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Ice

Greetings Defenders,

Welcome to the new forums! There's quite a bit of changes that had to happen in order to facilitate this move so please read everything to hopefully answer any questions you may have.

  • Logging In
    • Email/Password Login: Your password did not carry over from the old forums and must be reset by going here: https://forums.dungeondefenders.com/lostpassword/ . Make sure to check your email junk/spam folders in case the reset email goes there.
    • Steam Login: You must login with email first and re-link your Steam account to your forum account.
  • Post Counts
    • Since the new forum had to re-index everything during the migration, post count numbers will be to what posts you do have and not include any deleted posts, non-copied over old forum posts, or forum restore numbers.
  • Messages
    • Messages between members on the old forums were not moved to the new one. Sorry 😞
  • Threads with pages that show "There are no posts to show"
    • Older threads that had deleted/bad spam bot posts in them were cleaned up which may cause the error message above. Once new posts are added or you go to an earlier page instead of last post should work fine. New forum posts started on the new forums will not have this issue.
  • Reporting forum issues
  • Titles/Ranks
    • We're working on bringing back some custom groups and post count promotion fully. Right now after you make a post you should see yourself get the correct rank updated on your account.

Thank you!

LAWLTA

DEFENDERS!

October flew by, and November is here, which means we’ve got a slew of new things to show off and talk about! The Dungeon Defenders: Awakened PC beta is coming this month, with news on when it’s being released very soon. We’re currently working with our excellent PR partners on getting Dungeon Defenders: Awakened in front of as many Defenders as possible, so bare with us as we prepare to make this beta an explosive success!

While we’ve been working incredibly hard, today we want to show off the Huntress’s traps, some of the new gorgeous UIs, never before seen maps, and an update as to how as a studio we’ve been working on the game. Without further ado, let’s get into it!

Huntress Traps

We wanted to make sure that the Huntress’s traps conveyed that they were put together by an elf, using materials that are available to a being from the woodlands. There’s a lot of VFX and power that we’re going to be adding to these traps, but for now we’re going to show you what you’ll see as your creating a literal minefield for the hordes that are coming!

Poison Gas Trap

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Proximity Mine Trap

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Inferno Trap

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Darkness Trap

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Etherial Spike Trap

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User Interface Facelift

One thing that we promised with Dungeon Defenders: Awakened was providing a cleaner User Interface, something that is definitely wanting when playing the original Dungeon Defenders. Our approach is to make things read well so that you’re able to discern the information you want, get your gear and character setup the way you want fast and efficiently, so you’re back in the fray and doing what you do best — defending Etheria!

The inventory in Dungeon Defenders has always been a big part of the gameplay, and we’ve made it look aesthetically pleasing, while also providing a ton of functionality. We’ll start off with showing the item box:

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One thing you’ll notice is that there are Nintendo Switch inputs at the bottom. One of the biggest goals we had with the UIs for Dungeon Defenders: Awakened, was to make sure that it played well with a gamepad first. If it plays well with gamepad, then we can easily make it play well with mouse and keyboard.

You’ll also notice that there is a filter tab in the top right. This filter is going to allow players to filter gear with multiple options! Filtering is something that players have wanted for a while, and we’re bringing it in Dungeon Defenders: Awakened. Here’s a tentative list of what you can expect to be able to filter by:
 

  • Quality (Common, uncommon, rare, epic, etc.)

  • Equipment (Weapons, Helmets, Chests, Gloves, Boots, Pets, Brooches, Masks, Bracers, and Shields)

  • Armor Type (Leather, Mail, Chain, etc.)

  • and More!

Another important aspect of the game is being able to inspect a piece of equipment that you’ve received, compare it with a piece that you’ve got equipped, and decide if it’s an upgrade or not. Those were our goals with gear tooltips and comparison:

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When making these tooltips, we made sure that we included the “worst case” scenario for when you receive an item. By that, we focused on what the absolute biggest an item tooltip would be, and this is the result. There’s a ton of information that we need to convey, and so we made sure to push things to their absolute limits in order to provide a clean and easy to read UI. It’s worth mentioning that the white circles and squares are where our icons are going to be going to represent each stat (they’re currently made, just need some slight adjustments).

We also are adjusting the names of stats so that they are able to be understood. These images are work-in-progress still, but these names are something we’ll be looking for feedback throughout our beta process. 

All of it together, here’s what you can expect to see when playing solo:

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There’s still some iteration we’re going to be making (and currently are), but we’re very proud of where the UI currently is and can’t wait for you to be able to use it to its full potential!

There are a couple things that aren’t being shown here, but we want to give context to:

  • Abilities:  This will be where a hero’s abilities and towers are explained.

  • Runes:  This is the level up stat allocation area. Your stat updates are reflected in the character stats pane.

  • Character stats: This is currently getting polished , but will appear where the current item tooltip is in the above screenshot.

A lot of these pieces are coming together for beta. They have functionally been in our test builds as engineer art.

New Map? New Map!

Half of the maps in Dungeon Defenders: Awakened campaign have never been played before, and they help bring an all new epic feel! Two of our new maps are desert based maps, the ruins of a civilization that has long been gone. One of those maps, is tentatively called “Tornado Valley”, opening up to a giant ruined city:

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The next map is a follow up to Tornado Valley, that we’re tentatively calling “Tornado Lowlands”. That’s most definitely a developer name, as there’s nothing low about this map. Be careful not to fall:
 

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Studio Work

As a studio, we are churning through a ton of work. Recently our communication has not been as frequent as we’ve wanted and we’re progressing towards making it better. We’re currently expanding our workforce to help with this, but also are going to be working with our partners, including a PR firm, that will be getting updates and information out across our social channels, and into the hands of various game news outlet to really help Dungeon Defenders: Awakened blow up!

There are multiple goals that we have with Beta. First is to deliver on a promise to our backers, we want to be good on our word and you deserve to see what your support has created. Second, you’ll be providing really value feedback, both in terms of gameplay, but also from the metrics that we’ll be reading on the back end. Last, it’s a great milestone for us to achieve that really helps bring the game together and empower us as a studio to keep working hard.

After the beta, we are going to continue work on the game, up to the release in February. This means polishing systems, balancing gameplay, fixing bugs, and a lot more. The amount and quality of work that we’ve done in such a short time (a little over 8 months) is something that we’re incredibly proud of, and we use that pride to push us in these remaining months. What you’ll see in the beta does not mean it is final, and there’s going to be a ton of time put into making DD:A 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 is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games

 

LAWLTA

The Heroes of Etheria have arrived at Drakenfrost Keep and explored its grounds. Throughout their exploration they unlocked a hidden chamber shrouded in runes around a mage who made the ultimate sacrifice to keep an ancient evil at bay. The seal has been broken, and the Drakenlord lives again! Held at bay for many years, kept alive only by fables, this menacing evil seeks to take back his keep, raise a dragon army, and set out to conquer the lands of Etheria. It is up to you, Defender, to send this juggernaut back to the underworld.

Greeting Defenders,

We unleashed a beast in Patch 4.3, which is now out on ALL platforms! The Drakenlord has come to terrorize the citizens of Etheria, we took a pass at some additional Mod Reroll quality of life, bug fixes, and more. Let’s get into it!

The Drakenlord

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Soaring through the skies of Etheria, the Drakenlord is trying to take back his domain, Drakenfrost Keep. He’s a new boss type that will require you to create unique strategies to take him down, unlike any other boss you’ve fought so far! With his arrival, he may appear in other maps as well. He is now ready to fight you in Expeditions!

Drakenfrost Keep is also now a map that appears in Onslaught. Starting at Floor 39, Drakenfrost Keep appears every 10 floors as a capstone floor (similar to The Lost Temple). This means at Floors 34, 44, 54, 64, etc., you have to defend the Lost Temple, and on Floors 39, 49, 59, 69, etc., you conquer Drakenfrost Keep.

