As of May 30, I will no longer be working at Trendy Entertainment. (Waits for tears.) Im moving on to another opportunity -- one that will let me enjoy the mountain air and enjoy my youth while I can. (Waits for nods of approval.)
Laura and Angela will be on the community team to split my responsibilities for the time being. Were looking for another community manager to help out with the future of Trendy Entertainment. If youd like to submit your resume, you can look at the job posting and follow the directions on that page. I know there are many talented individuals in our community who would be capable of such a task, and I would be sad if not one of you tried for the position.
The wonderful community events, the passionate posts on the forums, the in-depth guides and Lets Plays -- time and time again you have uplifted my spirits and enriched my life with your presence. I mean that. I think of you as my family -- to some degree, even closer than my blood family. We have some crazy uncles and a few crazy cat ladies in our midst, but most of you are sane, rational people that I would invite to my Trendy family reunion. You, dear community members, are the sole reason I was hesitant to take the new position. I have been incredibly blessed to hang out with you every day. This has been the best job I have ever had. But some opportunities are too good, too timely, too alluring to pass up.
To my wonderful moderators, both past and present -- Alhanalem, Classic22, DarkPython, Dredd, Finally, Immortal D, Iyashii, Jetah, KanibalKittN, Naed, TitoDaddy, Victoryoftheppl -- thanks for going above and beyond to keep the forums clean. Your feedback concerning community ideas and changes have helped the community more than they could ever know. I hope that you will still be around to help Laura and Angela in the same way that you have helped me.
To the beta team members, whose names are too plentiful to list, you have been vital to the success of Dungeon Defenders and the future success of Dungeon Defenders II. Your dedication to the team and honest (sometimes brutal) feedback humbles us and makes us want to make better content. We can never thank you enough for taking a chainsaw to our DLCs and beta content and carving them into works of art. (Hanging phallus and all.)
To the community event hosts, there are absolutely no words for the time you put in to entertain the community week in and week out. Hands down, your creativity increased the longevity of our tiny $15 game tenfold. Your events remain the only reason why some members are still playing the game, and for that, we are eternally grateful. After seeing the community event map today, its great to see that a year and a half after the first events, you havent slowed down. Keep up the great work.
To everyone else not mentioned here, you are no less brilliant, no less wonderful than the amazing people above. I look forward to hearing from Laura and Angela about all of the wonderful things that youll do.
Im incredibly excited for the rest of the team to release Dungeon Defenders II. I cant wait to fight against you in the PvP and defend Etheria once again in the co-op. The team hasnt begun to reveal all the best secrets about the game. Im sad I wont be the one to share them with you.
If youre curious about where Im going, follow me on Twitter and youll find out very soon. Ill be sure to livestream games every now and then on my personal Twitch account.
We have a jampacked Trendy Friday Fun for you today. We have tons of Dungeon Defenders content to show off, we’re giving away 30 (yes, 30!) DD2 beta codes, and we’ll be saying a fond farewell to one of our own.
First up, we have the new PC community event map, Princess Quest. This map entirely changes the way you play Dungeon Defenders. These community weekend events just keep getting better and better every week, and you would be a fool if you haven’t signed up to enjoy this one. On the stream, we’ll have PC event hosts DanielSound and KeenJammin to talk about the creation of the event.
Next on the bill, we have Tinkerer’s Lab. (Try saying that five times fast.) We’re going to be showing off the Assault Challenge Mission first, and then we’ll end the stream with the campaign mode. Special guests Senior Gameplay Designer/Producer Skott Chatten and everyone’s favorite host, Ice, will be on hand to discuss the new content.
Finally, as we mentioned before, the show will close with a fond farewell to one of our own employees.
The show starts at 5 p.m. EDT and will run until it’s done. Don’t miss it.
It’s time once again to reveal how our competitive mode separates itself from other games in the genre. This week, we’re going in-depth with a feature we’re really excited about -- persistent hero leveling.
