaos that can come with a Beta that just aren’t able to be tested in an internal environment. We launched with relatively low issues: gameplay was working at a very high degree with little bug issues; crashes were low and easy to identify; lanes performed with little issues, and our testers computers didn’t burst into flames (that was a super huge one). We were able to address crashes and tweak some things to improve the Beta experience pretty quickly, releasing four patches in a very short amount of time — SIX DAYS!

Betas over time have taken a turn in the industry to have a large range in what that actually entail. Our version of Beta was the original approach, that is getting a functional build that is very representative of the final experience regarding the core gameplay loot: build, defend, fight, and get sweet loot. A lot of things performed correctly, and the gameplay, for a Beta, could not have been better for us! That said, we have received a lot of the feedback, and are still parsing through a lot of it. Things like UI art, character visuals/faces, Survival scaling, hero and tower balance, and more are on our radar. There’s a lot of feedback that we’re getting that was anticipated, so we’ve had plans to address these things for the most part. We received a ton of feedback regarding UI visuals, and we are going to be making sure to give it that Dungeon Defenders feel. What was in the Beta was focused on functionality, to ensure we didn’t waste any work making art that could lead to wasted work. Needless to say, there’s a lot of improvements that we’re going to be making, and your feedback has been incredibly helpful to validate our plans moving forward!

Pre-order and Backing
We’ve had multiple ways that Defenders have been able to get Dungeon Defenders: Awakened. Starting with Kickstarter, which then transferred to BackerKit, and finally ending on our current store. There were bumps along the way, many we are still sorting through (note: if you preordered through Kickstarter and BackerKit, with any issues, please reach out to preorder@chromatic.games, DO NOT if you purchased through our current store, that should be done through support@xsolla.com). These three phases were part of our total plan, but the bumps were a very large learning process and we are working diligently to make sure we provide everything we can to our supporters.

One of the things that we’re going to be doing is sending out beta keys to our BackerKit supporters who purchased the $25 copy of the game. The store outlined what was included, but there was some confusing messaging going out about the BackerKit store. Our higher paying backers have had access to the Beta for a while, giving them exclusive access, and now we want to open it up to show our appreciation for your support, and also to make up for any confusing messaging that may have been sent.

We’re also offering more rewards through our newest storefront. We don’t want to exclude people who backed early from these rewards, so we’re going to be doing our best to be as inclusive as possible:

  • First, anyone who purchased through BackerKit will be moved over to our current storefront in the coming weeks. We'll let you know when this change is made. This means that you’ll get what’s at the $40 tier, but also have the option to upgrade to a higher tier if you want to, instead of having to purchase an entirely new copy.
     
  • Second, anyone who backed on Kickstarter at or above the purchase tiers on the new storefront will receive the rewards included in the new packs. For example, did you purchase the $75 tier on Kickstarter? You’ll receive everything included in the Prestigious pack, the costumes, titles, everything!

Our goal is to make sure that when you’re purchasing Dungeon Defenders: Awakened, you feel good about the purchase, and that you’re getting awesome rewards with an awesome game. You guys help make the game, and we want to make sure you know you’re valued.

Beta Late Than Neva
We’re sorry for that pun. It’s terrible, but it had to be said. With preordering and getting beta keys, the vast majority got out, but there were some keys that weren’t properly transferred over, surveys were submitted late, etc., that lead to people not receiving their keys on time. One thing we’re going to do is extend the Beta into January. Here’s why:

  • You have provided a ton of feedback and we want to increase the window so that every nook and cranny is covered. We want Dungeon Defenders: Awakened to be the best game it can be, and a lot of the feedback you’ve provided has been instrumental in making sure that’s the destination we reach.
     
  • We’re opening the beta to the $25 purchases, and some people didn’t receive their keys on time, or are still in process (please reach out to preorder@chromatic.games if you haven’t already), we want to make sure that players have enough time to experience the beta and provide their feedback.

These two reasons alone make it very important for us to keep with our goals of being inclusive to all Defenders, and making the best game possible. We want and encourage you to continue to provide feedback. Maybe later this month, there maybe an update, maybe that expands on some stuff, and maybe fixes some issues you've reported, maybe probably maybe. As for January, we’re currently discussing adding more for players to experience, with there being a reflection of change via the feedback all of you have provided.

MORE FEEDBACK
Another thing that should be in your inboxes in the coming week is a survey to those who have taken part of the Beta. While digging through all the feedback you’ve provided, we also want to get general sentiments and feedback about as many facets of the game as possible. To that end, to make sure we’re doing the best we can, we’re going to send out a curated survey for our Beta players. By completing the entire survey, we’ll be drawing 10 WINNERS to receive our Prestigious pack, giving you another copy to use for another platform, give to a friend to join you on your adventures in Etheria, or whatever you want!