The Drakenlord provides new rewards every week! There are a slew of new weapons AND Mods for you to obtain by slaying him and protecting Etheria.

A costume for the Squire is now available on the Emporium, where you can BECOME the Drakenlord. We’re excited to see how you handle what he has in store for you, and the great rewards that await you.

Mod Reroll

We’ve been all about adding Mod quality of life changes, and here’s another one. Previously we doubled 10/10 drop chances, then last week we ensured that you run into a 10/10 after actively playing for ~10 hours, AND we added a new Mod Reroll material (that can be stored in the Material Vault).

A lot of people have enjoyed these adds, but we thought we’d take it a step further. Mod Rerolls allow you to target specific Mods into becoming 10/10. Some players target farm lower tiers to try and get better luck on a 10/10 dropping for a specific lower Mod (*cough* Tenacity *cough*). We want you all playing content you find engaging, so now Mod Rerolls after a while will guarantee a 10/10 roll. The amount of time is greatly impacted by the ability to buy this material from other players. This change means you can keep climbing or playing content you want, and are guaranteed to eventually get a 10/10 of the Mod you want.

Diminishing Returns

There were a few issues with Diminishing Returns upon release. Most of these problems were related to towers/abilities that could apply a stun more than once a second (i.e. Weapon Manufacturer and Protons). These towers were causing a large spike in diminishing returns that was not intended. On top of that, because of the fast attack rate the drop off of diminishing returns was halted.

Three major issues caused this, Stuns reapplying themselves and adjusting their initial duration each time. This caused initial stuns to a lot last less than intended, which was fixed in today’s update. Second, all Crowd Controls (CC) were adding to the same tenacity pool instead of separated by type (for instance, stuns and slows). This was causing a much higher overall tenacity than expected, which was also fixed in today’s update. The final issue, which we are still working on, is related to how the tenacity fall off is calculated. This is causing some enemies that start at a higher base tenacity when playing with four players to have enemies be nearly immune to CC after their first stun. This is not intended and we are actively looking into a fix to allow players to use theirs stuns as intended.

Communities

This is a feature that we are testing on PC/Steam. There’s a lot of information that we’re going to be gathering with this specific feature, so we want to communicate that there may be times where it’s not working correctly, and it may require game restarts to get it functioning correctly, but will not affect your gameplay specifically.

Communities provide a way for you to gather with up to 30 like-minded Defenders and talk across games and lobbies, invite to party, and more! You can be in up to 5 communities at any time, and are able to create communities whenever you want. Here are some of the functionalities that Communities offer:

  • Give them a unique name (don’t worry, the name filter is working)

  • Give them a three or four letter acronym of your choice.

  • By using “/c1”, “/c2”, “/c3”, “/c4”, and “/c5” you can quickly chat in each of your communities. (You can also use /<insert acronym here> to chat with them as well).

  • Invite players to join your parties in the Town or Private Tavern.

  • Use different ranks (Owner, Officer, and then regular members).

  • Invite and recommend users to join a Community.

There’s a lot more functionality and we’re looking at ways to add more and improve the current setups. We’re looking forward to your constructive feedback and will be doing everything we can to make these Communities great.

Hero Changes

Abyss Lord

  • Towers

    • Skeletal Orc

      • The DU cost is now 30, was previously 35.

Dryad

  • Towers

    • World Tree

      • The DU cost is now 20, was previously 25.

Lavamancer

  • Towers

    • Fissure of Embermount

      • The overlap is now 35% of the max range, was previously 50% (for reference, flame aura overlap is 50%).

Squire

  • Towers

    • Training Dummy

      • The DU cost is now 20, was previously 25.

Bug Fixes

  • Fixed an issue where a small group of player’s pets had invalid stats tied to them.

  • Fixed an issue where Boom chips were functioning incorrectly.

  • Fixed an issue for PS4 users getting kicked to the main menu, and having to restart the game to continue.

  • Fixed an issue with inspecting items on the ground while playing splitscreen for PS4 and Xbox.

  • Fixed an issue when inspecting defenses, it showed the stats of other defenses.

  • Adjusted billboard focus size to make them easier to read.

  • Destructive Pylon and Destruction interaction match the Destructive Pylon tooltip and no longer stack.

  • Fixed an issue when going through incursions and getting put against Malthius.

  • Updated drenching strikes to be affected by electrocute for the correct duration

  • Fixed an issue with pathing in lanes that had translucent objects.

  • Fixed an issue where water chip was sometimes not drenching enemies.

  • Adjusted Vampiric Empowerment to show the correct stat boost on the individual tower inspect screen in the inventory.

  • Fixed an issue where restarting Drakenfrost Keep produced one less core alive.

  • The Haunting Shard now shoots ghosts on secondary attacks.

  • Fixed an issue with Ogres teleporting on the far east lane of The Lost Temple.

  • Fixed an issue with non-leader members of a party get a bad error message when matchmaking.

  • Changed the schedules on Drakenfrost Keep on Chaos VI and VII in Expeditions.

  • Boom mods should now work on everything they’re equipped to.

  • Fixed a framerate drop on Xbox when interacting with enemy schedule billboard.

  • Fixed an issue on PS4 where the menu level music played during the video intro.

  • Fixed an issue on comparing/inspecting items in the inventory if they are not equippable for the current selected hero.

  • Removed an Auto Sort checkbox on the Tinkering UI.

  • Tweaked the VFX for the Accumulator Servo to show the AoE effect.

  • Fixed an issue on Sacrificial Warden adventure when using a controller/gamepad.

  • Fixed an issue for a very small subset of users that caused an issue when coming back from a long break that had them temporarily stuck on Greystone Plaza.

  • Adjusted how Diminishing Return buffs were calculated with different types of debuffs.

  • Adjusted the difficulty of Forest Crossroads, Liferoot Forest, and Betsy during the campaign to be easier.

  • Added elemental effects to weapons dropped during the New User Experience.

  • Adjusted the pickup radius for Primary Reroll and Mod Reroll materials.

  • Fixed an issue on gamepads/controllers with focus while rerolling Mods/Primary stats.

Known Issues

  • Some sources of fire damage from Shards/Mods are not lighting torches correctly on Drakenfrost Keep.

  • If you are not able to use Communities, restart the game to get back into them.

  • Consecutive Win Bonus and Replay From Wave can fail, currently getting a fix ready.

  • Replaying from Wave on Drakenfrost Keep and winning can result in not receiving the special Frost weapons.

Social Defenders

To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:

The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!

For Etheria!

The Dungeon Defenders II Team

HiggsBosonic

DEFENDERS!

Today we released the PRIME INCURSIONS update on all platforms! We wanted to provide a challenge to our tested Defenders that was separate from Onslaught, and Prime Incursions are just that. There’s a lot to unpack here, so let’s get into it!

PRIME INCURSIONS

incursions-1.png

What are they?

They are the highest and newest tier of incursions, selectable from the Incursions tab on the War Table. There are six different groups of incursions to play through that are releasing over time. You are able to play them as they are unleashed, the only thing that can hold you back is your own skill!

What are the rewards?

Prime Incursions have three different rewards associated with them.

Chaos VIII Ampoules
Each Prime Incursion has the chance to drop a Chaos VIII Ampoule. As you continuously progress, the Incursions get more and more difficult. As such, we wanted to increase the drop rate of Chaos VIII Ampoules to match that increase in difficulty. These Incursions can get pretty tough, which led us to making the hardest of these challenges have the highest drop chance for Chaos VIII Ampoules.