In our competitive mode, heroes are leveled up individually. Your Man and Machine can be level 15 while your Huntress can be level 7. Cooperative and competitive levels for a hero are separate.
After every match, your hero will earn XP. Some matches will award additional XP, such as the first matches of the day. Eventually, your hero will level up. Each time you level up, you will receive a random reward (loot, gems and more), and you will be able to put a point into a stat of your choice. Some of these stats include your hero’s health, mana, and armor. These stats are currently balanced around giving players a slight edge and sense of progression, but not an un-balanced advantage. There will be respec potions if you wish to change the way a hero was specialized.
When you reach level 10, you will unlock that hero’s Hero Spell. Hero Spells are an additional ability to complement your original suite of four abilities. These unlockable Hero Spells can be used with any hero, so the Apprentice’s Mana Infusion Hero Spell can be used with the Squire. There are currently six Hero Spells that are unlocked from the beginning, so you will always have a Hero Spell to use throughout your competitive mode experience.
There will be boosts that can be found in the game. The idea behind the system is that people playing for free and people who are paying for boosts should both be able to reach level 10 at a reasonable pace, so the Hero Spells are not locked behind a time/pay wall.
As you level up, you will be able to equip your hero’s gear with higher-quality gems. Gems are what give your gear stats. Lower-level heroes will not be able to equip high-tier gems. This is to ensure that new players cannot trade/buy their way to a powerful hero. They will need to put in the time to level up the hero in order to use those stats. We’ll have more details on the gem system in full in a later blog.
How do you feel about the persistent hero leveling? Let us know in the comments section below. The most constructive comments will receive DD2 beta codes! Winners will be chosen on May 29.
In this weeks PvP Hero Showcase, the Huntress is in the spotlight. Watch the video to see her abilities in action.
Now that were three videos into this series, how do you feel about the PvP Hero Showcase -- good, bad or otherwise? The most constructive comments will receive a DD2 beta code. Forum winners will be chosen on May 29.
Come back every Wednesday for a new PvP Hero Showcase.
Each week, were revealing more information on our cooperative tower defense campaign mode. Today, were lifting the curtain off of a design change in DD2 enemies -- enemy variants.
Currently in the game, every enemy has two additional variants. These extra variants will behave differently from the original enemy type.
For example, lets look at the Kobold.
You remember the Kobold -- small, terrified, suicidal. Once he lights the stick of dynamite on his back, hell run toward something and explode. With that in mind, variants of the kobold could be a kobold that moves slower because the bomb on his back is enormous! Because of this larger explosive, this Kobold variant would explode in a bigger radius than a normal Kobold. Another variant could be a kobold on rollerskates who is twice as fast as a regular kobold but carries smaller sticks of dynamite and thus does less damage.
All three of the kobolds are the same enemy in essence, but the fact that they behave in different ways causes the player to have to strategize against these new challenges. The towers that you would use to defeat normal Kobolds might not be as effective against the rollerskate variants, so you and your friends will have to choose your towers wisely.
Have an idea for a DD1 enemy variant? Let us know in the comments. Our favorite enemy variant ideas will get a DD2 beta code! Winners will be chosen on Friday by Skott.
Next week, well take our first look at DD2 levels.
Each week, were detailing a feature of our competitive mode that separates it from the rest of the genre. This week, were focusing on the modes social center -- the Town Hub.
The Town Hub is a 24-player locale where players can strategize, customize, practice and trade before jumping into a match. The Town Hub is a natural evolution of the Dungeon Defenders tavern, much like the co-op overworld we mentioned earlier this week, but on a much smaller scale.
Its also a way to find and make new friends to play with in the competitive mode. Heres how it works: After selecting PvP from the Main Menu, players will join a random Town Hub. Any friends youre partied up with will join the same hub with you. Once youre there you can level your heroes, win prizes, visit the Archives, equip gear, manage your inventory, shop and more while youre queueing for a match.
Want to see potential teammates in action or test a heros skills before the Arena? Start a duel! Dueling is a one-life, two-minute taste of the real action that takes place in the hub itself, with no separate loading time or matchmaking queue. You can even watch other players fight from a nearby outlook. Afterwards, players can invite those worthy candidates to their party and head off to the Arena together.