New Stuff
Dungeon Defenders: Awakened isn’t just some simple port or remake. We’re adding a lot of content, and have some big plans for future content. People have seen some of the new rewards from the Beta, but we wanted to give you a quick sneak peek at some of the awesome weapons and pets that are coming your way:

New Weapons — Tech Rewards
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With new rewards coming in, we want them to feel awesome. We also want them to feel awesome for ALL heroes. This is the Squire’s sword that you’ll be able to hunt down, alongside getting weapons for the Huntress, Apprentice, and Monk that are part of the future tech-based set.

New Pets
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We have familiar pets coming back that many Defenders love, but we also have new pets to be earned. Currently called the Etherial Ancient, they are just one of the new pets that’ll help boost your character and pack a punch when fighting enemies.
 

FAQ (Frequently Asked Questions)
We've added an FAQ section to help address questions for current and returning Defenders. We'll be updating this overtime as more questions come in!
 

What’s Next?
We’re going to keep polishing systems and working. There’s a ton of feedback we’re actively working through, and are going to keep up to really make the game for our GLORIOUS Defenders. Keep throwing feedback our way, and know that even if you don’t get a response, it has been seen and that we’ll do our best to address it.

When it comes to communication, as we’ve acknowledged, have not been the best. We’re working on a few initiatives internally to help bridge the gap between our community and development. We’ve also been working through bringing on a full-time Community Manager, working with some fantastic candidates. Current plans have our new Community Manager joining Chromatic Games in January, and we can’t wait for you to meet her!

Chromatic Games is going to continue to work on doing things to the best of our ability. There have been bumps along the way, and while they can be frustrating, we want to thank you for sticking through it with us, as we grow into this new studio and are able to make awesome games for YOU! <3

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:

Twitter
Facebook
Discord
Twitch

The entire team thanks you for trying to destroy the Beta. We’re grateful for all the tremendous feedback we’ve received so far (and more to come), and want to thank you for joining us on this journey!

For Etheria!
Chromatic Games
 

[CG] LAWLTA

 

 

 

DEFENDERS,

It’s time. It’s FINALLY time. Oh good golly gosh, it’s finally time… BETA IS HERE! Today we launched the Beta, getting Dungeon Defenders: Awakened into the hands of Etheria’s brave Defenders. There’s so much to cover, that we’re not going to cover it all. We want you to discover all the beta has to offer on your own. Let’s get into it!
 

Beta Release
The current Beta is available to our Kickstarter Backers first. This is a promise that we made during our Kickstarter, and are going to make sure to uphold. Kickstarter Backers currently have advanced Beta access. On Friday, November 22nd, we are going to open up the Beta to everyone who has purchased the $40+ preorder packages.

Beta is currently scheduled to run for roughly three weeks! Starting on November 22nd and ending on 13th, this gives us a great window to gather feedback and be able to make necessary changes before launching in February.

Progress and data from the Beta does NOT carry over to the release of the game. Beta is used as a testing ground to make sure that the game is in the best possible state. Keeping data from Beta (ha, it rhymes) can cause major issues when updating to the release version.

If you did not receive a Beta key, and are a Kickstarter Backer, make sure you have filled out the surveys that were sent to your registered Kickstarter E-mails from "Backerkit". If that survey is not filled out, then the Beta key is not sent.

All pre-order and Kickstarter Backer keys have been sent out. If you are missing keys, please write to preorder@chromatic.games, using the e-mail you used for Kickstarter and/or BackerKit.

Remaining pre-orders will be handled through our new store located here. If you run into any issues getting a key ordering from this store, contact support the new support here (suppot@xsolla.com) or using the link on the receipt of your purchase.

Streaming and Content Creation
During the Beta, you are free to stream, make videos, or whatever content you want. We want Defenders to enjoy and share as much as they want when it comes to Dungeon Defenders: Awakened!
 

What’s Missing?
There’s a lot to cover what’s in a game. Patch notes usually say what’s new, but with so much of the game being new, we’re going to let you explore the game. Instead, we're going to outline what may not be in the Beta that we are currently polishing and iterating on to get in for release (we may be missing some things from this list as well):

Tactical Map
This is currently in a functional state. We’re going to be updating the map images, and make sure it’s a lot prettier come release.

Challenge Maps
We’re currently wanting to make sure that balance feels good across the map in general. Challenge Maps are coming your way on release!

Maps
There are a total of 15 maps in Dungeon Defenders: Awakened. Not included in the Beta is Act II, Act III, and the Bonus Maps. Act I is the big focus for our beta test, helping us set the foundation so the rest of the maps bring the right amount of challenge.