Chaos VIII Weapons
We’ve added a whole new slew of weapons with new weapon models that are only available through Prime Incursions. There’s over 25 new weapons to collect, sure to scratch that collector’s itch!

incursions-2.png

That’s not all there is to these weapons. Each weapon is upgraded to Chaos VIII, at the full 5/5 upgrade quality! That means they are perfectly upgraded, letting you focus on using Chaos VIII Amps to upgrade your relics and armor instead. Alongside these upgrades, we’ve curated these weapons to be what you really want. They have some of the most alluring shot and swing types many of you enjoy. ALONGSIDE THAT, included are curated mods specific to these weapons that really ensure these drops feel good and pack a punch!

Hyper Shards
Hyper Shards are something every player wants to boost up their arsenal. Previously, they were only acquired through Mastery completion, requiring a specific amount of Mastery Stars. Now, in Prime Incursions, you earn a Hyper Shard for every group you complete. There are six groups total, so if you complete all six of the groupings, you earn the seventh Hyper Shard as a capstone reward! This means you can now have up to TWO of each Hyper Shard in your ranks, pushing back the Old Ones forces more hyper-er than before.
When Do They Release?

incursions-3.png

Today we released the first two groups of Prime Incursions, Prime I and Prime II. Each of these groups contains 3 incursions, for a total of 6 to conquer. Every week, on Wednesday @ 9AM ET, we are releasing a new incursion. This is going until early November, giving you content to come back each week to enjoy. Here’s the schedule

Prime I & II:  TODAY!
Prime III Malthius:  September 4th
Prime III Power Surge:  September 11th
Prime IV Dark Awakening:  September 18th
Prime IV Return to Maldonis:  September 25th
Prime IV Bastille Master:  October 2nd
Prime V Altar of the Athame:  October 9th
Prime V Revenge of the Yetis:  October 16th
Prime V Spectral Assault:  October 23rd
Prime VI Dawn of the Blood Moon:  October 30th
Prime VI BETSY:  November 5th


New Costume
The Ascended Initiate is now available for purchase in-game at 800 Gems!

incursions-4.png

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 team had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!


For Etheria!

Chromatic Games

Elandrian
From: Colin “Elandrian” Fisher, Creative Director
What’s up, Defenders!  Welcome to our first post as Chromatic Games!  If you’re new to the community, an extra helping of “welcome” is in store for you.  If you’re a veteran Defender, then welcome back. Let’s get right to it!
It’s been a wild ride these past couple months, but the cat’s out of the bag now!  There’s been a lot of news about our rebranding, new Kickstarter campaign, and what all of it means for you as a player.  I want to just take a brief moment to provide a little extra context about what’s going on. We’re #indieAF now, so it’s time to get the info straight from the horse’s mouth!  (Or maybe it’s beans time? Company beans? Who knows. Let’s do this.)
So What Happened To Trendy Entertainment?
For the more official take, you can check out the press release here.
For the realest take, keep reading!
In December of this past year, Augi Lye, one of the original founders of Trendy, came back as CEO to help return Trendy to its indie roots.  
The development team and I worked with him to figure out how we can have a good plan to move forward and start creating Dungeon Defenders games in the way they were meant to be made: for our players.  One of the things we wanted to make clear was that Trendy was no longer really Trendy.  There’s brand-new leadership, a new creative direction, and new energy at the studio that was just waiting to be released.  So we decided that we’re not really Trendy anymore.
Chromatic Games is our final form.  We’re over power level 9000 now, and we’re ready to rock.
We’re not answering to external people anymore.  We’re in control of our own destiny. We were able to keep the majority of the development team around, but we had some people move on to newer pastures. We’re so grateful for their years of service.  We love and respect all of our previous Trendy family, but now the Chromatic team is focused on the future — and that future is to keep improving DD2 and crafting Dungeon Defenders: Awakened.
What Does This Mean For Dungeon Defenders II?
Dungeon Defenders II will keep going!  Development is going to slow down, but we still plan on maintaining limited updates and content.  What do I mean by limited updates? We’re going to be focused on smaller quality of life updates, bug fixes, improvements and some occasional new cosmetics.  When I say smaller QoL, I mean in the development time aspect — we still plan on our quality of life features to be super impactful for players.  
We’re going to be releasing an update soon on all platforms that will have a vendor where you can get the Shards you’ve been looking for or looking to gild — a highly requested player feature!
There’s some extra morsels of dopeness in that update as well.  Most of the changes are gameplay related. We’re trying to make the fixes and improvements that everyone has been asking for.
Supporting Dungeon Defenders II will still continue to support the team at Chromatic and support our ability to continue to patch and grow DD2.  Our team is dedicated to figuring out how we can keep evolving the game in the right direction.
We’re going to keep making Dungeon Defenders II better and better, just as we’ve been committed to doing in the past.
So Why Dungeon Defenders: Awakened?
I’m just going to begin by addressing the elephant in the room:
“Elan, Dungeon Defenders: Eternity already happened.  Isn’t this just the same thing?!?”
The short answer is no. The long answer is HELL no.  DD:E was a different product entirely. We have no plans to repeat history when it comes to that.
We came up with Dungeon Defenders: Awakened as our first smaller-scope project as a new team. If we want to remain employee-owned/controlled (which is the dream!), we needed to prove that we’re the capable stewards and re-earn that trust before diving right into Dungeon Defenders III (which we have SO many slick plans for).
Dungeon Defenders: Awakened started as a plan to do a modern remake of the original Dungeon Defenders for the Nintendo Switch, but then it evolved from there.  We didn’t want the game to feel like some sort of weird attempt at Dungeon Defenders: Eternity again. We wanted to make a new game, a new experience, a new story.
As we began looking into what we could build with Unreal Engine 4, we found that we’ll need to rebuild a lot of the systems and code that supported the Dungeon Defenders games.  Fortunately, our engineers are rockstars. We’re taking a lot of the hard lessons we learned about building games over the years from DD1 and DD2 and now have the freedom to make these systems in newer, more optimized and scalable ways for DD:A.
We don’t just want the game to look better in UE4 — we want it to run and feel better.
We want controlling your character to feel “crispy.”  For some context on what that means, you should check out Ben Brode’s PAX Keynote from last year.  We love to draw inspiration from other games and developers, and that is one of my personal favorite talks that describes some of these key aspects of making games have that polished and responsive feel.
Then when it comes to content, we’re exploring ways of using and importing some of our existing content in new ways that we can use as a springboard to accelerate development.  
This is one of the things we show off in the Kickstarter.  Deeper Well is definitely still the same map effectively, but it has a completely new look and will play a little differently.  It will still be a familiar and recognizable location, but there are new things going on in these familiar spots and new gameplay that comes with it.
This is what will allow us to make our aggressive October timeline.  By using the content and assets that we’ve been developing over the years, the content team can go CRAZY and make the game look and run amazingly well while our design team focuses on bringing the gameplay into 2019.
Our goal is to bring Dungeon Defenders: Awakened to as many platforms and players as possible.  We want to make a game that everyone can enjoy, and enjoy together. It just takes additional support to get there, and that’s why we have our Kickstarter campaign.
Why Go To Kickstarter?
We JUST became fully independent again.  We want to build the game in a way that we can fully be in control of.  Obviously going to a publisher is an option that we can explore to get additional funding, but there’s always a bit of “loss” associated with that.  We’re really trying to move forward and make new games. We don’t want to have a publisher — we want to make Dungeon Defenders games that are fun, weird, engaging, meme-tacular, challenging, charming and magical.
By going to Kickstarter, we can maintain FULL control over development and the future of the Dungeon Defenders franchise.  Your support here is VITAL.
The “dream” is to add as much content to this game as possible and to make a game that you can enjoy as a solo player or as a co-op player, strategizing against new challenges, maps, defenses, and gameplay.  We love it when people make interesting builds that even baffle our internal designers. We love when people find cool ways to make defenses and heroes more powerful than we ever could have imagined. We want to give you more of that.
So we need your help.
In Conclusion
We’re here to make a game that communicates our passion for Dungeon Defenders. We want to fulfill the expectations of our followers both new and old.  At this moment, we’ve had about a month of focused pre-production development time so far, and look how much progress we’ve has been made already!
We can’t wait to give people more news and updates about Dungeon Defenders: Awakened as we make more progress. We’re focusing on having a player-first mentality be our driving force at Chromatic.  
We’re here for you, if you’ll be here for us.
Support our Kickstarter, spread the word, help us make the dopest Dungeon Defenders game of all time.
 