After a few rounds in the Arena, youll notice your backpack is heavy with loot. You can lighten the load by trading that gear with other players! Or customize it with unique dyes, names and stats! Well have more details on customization soon.
Were hoping by making the experience more social, more personable and more selective as well as giving players ways to help each other progress, we can improve the negative atmosphere often seen in MOBA communities.
How do you feel about the competitive Town Hub? Let us know in the comments below!
In this week’s PvP Hero Showcase, the Historian goes in-depth with the Man and Machine. Watch the video to see how the ex-general fares in the tournament.
If you want to see anything again, just click on one of the icons in the video to see a previous section again.
What do you think of the competitive mode in action? Keep in mind everything’s beta, so all feedback is good feedback. The most constructive comments will receive a DD2 beta code! Winners will be chosen on Monday, May 20.
New PvP Hero Showcase videos every Wednesday. Remember to come back Monday, for your first info on coop enemies.
We saw your posts in our forums. We read your comments on YouTube. You want more information on the cooperative tower defense campaign.
We’re more than happy to oblige.
Every Monday, we’re going to slowly unveil bits and pieces of what we’re working on internally for co-op. Sometimes we’ll show returning elements from the first game; sometimes we’ll show off something new for DD2. This week, we want to show you a brand-new feature for DD2 co-op: the overworld.
In Dungeon Defenders II, levels will be accessed through an explorable overworld. Think of it like this: Do you remember playing Super Mario 64? In that game, the overworld map -- Peach’s Castle -- was a level unto itself. You could explore the castle on a hunt to find portals to new worlds. There were secrets to be found and challenges to complete.
Now imagine exploring Peach’s Castle with 23 other players. That’s what we’re going for.
In our game, there won’t be a random desert world located in the basement. Our overworld acts as the foundation for the levels and for the story. Everything should feel natural and logical.
You’ll discover challenge missions sprinkled throughout the overworld. For example, you might run into an NPC who starts ranting about enemies falling from the sky, which will take you to a certain... familiar challenge.
In Dungeon Defenders, the structure of the game was three levels and then a level with a boss fight. In Dungeon Defenders II, the first area the team completed currently has four levels and then a level with a boss fight.
Why are we making an overworld map? We noticed that, in Dungeon Defenders, players spent a ton of time in the tavern. The tavern was a multi-faceted area. It was a war room for strategy discussion and rule creation. It was a social hub for events. It was a community marketplace for item selling and trading. But it was cramped, and the space itself wasn’t that interesting outside of collectible trophies. We wanted to take the social experience of the tavern and set it in an area that encouraged and rewarded exploration.
We’ll have far more information on this as we get closer to the end of the year. For now, we’ll just leave you with the images in this post for you to pour over.
What do you think? We’d love to hear your feedback in the Comments section!
Tune in next Monday for the first information on DD2 enemies.
Before we begin, wed like to mention that there are two separate modes in Dungeon Defenders II a cooperative tower defense RPG campaign and a competitive multiplayer MOBA mode. Two separate modes. Let those words sink in. Dungeon Defenders II will still have the same amazing tower defense gameplay you loved in Dungeon Defenders. In fact, you might get some more info on that on Monday.
We faced a lot of issues with TrendyNet and DD1 at launch, and we wanted to get those issues out of the way with the competitive mode, not cooperative. Not to mention, we wanted the additional time to balance the heroes for the competitive mode and flesh-out/experiment with the gameplay of the cooperative mode.
Breathe easy, friends.
Moving on. Each week, were highlighting what separates our competitive mode from other games in the genre. This week, were focusing on our simplified consumable system.
Our competitive mode does not have permanent items or item builds. Instead, we only use consumables. Some of these items will give you temporary boosts (like Potions) and some will give you buffs that will last until you die (like Elixirs). These items are purchased using the gold earned during the course of a match.