Difficulty
Nightmare and Massacre are not going to be included in the Beta. We don’t want people beating all the hardest content during testing. Gotta have something scary hard for you to master on release!

Enemies
With Nightmare not in the beta, Sharken, Djinn, Spiders, and Goblin Copter will not be spawning in a lane near you.

Weapons
All of our weapons are not in the game. We have a pool of roughly 5 different weapons per hero to simulate the amount of weapons you would see during your playthrough of Act I on release. Weapon random colorization is also not reflected in the beta build, but will be implemented for release.

HUD
We’re going to be adding various improvements to the HUD. Currently we have it setup for beta to be functional. There’s a ton of work that we’ve done not in the Beta, but expect improvements on launch.

Armor
Currently we have placeholder armor models in. The final models are currently getting a last pass and will be sparkling and shining on release.

Set Bonuses
Set bonuses are working but may not currently be showing up correctly.

Split Screen
We’re testing base functionality currently, so split screen is not available during the Beta.

Spawn Immunity
Enemies are immune up until a certain point in spawn doors. Indicators are not included in Beta, but will be here on release.

Social
We’re wanting to make sure that getting your friends into a match is as easy as possible, give hosts control over their sessions, and showing who’s in your party. These are currently not in the beta, and can be expected on release.

Hardcore
Currently not in Beta, coming on release. 

Twitch Integration
Currently being developed, it will not be in the Beta.

Game Modes
In the Beta we have Campaign and Survival. Other game modes are coming on release.

Pets
There are a total of four pets that are available during the Beta. On release, there will be much more!

Elemental Weapons
Some weapon elemental affinity visuals may be disabled, as we’re making sure performance comes first. Your weapons will be shooting flames and electricity during release.

Kickstarter Rewards
Kickstarter rewards, such as exclusive skins and portraits, are not available during the beta.

Currency
Mana from the original Dungeon Defenders is being split into three different categories. Currently in the game is ability and defense mana. Ability mana regenertaes over time, and Defense mana is gained from defeating enemies and completing waves. Currency in the form of gold is what will persist outside of maps, being used for trading between players and upgrading items.

Trading
Trading is currently not enabled during the Beta.

Upgrading
With currency not in the Beta version, you are unable to upgrade items.

Boss Fights
Boss fights are coming with release. These are big epic moments that we want to make sure are special for release.

Cross Saves
The beta is only available on PC, so Cross Save functionality is not part of the beta.

Tavern
Currently you are unable to build defenses in the Tavern. As such, there are not any training dummies for you to beat up.

Defender Forge
We’re testing for functionality currently with our Inventory and Hero Deck systems. The Defender Forge makes its glorious arrival on launch.

New User Experience
This is something we’ve spent quite a bit of time on, and are going to refine. It is important for new Defenders to understand how to protect the world of Etheria, but it will be available on release.

Tower Inspection
A step up from what was offered in Dungeon Defenders II, tower inspection shows you the most pertinent information for your currently placed tower. This is currently disabled, and will be available at release.

Tower View
Another feature brought over from Dungeon Defenders II, where you are able to hold a button/key and see what the range of your defenses are. This is currently disabled, and will be available at release.

Gamepad Support
This is disabled for the Beta currently. We’re actively polishing the gamepad experience and did not want to provide it in an unpolished state.

Hero Customization
During the beta, the heroes will not be able to be customized in regards to color changing and costumes.

Auto Equip
This is a feature we are providing for Defenders who don’t understand the item system right away. This will come during release.

Level Requirements
During beta, there are no level requirements for gear. What you get is what you can use. Since we’re not having trading, we wanted to make sure getting gear was as fun as possible for testing.

Mana Chests
Mana chests are gone-gone-gone. Keep an eye out for end-of-wave loot chests.

Options Menu
The options menu is currently in a beta state and does not reflect every option that will be available upon full release.

Cinematics
The in-game cinematics are not part of the Beta.

Known Issues

A lot. It's beta, so there's a ton we're still working on. Music not playing correctly, audio playing from different parts of the map instead of where you are, UIs not working properly. There's a ton, but we're knocking them out super quick. Be sure to leave feedback in the DD:A Beta Discussion Forum.

Next Steps

We’re going to be monitoring gameplay and feedback that all of you provide. While polishing and finishing remaining systems for our February launch, we’re also going to be scouring feedback to make sure that we get the game into the best state possible. Nothing in the Beta is guaranteed to be final, and is going to be scrutinized heavily.

From now until release, we’re going to keep churning away to make sure DD:A is the best it can be!

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 cannot wait to see you tear apart the Beta. We’re excited for release in February and thank you for joining us on this journey!

For Etheria!

Chromatic Games

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