As always, feel free to hit me up on Twitter:  @LordElandrian
Welcome to our community.  Stay a while.
LAWLTA
DEFENDERS!
We’re almost at the end of September, which means there’s a little over a month away from the Dungeon Defenders: Awakened PC Beta! The team has been putting in tons of time to really make sure the beta is a great experience, while also polishing up a lot of areas that won’t be seen until release. Starting next month, we’ll begin ramping up displaying a lot of the hard work that’s been going on in the world of Etheria.
As we’re working on that, we didn’t want to leave you without anything for September, so while this will be one of our shorter updates, we do have some awesome things to show off. We have a big post processing and shader effect that is still being tweaked, and the following pieces are still works in progress, but without further ado, let’s get into it!
Squire Towers
We previously showed the concept for these bad boys, now it’s time to see them in-game!
Spike Blockade



Bouncer Blockade


 
Harpoon Tower



Bowling Ball Tower



 
Slice n' Dice Blockade


 
These towers not only look fantastic but are incredibly fun to defend with. There’s another set of towers that we’re putting the finishing touches on in regards to animation, so we’ll show off the concepts for now. Get ready, the Apprentice Towers are coming at ya!
Apprentice Towers
Arcane Barrier

 
Magic Missile Tower

Flameburst Tower

Lightning Tower

Deadly Striker Tower

 
Our goal was to make sure that the towers are very discernable from one another, something that was harder to do previously. We cannot wait for you to see their 3D beauty, we’re just giving it some finishing touches before doing so.
These are things you’ve seen before. How about we look at something that’s NEVER been seen before? Maybe a map?  Maybe a new map in Act 1? Actually yeah, that sounds pretty good. Let’s do that!
 
NEW MAP: Lava Mines
This map is one of the new campaign maps coming in Dungeon Defenders: Awakened! It’s a ton of fun to play, it’s absolutely gorgeous, and most of all — LAVA!





 
What’s Next?
We’re still working our hardest to ensure the Beta coming in November is going to be the best first step at letting you, our valiant Defenders, take on Dungeon Defenders: Awakened. There’s a ton of info we’re excited to gain, where we can make the game better, and most of all — LET YOU PLAY! There’s a ton still left to do, but it’ll all be worth it.
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 is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games
 
LAWLTA
A red spaceship has arrived in Etheria!  Dragonfall guards have questioned a small robot that says his name is “Protobot.” After a brief examination, Protobot hands a mysterious letter to the guards. Let’s open it and see what it says:

Greetings Defenders!
I thought everyone could benefit from one of my more recent discoveries that I’ve made in my research, my new Shrink-o-matizing technology!  It really was just a simple matter of combining a crystal core with the matter quantizing array. This allows all sorts of items and materials to be stored at a much smaller size than before! This is only one of the many new item transmorphications that I plan on making.
I do hope that Protobot is in good health and did not damage anything upon his arrival. He’s had some slight malfunctions in his navigational subroutines recently, but his Shrink-o-matizer is in perfect condition! You can trust your items to be protected and stored properly upon the Vault Ship.
I can’t wait to arrive in Dragonfall to share all of my latest research with all of you. I simply was held up making some last minute adjustments to my latest creation, the Robo-witch Prime!  Or was it Mecha-witch? Gunda-witch? Don’t worry, I’ll figure out what I’m calling it and head right over! I can’t wait to share all my latest findings with everyone! The Old Ones won’t know what hit them!
Sincerely,
Professor Sebastian Proteus

Patch 2.4 crash landed into the Dragonfall Marketplace today and is now live! This patch brings a highly requested feature in the form of a shiny spaceship — The Sky City Bank! With the bank’s arrival come some tremendous improvements to load times, optimizations, and bug fixes. Let’s get into it!
Sky City Bank


The Sky City Bank is now available! This futuristic bank is located directly behind the Emporium in Town, or next to the training dummies in your Private Tavern. The bank is used to store items that you want to hold onto, but don’t necessarily need on your journeys throughout Etheria.
For starters, every player gets at least one Bank Vault for free right when they login. This means if you only have the default inventory space, you now have that same default inventory space AND a Bank Vault upon logging in!
For people that purchased the old Inventory Packs or the Bag Booster Pack are going to notice a shift in their inventory. Bags obtained through those packs that go over eight Inventory Bags become Bank Vaults with this patch. Previously it confused players when they saw other players with ten or eleven bags, when they could only have eight. Because of this, we are standardizing inventory bags.
The change looks like this:

Pre-Patch 2.4
8-11 Possible Maximum Inventory Bags
0 Bank Vaults

Post-Patch 2.4
8 Possible Maximum Inventory Bags
12 Bank Vaults
FREE Sky City Bundle


To celebrate the Sky City Bank’s arrival, we are offering a FREE bundle that you can redeem from the in-game shop for 0 Gems. This bundle awards:
One additional Bank Vault!
Shutter Shades Flair!
By redeeming the free bundle, you are able to start off Patch 2.4 with at least two free Bank Vaults! This bundle is available for two weeks, so grab it while it’s here!
Stack Splitting
This patch brings the ability to split stackable items into different stacks and amounts. For instance, if there’s a stack of 99 pet food in your inventory, you can now break it down into two or more stacks of whatever size you choose. Want to keep some items on you, but store the rest of the stack in the bank? Now you can do that! Stacks on stacks on stacks.

Transfer All
Now that the Sky City Bank is open for business, moving items quickly to the bank is a must. You can now move an entire bag full of items with one button press. The “Transfer All” button moves all non-locked items in the bag you currently have selected into the Bank Vault that you have selected. You can move Locked Items as well, they are just done individually. “Transfer All” also automatically stacks any stackable items so you don’t have to!
Load Time Improvements
Patch 2.4 contains an emphasis on inventories. Our Lead Programmer looked into ways our inventories could be better to really add some “oomph” to this patch. After investigating how profiles saved, loaded, and handled inventories, we made a lot of improvements when loading into any part of the game! Some players are going to notice drastic load time decreases, while others may notice slightly quicker loads.
General Changes
Pets
When at the Hatchery, eggs can be hatched directly. No more drag and dropping or incubating!


Visuals
Tower Inspect UI updated for PlayStation 4 and Xbox One (PC already has this).
Zapper Kobold Flier now has a red outline.
Made Lavamancer Weapon drops larger, something hot now looks cooler.
Mana Node received some visual improvements.
Slight tweaks to some of the Barbarian’s Accessories.
Minor adjustments to the Barbarian’s whirlwind.
Blacksmith’s shop no longer has a confirmation pop-up for purchases.
War Table Cybork info now includes that they disable nodes.
Bug reporting page received updated buttons.