Why are we simplifying the item system? To decrease the length of matches and make the mode more accessible to the average RPG or tower defense fan. Other games in this genre average around 40 minutes per match. Our multiplayer mode averages around 25, which is much easier to fit in-between defending Eternia Crystals.
Below is a list of the items you can find in the shop, and what each of them do.
Potions are the simplest and least expensive consumables. They last for a set period of time and can replenish your health & mana as well as increase your attack damage, decrease incoming damage, or reduce cooldown times.
Oils are powerful consumables that can be applied to a weapon and last until death. They let you deal more damage to towers, inflict damage over time, slow enemies, leech health, and more. But watch out, once you die the funs over. Only one oil can be used at a time.
Elixers are the most expensive and most powerful consumable. Each one has multiple effects and can turn the entire tournament to your teams advantage. Like oils, elixers can only be used one at a time and last until death.
Tomes allow you to perform feats that can save you from the jaws of defeat, but last a very short amount of time. These can be used to dodge abilities, run away, or even teleport to an allied tower.
Wards are for the tacticians among you (hey defenders!). They push back the fog of war allowing you to expose enemy movement and plan your attack.
Our alchemists are always working on new concoctions, so it's possible that more of these splendid creations may be available in the future. We will just have to wait and see!
How do you feel about the consumable system? Let us know in the Comments section!
Were kicking off our weekly Hero Showcase series with the Apprentice. Watch the video to see how his new abilities fare in the tournament. But what about co-op? Well, youll have to wait for a future trip to the Archives to learn more about the towers hes learned to conjure since he defeated the Old Ones. Spoiler: Some of the abilities in this video might appear in the co-op mode, too. Hint, hint.
Speaking of our co-op mode, were looking for feedback. Want to make the tower defense mode brilliant? Please take our first co-op survey! We are going to release weekly surveys to get feedback while were working on the co-op mode. Be sure to leave your email address at the end of the survey for your chance to win a DD2 beta code!
Oh, and if you want to see anything again just click on one of the icons in the video to relive a previous section.
What do you think of the competitive mode in action? Keep in mind everythings beta, so all feedback is good feedback. The most constructive comments will receive a DD2 beta code! Forum winners will be chosen on Monday, May 13, and survey winners will be chosen on May 15.
After defeating the Old Ones, the Huntress was left directionless. With the guidance of an old friend, she now has a new purpose in life. Read about her journey and newfound abilities on her Hero page.
You can also grab her wallpaper from the Media page.
As our community grows, we will reveal more details about DD2. To get information faster, follow us on Facebook and Twitter. The next hero reveal is at 47,000 Facebook likes!
How do you feel about our grown-up Huntress? Let us know in the comments section. Our favorite comments will win a DD2 beta code! Winners will be chosen on Wednesday night.
Thanks to you, the DD2 information flood has begun. We reached 9,000 followers on Twitter, and if youve been paying attention, you know what that means -- were revealing our first hero, the Apprentice! You can check out his hero page here. These pages double as the tutorials for each hero in the beta, so youre really getting a sneak peak at beta information. Were revealing the next hero at 40,000 Facebook likes. Who would you like to see next, a new hero or an old one?
In the competitive section of the hero page, you can see the Apprentices abilities and Hero Spell. Hero Spells are additional abilities that have long cooldown times, comparable to Ultimate abilities. In the beta, Hero Spells are unlocked when you reach Hero Level 10. Every hero has one spell to unlock. Once unlocked, they can be used with any hero.
You might notice on the hero page that the co-op button is greyed out and the showcase has a large coming soon image. All in due time. When that button lights up, youll learn about the Apprentices stats, towers and abilities for the cooperative mode. Well be releasing the video when its ready.
Why are we revealing heroes this way? Are we just farming for Facebook likes and Twitter followers? The answer is yes, very much so! Unfortunately, youre the ones getting the loot. Were told we can trade these stats for food and shelter.
But seriously, instead of releasing information on an ambiguous marketing timeline, we think it makes more sense for you to know when information is coming and for the information to release as our community grows. More people will be talking about the game, and hopefully, more people will be playing the game on day one. If youre in the beta and are having trouble finding a game, this strategy will help once we open the beta code floodgates.
Want to see another hero? Follow us on Twitter, like us on Facebook and tell your friends!
The sights. The sounds. And yes, even the scents. It's been more than a week since we left PAX East, but her presence still lingers in our hearts.
If you werent in Boston for the expo, weve got you covered. Above, you can watch a teaser trailer for our epic Trendy at PAX video cavalcade thats going to wash over you soon. We've also posted a Facebook album of our journey. Thanks to Jesse Scanlon for tagging along with the Trendy Team to capture the heart of the moment.
If you were in Boston, you may have noticed a significant change to our game. Our isometic MOBA evolved into a 3rd-person MOBA! Based on the feedback from our community beta team, we crafted a prototype of the new camera change. We sent the changes to our beta team, and the response was overwhelmingly positive.
Judging from the feedback at PAX, wed say it was the right change. Heres what the press thought:
Best of all, TotalBiscuit rubbed his British hands all over our PAX build when he stopped by the booth. Catch his 23-minute (!) hands-on preview of the game here. Thanks again for stopping by the booth. There are rumors floating around that he might not cover expos anymore. For shame, we say! Get on Twitter and tell him that you want him to grace future expos with his presence.
On Saturday night, we hosted our annual PAX East Dungeon Defenders Community Meetup. It was great to mix it up with some of our loyal fans. As always, our CEO gave a rousing speech that brought everyone to tears. Think Mel Gibson from Braveheart but without a skirt on.
While we didnt have skirts for sale at our booth, we did have beautiful hero T-shirts, iPhone cases and mousepads! Each hero T-shirt we sold at PAX came with an in-game pet. We have a ton of leftover merchandise that will be going on sale online soon.
But like all good things, PAX came to an end. Thanks to everyone at who played the game, who participated in the raffle and who made this our favorite PAX event yet.
At Trendy, our goal is to push tower defense to its limits. From random loot to persistent hero progression, weve taken the reins of hybrid tower defense and rode that beautiful stallion into the nectarine sunset. But where do we go from here?
After a strenuous design meeting, the future of tower defense was clear.
As spotted by thebamboobear, we're hard at work on Dungeon Defenders Super Kart, the next DLC for Dungeon Defenders. DDSK blends the action-RPG/tower defense gameplay you love with the hilarious hijinks of kart racing.
Tower building dynamically changes the way you play. Use Spike Blockades to block off that annoying shortcut your brother uses. Place a Deadly Striker Tower at the end of a ramp to zap airborne foes. The possibilities are endless.
Like most of our DLC, this expansive step forward in tower defense is free for two weeks. Download it during the free window, and it will be yours forever.
Get ready for more heroes, more towers and more loot. The cooperative mode you know and love is in pre-alpha and shaping up to be something really special. We'll be providing the community with updates and welcoming feedback on a routine basis. Come back here Friday, March 22 for your exclusive first look at gameplay.
But wait, there's more? Well, first Dungeon Defenders II has a new competitive mode and... it's in closed beta as of today. Yes, it's a MOBA. Yes, you can play it at PAX East. And yes, you can sign up to join the waiting list for a beta key over in the little wood box in the top-right corner. For more on why we wanted to create a MOBA and how it's different, check out our FAQ page here.
Oh, and did we mention Dungeon Defenders II will be FREE! And yes, by that we mean free-to-play. No, it will not be pay to win. The exact details are in flux, but we'll have several opportunities for you to provide feedback both in and outside the beta. Our goal is to provide the same amount of content at around the same price as the original game.
There's some other things like playverse, cross-platform play and all that jazz. We'll be giving more information on those soon. Dungeon Defenders II is currently being developed for PC, Mac, iOS, Android and Web. You can find more info in our FAQ page.
Sound off in the comments! We can't wait to hear what you think and are excited to work with you to build Dungeon Defenders II.