Audio
New audio cue for Wave Complete!
Betsy fight sequence in Dragonfall Bazaar received updated sound cues.
Added and improved on Berserker Orcs during the Glitterhelm matinee.
Hero Changes
Dryad
Corrupt Form
When building a tower in Corrupt Form, towers now gain the Corrupt benefits when placed.
Slime Pit Tower
No longer slow enemies that are immune to slow. Berserker orcs aren’t afraid of slimes!
Huntress

Shards
Explosive Poison
The shard is now working correctly, spreading poison if a poisoned enemy dies.
Shards
Inspiration
Can no longer be equipped to the Abyss Lord or EV2
Bug Fixes
Fixed an issue where EV2’s Proton Charge could produce higher than intended damage while gaining zero heat.
Fixed an issue with the Barbarian’s Leap preventing resource decay.
Fixed an issue where the Flamethrower Tower’s VFX did not get larger when defense range was increased.
Fixed an issue where Auto-Equip Relics did not work on the first press.
Fixed an issue where Chaos 3 Shard Packs were not on the Emporium.
Fixed an issue when comparing equipment on the Squire.
Fixed an issue where the Barbarian could get out of bounds in The Throne Room.
Fixed an issue where the Sub-Cores are on the incorrect sides in The Throne Room.
Adjusted the Dryad Starfall resource cost so it no longer overlaps.
Fixed an issue that allowed parties to play the tutorial maps (we are looking into letting parties into these maps down the road).
Fixed an issue that caused an infinite loading screen. Please let us know if you experience them after this update.
Removed the ability to auto-equip when in the Portal.
Fixed a bug where multiple towers could be placed simultaneously. May look into adding a stable version of this down the road.
Fixed an issue where several weapons were not consistently dropping in the world without their vfx visible.
Fixed an issue where the Lavamancer VFX would appear on some maps when using the Barbarian Leap.
Fixed an issue where the champion crowns were not properly rotated on hero cards.
Updated an issue where golden eggs would show up as a regular egg in several places.
Fixed an issue where purchasing the last item in the list from the Blacksmith or Relic Hunter shop using a controller causes the list to lose focus.
Fixed an issue where several items in the blacksmith shop were displaying improperly.
Fixed an issue where item comparison was not working for equipped items.
Removed references to the shards being equipped on the sell all message.
Equippable is now spelled correctly in the shard folder when you have no shards available for the gear slot. Stay in school kids.
Removed a reference to the old pet bag when trying to hatch an egg with a full inventory.
Fixed a visual issue where a large number of shards displayed the current upgrade level is in the wrong location on the tooltip.
Quest Complete pop-up will now say Daily Mission completed when completing a Daily Mission.
Attempting to equip a shard to an invalid tower slot throws either unknown error, or no error. Now has a valid error string.
Fixed an issue on XB1 where sub-core icons were not being removed after losing a sub-core.
The Sky City Bank is the first arrival for something much larger coming to Etheria. Over the next couple months we are going to be actively discussing the new features coming with our next expansive update. For more information sources as we post updates, be sure to follow us on Facebook and Twitter (doing so also gets you the Pirate Monk and Academy Apprentice skins for free):
Twitter
Facebook
Discord
We’re still tinkering away to get some gigantic changes to Dungeon Defenders II that we think you’re really going to enjoy. More information coming soon!
For Etheria!
The Dungeon Defenders II Team
LAWLTA
Greetings Defenders,
Protean Shift Patch 3.2 is now live on PC, PlayStation 4, and Xbox One! We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. We’re addressing requests that players have wanted both for a while now and recently with the Protean Shift expansion. Let’s get into it!
Multiplayer Bonuses
Defenders love playing together, there is strength in numbers after all. Previously, when playing in multiplayer settings, enemies became stronger, but did not offer any additional rewards for the harder challenge. This is a pain point that you as a community have voiced to us for a long time, and with gear in a much better spot, we now have a way to reward the increased difficulty!
Previously, when playing in multiplayer sessions, enemies gained additional health without offering any increased rewards. Now when teaming up with fellow Defenders, you now gain additional Gear from Victory Chests. You may be asking, “how much?”, and the answer is A LOT. Here’s the breakdown you can expect to see when playing with multiple Defenders:
One Defender:  Remains the same.
Two Defenders:  +125% additional Gear drops!
Three Defenders:  +275% additional Gear drops!
Four Defenders:  +425% additional Gear drops!
When playing solo, the Escape/Options menu shows:


When in a group of two:

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

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

In our last Check-In post, we outlined some short, medium, and long term goals. In our next update, here’s a sneak peek as to what you can expect to see:
Onslaught floors are always one map floors.
Extra rewards as you climb through Onslaught.
Improvements to Ancient Power
Increased party control and functionality
And…. A NEW BOSS, WEAPONS, MAPS, AND MUCH MUCH MORE!
As development continues, we’re going to be providing opportunities to test this content and earn “Tester Only” rewards, such as Betsy White, a true friend and confidant to any Defender.
Bug Fixes
Improved enemy spawn and pathing logic so enemies getting stuck in spawns will now have a better chance of finding their way out of the spawner.
Fixed additional cases where Berserker Orcs would get around blockades and walls.
Fixed an issue in Player Shops that caused a visual duplication while moving items.
Fixed an issue with Abyss Stone and Abyss Fountain giving an incorrect error message when there’s not enough mana available to use them.
Updated Shard Dust description to explain how it’s acquired.
Fixed a bug where the Jackpot shard increases gold reward upon wave completion.
Fixed an issue with comparison tooltips remaining when closing the Vault UI.
Fixed the text size of “LIST IT!” on 4k resolutions.
Fixed an issue with Gilded Colossal Fissure Shards receiving a negative increase.
Fixed an issue with Campaign Boot tinkering requiring an Iron Hammer.
Fixed an issue with Chaos V Boot upgrades requiring weapon crafting materials.
Fixed an issue with buy back items going to the wrong location in the inventory.
Fixed an issue where items claimed at the Scavenger while the inventory is full would look like it had been claimed but was still in the Scavenger.
Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:
Twitter
Facebook
Discord
Twitch
We have much more on the way and will be spilling some beans in the coming weeks!
For Etheria,
The Dungeon Defenders II Team
LAWLTA
DEFENDERS!
Today we announced yesterday that tomorrow we want to pivot our goals with any future games within our studio. There’s a lot to talk about, so for now we’ll just go over the big bullet points, because who even reads these things? The text is all bold because everything is important. Our artists are too busy, so we're going to draw these things for you in MS Paint to the best of our ability, which are the peak of art. Let’s smash that like and subscribe button:
After our Kickstarter succeeds, we will be launching a second Kickstarter for a new Dungeon Defenders dating simulator. It is currently known as Project: Smooches, it is 9 years into development, and all the characters are mo-capped (motion captured) by Steve Buscemi in a fat suit (a true professional).

New company mascots, the Chromie Bois. We got all three of the good ones:

Our current Kickstarter has received so much support so quickly in such a short amount of time. We want to reward our players with an accelerated experience. Instead of our next project being Dungeon Defenders III, we’re going to blow away YOUR expectations by making the next installment in the Dungeon Defenders series being Dungeon Defenders VII. Here is an illustration of our new and main hero of DD7, Nimbus Conflict:

You already love him!
We realize that being Chromatic Games, some people have a hard time reading our text and logo. We’ll be creating a more colorblind friendly sister studio, Monochromatic Games, with the logo being specifically black and white.
To provide the best Dungeon Defenders experience, we are now working on the Chromatic Launcher. This will have all your favorite Dungeon Defenders games in one place. No more pesky Steam, Epic, Uplay, Origin, MyGames, or any other launchers, you just have to use ours. Surely you don’t play other games, ours are the only ones to play.This is only available on your phone. Do you guys not have phones? We’ve got you covered.
cPhone One. How’s it said? Don’t worry about it. Buy the phone and use the launcher.
Everyone in the studio is going to legally change their last name based on the survey results taken at the beginning of this post.
Gator sword.
We’re looking to hire about 30 voice actors with no experience that can help us recreate every episode of Seinfeld in a special Dungeon Defenders VII map called “Jerry’s Apartment”. Here's the concept probably:

Oh cool, a gun with legs. Too bad we have a fire-breathing muscle gun. (final concept art):

Smell-o-vision update coming to all products once Oculus releases their new N-VR (nasal virtual reality).
The Apex Legends pinging system, that’s pretty cool.
No silly April Fool’s day posts.
There’s a lot that we’re hard at work on and are really trying to churn out to provide the best experience possible. We want you to join us on our journey and hopefully make the best Project: Smooches errrr Dungeon Defenders game possible. Follow us on our social platforms, you know the ones.
To make all of this potentially but probably not possible, but to make Dungeon Defenders: Awakened the best experience possible, check out our Kickstarter by clicking this whole paragraph. There’s less than two days left. Also there’s a secret link somewhere in this text.
Smooches,
Chromatic and Monochromatic Games
LAWLTA
DEFENDERS


It’s finally time for a Dungeon Defenders: Awakened Developer Check-In! We have a ton of information to share today that covers our post-Kickstarter work, studio changes/improvements, and Dungeon Defenders: Awakened as a whole. Let’s go ahead and start getting into it!
Enter Chromatic
First things first, we want to apologize for a couple of bumps that we ran into. The first thing is something we’ve covered quite a bit, that something being Kickstarter shipping for our approved regions. We’re not going to dig into it more (the conversation can be seen here), but understand that it is not something we will have happen again with any future projects in regards to fulfillment. It was our first foray into this area, and we learned quite a lot.
Second is that we have been silent for a little over a month. We want to have more regular check-ins with where our progress is, show off some of the new art (something we just started this week on social media), and more info to share on our plans. As for the why, it’s all based on growing the team out, foundational setup, and working with outside partners.
Dev Level Up!
As a studio, we’ve been incredibly busy with getting our team bolstered by additional teammates to really make Dungeon Defenders: Awakened an amazing game, and also set us up for success on any additional projects. A good portion of the team was involved in tons of interviews and tests to make sure that we only brought on high quality LEGENDARY additions to our ranks. We’re still growing the team out more, but we’re a developer power house with the people we’ve brought on!
Hardware Upgrade!

We’re wanting to make sure that we’re employee-owned while also making sure we have all the tools necessary to create awesome games. We’ve been working with partners like nVidia to bring some awesome graphical opportunities, Azure PlayFab to bring out awesome features (like Cross Saves!), Nintendo to provide an optimal experience on Switch, and so many more! We’re wanting to blow it out of the water with Dungeon Defenders: Awakened, so that we can then knock it out of this world with future titles. And so far — it looks really, really good!
Art — What Is It Good For?
Absolutely everything. What would an update be without some awesome art to show off! Heroes, enemies, and Maps, are some of the many amazing creations that we’ll be including in this and future updates.
Character Updates!
As we showed on social media this week, we have revealed the concepts for our four main heroes, which you can see the Apprentice, Monk, Squire, and Huntress below:





We’re going to be revealing enemy concepts as we’re working on finishing the Heroes animations, but we wanted to show off the new Goblin model for the first time here, which has been fully animated! This is the awesome quality that our animation team has put out, with so much more coming:

Excited to destroy some cores!


What they lack in finesse, they make up for in ferocity


It’s electrifying!

Oh no, he was poisoned!

Even goblins know, if you’re on fire: STOP, DROP, and ROLL!

Death came to take him, all things go, all things go
There’s a lot of models we’re currently working on/with, but for a SNEAK PEEK, we wanted to show a model we’re currently animating. Striking fear in many, check out the WIP (that’s just a quick way to say Work-In-Progress, which with this explanation, maybe it would have just been easier to say that in the first place, but we’re committed already, and don’t have a backspace) Dark Elf Warrior:

All of these new hero and enemy models are going to also be receiving some epic animations and VFX to really bring Dungeon Defenders to modern standards. We can’t wait to share more, so we won’t — Next up, MAPS!
Maps, Maps, Maps!
Many of you have seen the Deeper Well map showcased in our Kickstarter and during our dev stream. Well get ready for MORE Deeper Well. Or maybe we’ll show some different maps? Actually, that sounds like a much better idea. We’re not going to be showing the entire maps just quite yet, but here’s the kind of diversity and quality you can expect:






Oh the places you’ll go! Dungeon Defenders: Awakened is going to have a lot of familiar locations, including a lot of fan favorites, but also new places in Etheria that you’ve never seen before!
Design — The Blueprints of DD:A
Creating Dungeon Defenders: Awakened has been a very enjoyable experience, but not an easy one! Really digging into the original Dungeon Defenders and emulating what made it fun is a noble quest, but not a very easy one. Our designers have been working hard to breakdown Dungeon Defenders into formulas and building blocks, so that we can build a skyscraper of awesomeness!
The overall goal is to recreate that Dungeon Defenders feeling, while giving it the same treatment we’re giving art — bring it to modern standards. Let’s get into some of the things we’re doing.
Hero Swapping
This has been a hot topic between many Defenders, and we’re ready to share what we’re doing. Hero swapping was something introduced in Dungeon Defenders II that affected the gameplay greatly. It helped streamline gameplay, and while we love it, we also understand it’s not necessarily the best thing to be able to do all the time if we’re wanting to go back to our roots.
In Dungeon Defenders: Awakened, you WILL be able to swap between four of your pre-assigned heroes on the fly ONLY during the Build Phase. You’ll still be able to access your other heroes in traditional methods (only during Build Phase as well). We wanted to bring back some of the strategy when it came to swapping heroes, especially with the challenge that later difficulties bring with timers. These timers will be adjusted to ensure that difficulty is still there and that strategy is rewarded!
Camera Improvements
We’re going to be bringing plenty of camera options in Dungeon Defenders: Awakened. One of those features is something that Defenders of old and new will enjoy: Perspective Swapping. In Dungeon Defenders, the camera was placed top down when placing towers, which gave a good perspective of how close you could get your towers placed. In Dungeon Defenders II, this view was traded for an over the shoulder view to see where the actual effect of longer range towers would be.
In Dungeon Defenders: Awakened, when you are placing a tower, you will be able to toggle between BOTH of these modes. You’ll be able to select a default mode within the options, but with this addition you now have an even better understanding of placement and efficacy than ever before!
New Abilities
We’re not looking to overhaul our heroes entirely, but we did want to give attention to some weaker abilities, or some that just are overall not enjoyed. We’re adding some cool functionality to some of these abilities, but we’re also adding a new ability: Elvish Agility.
Elvish Agility is a new ability for the Huntress that increases movement speed, jump height, reload speed, and rate of fire. The Huntress is an agile ranged fighter and we wanted an ability that reflected that. We polled hundreds of our users, and the least liked ability (it wasn’t even close) was Invisibility, something very few used, and that there were very few situations to justify using it. Our goal was then to bring an ability that felt great to use for Defenders who wanted to use her. The internal tests with this ability have been a ton of fun and really give that feeling of hunting down your enemies with agility and efficiency!
HUD
One of the weakest points in the Dungeon Defenders franchise has always been UIs. In UE4, we are given a lot of options to setup a UI the way we want, which is why when we grew the team out, we made sure to bring on a UI/UX expert to make an awesome experience. We’re making a sleek, modern HUD, arted up with that Dungeon Defenders charm. We’re making sure that the HUD looks amazing from every way you’d play — from on-the-go with the Nintendo Switch, at your desk on a PC, or on the couch playing split-screen with up to four players.
Everything currently icon and text-wise is placeholder until we take our art pass over it, but so far it’s been performing really well, and has been a ton of fun to use on internal play. Without showing TOO much WIP, here’s a picture of our build so far:

Oh also, it’s our first picture of the game running on Switch! This isn’t the final HUD at all, and we don’t think the stats in the middle of the screen are going to be covering gameplay. Probably not. Probably. (spoiler alert: it won’t, we’re just being a little cheeky :> )
Engineering

There has been a HUGE amount of work of getting just the base functions of Dungeon Defenders into Unreal Engine 4. The Engineering Team has been making some amazing strides helping to capture the feel of the original so that the rest of the team can build upon their incredibly sturdy and efficient codebase foundation. They’re the binary heart of bringing some amazing features to Dungeon Defenders: Awakened!
They’re currently working on making multiplayer and split screen work as best as possible, making sure we squeeze out as much performance as possible. They’ve made great strides, to where our performance on the Switch, with multiplayer, has been surprisingly very good right off the bat. It’s because they’re wizards.
Another feature they’re working on currently is Cross Save functionality. Making it so that you can use saves between platforms is no simple feat, but our engineers are legendary, so they’ll make it happen! Lastly, they had a secret message they wanted to pass on:

01010000 01110010 01101111 01100111 01110010 01100001 01101101 01101101 01101001 01101110 01100111
What’s Next?
Our goal is to do monthly check-ins to show off our work and progress, similar to what we’ve done here. There’s a ton still left to do, but we’re getting through things at breakneck speeds! We’re also currently working on additional end-game content for Dungeon Defenders II. As a studio, it’s our goal to make incredibly fun games that you want to play. Thank you for your support so far, we have a lot more to come!
In regards to Kickstarter Digital Rewards, we’re continuing to get the Dungeon Defenders 2012 Complete Collection codes out to backers who purchased the appropriate tiers that included them. Our next step is to get the Dungeon Defenders II costumes (Gold, Crystalline, and Corrupted Gunwitch) out in our next patch. This patch is currently planned to come out next week with those costumes included. After the patch is out on all platforms, we will begin getting codes sent out!
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 has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!

For Etheria!

The Dungeon Defenders II Team
niugget
From what Ive gathered around the office in the month of October, I think its safe to say that Halloween is one of Trendys favorite holidays, filled with pumpkin flavored treats, bags full of candy, and spooky costumes. Oh my!
This year we held our first pumpkin carving contest! There were supposed to be two categories, artist and non-artist, but only Rodrigo and Laura entered. The rules didnt mention that the pumpkin had to be real, so it became a battle between the two of them for the gift card.





Lets not forget about the best part of Halloween, the costumes! With all the excitement of Dungeon Defenders II taking up most of our time, some of us opted for more simple costumes like our Associate Producer Ben Craven who dressed up as Ben Craven from 2011. Then there were other people like our Lead 3D artist, Jordan Kerbow, who just didnt have enough time to make his Khal Drogo this awesome.







Last year we added a new Spooktacular challenge to Dungeon Defenders along with a whole bunch of spooky goodies. What would you like to see us make for Halloween next year in Dungeon Defenders II? Let us know in the comments below!



 
Elandrian
The Holiday Siege Update comes out next Tuesday, so let’s take a look into the update and at the past year of development.  (If you want to see it in action, tune in to our Holiday Siege Devstream tomorrow at 3PM EST at twitch.tv/trendyent !)


Colin Fisher, Assistant Producer (Elandrian)
I thought this Dev Log should be bits of what Dev Logs have been before and a little bit of looking back over the year of development.

This is my first Dev Log debut, but here’s a little introduction for anyone that doesn’t already know me from the forums/Twitch/community/etc.This past year, I’ve gone from end-game player, Dungeon Defenders II Twitch streamer, Production Intern at Trendy, to a full Assistant Producer helping out with more aspects of development than I can count.

The past year of development for Dungeon Defenders II has been filled with updates (58 at the last count @_@) and the team here at Trendy has been diligently working on game systems, content, and trying to keep development on two platforms up to speed with each other.  Did I also mention that we had over 950 bug fixes? (We counted.)  

We’ve also had some huge moments for the game happen over the past year:
Releasing the first new hero, the Abyss Lord
Hot-swapping in combat between heroes
Finding games via the Game Browser
We revamped the campaign experience, providing more story and quicker progression to get into the end-game.
Hero Deck Overhaul - Remember when you could only build with the four heroes in your deck?  Remember when we fixed it so that you can build with all your heroes!?  (I ‘member.)
Community Bug Reporting Site - Vote for the bugs that bother you the most and we review it on a regular basis!
Getting the opportunity to work with Re-Logic and the Terraria on an amazing crossover.
We wanted to pack the game with content over the year, and we really achieved that with boatloads of new maps, incursions, weapons, and heroes.

Looking back at a feature-packed year, I’m beyond hyped for the next year working on Dungeon Defenders II. Stay tuned for our January blog where we’ll put together a comprehensive retrospective and future plans for DD2.

I guess it’s time to delve into the details about the Holiday Siege Update! This patch is definitely one of our smaller updates, but it’s still one of our more meaningful ones. We’ve been talking about adding new enemies into the normal enemy schedules on maps for a while now and are continuing to work on adding more, but we’re delivering on that now with this update. As someone who is in a “player-first” mentality (since I still actively play and interact with players), I’m pumped for any/all new enemies.



The Siege Roller is really going to shake up a lot of the popular builds right now. On the recent Trendy Friday Fun Twitch stream, a couple of community members and I decimated the Forest Biome with a Volcano tower spam build. I tried to replicate that scenario using Volcanoes against the new Siege Rollers and the struggle was REAL. My Volcanoes did a good job of destroying the normal mob waves, but the Siege Roller blasted right through my walls and defenses and dumpstered my core. It was AWESOME!!!




In addition to the Siege Roller, we’re adding in some fun Holiday content as well.  Our artists really go above and beyond when it comes to decorating our social areas for the holidays.  The Heroes Marketplace and Private Tavern have been decked out with holiday decorations, and remember to head over to the Holiday Tree for a chance to get a present each day that contains some random consumables!  (Maybe, it’ll even give you some Souls of Night!)



In the spirit of the season, the art team came together and pumped out seasonal Ice-themed costumes for every hero currently in our game.  (I’m partial to the Lavamancer because he’s in a perpetual state of confusion … Is he lava? ... Is he ice? Who knows anymore!)

This next year is going to be chock-full of improvements to the core game experience with the next couple months primarily focused on end-game, and I can’t wait for everyone to try it out.


Daniel Haddad, Design Director (Blacksmith)
I’m going to bust out some crazy stats, too! This year, we wrote 1.93 Gigabytes of Design Documentation. We created 995 (we’ll probably hit 1k) design files that are all contained within 212 folders because we like to stay organized. The design team thudded on their desks in frustration a grand total of 288 times, Brett was thanked for last night roughly 210 times this year, 33% of our design team was punched at least once in the eyeball, and we managed to get by this year with only one heinous act of unprofessionalism…

In all seriousness though, I’m happy at what we all managed to accomplish in 2016, and I’m super proud of the phenomenal people I get to work with every day. At the start of this year, we hadn’t made a new hero in about 3ish years. It was an intimidating and terrifying task. The year is over, and we launched 6 new heroes, and designed about 9 of them. We learned a lot with each release and then started a grand push towards getting the game out of early access. We also got the chance to work with the awesome team at Re-Logic on our Terraria crossover which was probably one of the more involved crossovers between two companies I’ve seen so far.

As we wrap up 2016, I hope you all are looking forward to what 2017 will look like. We have massive, maassssssivvvee changes coming to DD2 that aim to revitalize its end game. While we can’t talk about much yet, we hope that by the end of 2017, the game will look substantially different. Making games and working on a live game, specifically, is never easy, and the road ahead is long and potentially tricky, but with such an awesome community backing us, I’m confident we can work it out.

Speaking of our community, we also hired Colin Fisher this year. He is a huge fan of DD2, is part of our Caster’s Guild, eventually came onboard as an assistant producer, and is doing a bangup job spreading the cheer and memes around the office. We also hired Eric Petrie, another dedicated DD2 player, semi pro Overwatch player, and a phenomenal QA tester. Are there more of you out there? Maybe… let’s see what happens in 2017.


John Muscarella, Digital Puppet Master (Muskie4242)

It’s been a long but fun year here at Trendy. Lots of changes and more than a few late nights and weekends. Here are a some of my favorite pieces from the last 365.




Wait a minute, who is this guy?

Must be some character the community never voted for....

Steven Collins, Level Design  (Esorath)
Working on creating some updated enemies to add new threats and mechanics. We’ve seen some threads floating around about mechanics that already exist in the game that you would like to see on enemies. Taking these and some internal ideas we’ve got some serious threats coming out.


Jesus Diaz, World Builder (N3odoc)
These last weeks, I've been working on a new tileset for what might be our next level. That means I've been creating new meshes, textures, and materials mostly, but I've also been fixing some world building/collisions related bugs.

Finally, I'd like to share with you a pic of the level we worked on. As you can see this level focused on the barbarian aesthetic.


Daniel Diaz, World Builder (DanielKaMi)
I've been working on multiple task last weeks, from bug fixing (most of them related to collision problems) to an art test for future levels. We're trying to improve our painting skills and that means a lot of fun!.
Here's some stuff I did for the art test level.


Tim Shannon, PS4 and Live Producer (TimmyTrashTier)
I am working on a secret project which I can neither confirm or deny.
iamisom
Greetings Defenders,
The response to the Defense Council has been amazing! Defense Council access is selling quickly, and the sheer quantity and quality of feedback we’ve gotten so far has been incredible! We’re buckling down in the studio now to focus on some of the feedback we’ve received and will have a blog on some of our learnings next week.
In the meantime, we want to know: What can we do to make the Defense Council even better? So far our largest requests have been:
Add PayPal Add Premium Currency Rewards Add an Upgrade Option Sell Dungeon Defenders II on Steam So, without further ado.
PayPal support is here! You can purchase Defense Council access using PayPal here! We’ve added premium currency rewards to the packages! Everyone who has already purchased access will receive this retroactively. Of course, it may be a while until we implement cosmetics and premium currency into the game, since we’re focusing on gameplay first! Shoutout to Reddit users Fliksan, Jarstult, Momochichi, & MrSmeeb for making us realize the importance of bundling these with the packages sooner rather than later. We’re looking into an upgrade option and want to provide this option for you in the future. We hear you! For now, even though the Dungeon Defenders II Pre-Alpha is played on Steam, our limited access Pre-Alpha is only available from our site.

iamisom
Greetings Defenders,
Our weekly livestream series is back in action! Join a variety of developers from Trendy each week as we talk about and play Dungeon Defenders II. This week, join Community Manager Josh Isom, Senior Producer Brad Logston and more as we show off the game and answer your questions! We’re also giving away signed DD2 poster packs throughout the stream! 
Today’s show will run from 4 p.m. to 6 p.m. EDT on our Twitch channel. We’ll see you there!
LAWLTA
DEFENDERS!
Our next update, the Defender-Centric Update, is upon us! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!
SHARD SHOP
Shards are such an integral part to Dungeon Defenders II when it comes to empowering your heroes with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.
We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. With this update, you can! We're adding in the Shard Shop, a service that the Gran Ma'ster now offers. Visiting her allows you to purchase Shards directly from her, from Campaign to Chaos VII. There is also search functionality so you can search for the Shard you want and cut down the hunt!
CHAOS VIII SHARDS
Chaos VIII Shards are a new tier of shard, that some of you may have snagged before. We went through and found a way to make these shards feel like a good reward for climbing higher Onslaught, and have them compete with similar Shards. You can get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.
MATERIAL CONVERSION
We want players enjoying Ancient Power as much as they can, and our big goal was making sure that Defenders could play content they found engaging, while working towards a specific goal. Enter Material Conversion. Material Conversion allows you to take a Pristine quality material and convert it to the same type of material of a lower quality. This makes it so that if you are climbing Onslaught, or playing higher Chaos, you're always gaining usable materials to acquire Ancient Power.
That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG.
NEW WEAPONS
One thing that we love is the ability to customize the heroes in Dungeon Defenders II. Weapons are part of the epic-ness (or silliness) that can really show off your own personal taste. This update provides over 30 NEW Weapons that are currently unobtainable. These weapons are gained by climbing through different tiers of Onslaught. The higher you go, the more epic the weapons become! There's a ton to hunt down, and if you happen to get the same weapon repeatedly, no worries — you can trade it to your friends!
NEW ELEMENTAL DAMAGE — POISON!
Poison Mods in the form of Chips are coming with this update. Poison can be applied to weapons to give them an additional damage over time effect. BUT WAIT, THERE'S MORE! If earth damage is dealt to a poisoned enemy, they now become PETRIFIED, freezing them in place, turning them to stone, and causing their fellow enemies to attack them
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 has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
For Etheria!
The Dungeon Defenders II Team
LAWLTA
DEFENDERS!
Today is a big day for Dungeon Defenders: Awakened and Chromatic Games! Earlier today we were featured as part of the Nintendo Indie Showcase, which if you haven’t seen, click HERE to check it out. This is HUGE for our game and studio, helping us bring the world of Etheria to many future Defenders.
This showing also revealed something very big: A RELEASE DATE! Dungeon Defenders: Awakened releases February 2020, and there’s a lot of reasons for this, so let’s get into them by answering some questions we’re sure you have!
Release
Why is it not releasing in October 2019?
Dungeon Defenders: Awakened is meant to be a showing to our loyal fans of what we’re capable of as Chromatic Games. This isn’t a simple remaster/remake, but bringing back the soul of the original Dungeon Defenders into modern day. Building the game from the ground up is no simple feat, and we’re pulling out all the stops to really blow your socks away. Half of the maps in DD:A are new; Assets in the game are new; all of the UIs are new; and a slew of new features to make for an enjoyable experience. Releasing in October would lead to two things: an unpolished and unrefined gaming experience, or tons of crunch that can burn out developers. As a studio, we absolutely REFUSE to release DD:A as half-baked, and as a business we don’t want people working unbearable hours (we love all our employees, they already kick a ton of butt). This meant pushing our release date to accomplish our goals, and give you the game you deserve!
“A delayed game is eventually good, but a rushed game is forever bad.” - Shigeru Miyamoto
Why February 2020?
In short, It’s the best time for us to release the game. In long, there’s a multitude of reasons. We’re able to keep cranking out content without overworking and breaking developer souls; we can release a beta that allows us time to make iterations as they’re needed; we don’t have to compete with AAA releases that would drown our marketing efforts; it’s after the holidays, giving Defenders a chance to get back to post-holiday life-ing and get hyped for DD:A release; and we could keep going. Overall, it’s best for us as a studio and better for those of you wanting a great DD:A experience. For those of you wanting a bad DD:A experience, we apologize, but we are unable to provide that.
Beta? BETA?? BEEEEEEEEEEEEETTTAAAA??!??!?!?
We’re currently going over the best time for beta and letting you sink your teeth into this meaty game. DD:A PC Beta will be available Early November 2019. This Beta allows us to monitor all the systems we’ve been working tirelessly on, and getting any fixes out before the release. Any and all feedback is greatly appreciated during these testing periods, together it we get to make an AWESOME game.
Nintendo Switch Console Timed-Exclusive?
This means that we’ll be releasing on Nintendo Switch and PC right out of the gate in February 2020 at the same time. What does this mean for our PS4 and Xbox One backers? We’re going to be spending extra time polishing up the builds for your platform. The release for these platforms is not very far off from the initial release, with a concrete release date coming in the near future. Or maybe we’ll NEVER release on those platforms, MUAHAHAHA (just kidding, we love all our consoles Defenders and could never hurt you like that).
New Content?
Well I guess… So far we’ve been showing off some of the hotness coming in the forms of complete maps, concept art, and goblin animations. Everything here is still considered a work-in-progress, but everything is until the game’s released! First we want to show off our new Dungeon Defenders: Awakened logo and cover art (it’s freaking amazing).

Let’s take a look at the new Squire in 3D, with his animations in-game!
Attack 1


Attack 2


Attack 3


Blood Boil


Circular Slice


Healing


Death


Also how about our first boss map, Alchemical Labs!

The core will be in the middle, we just wanted to show off the art!





There’s that core, get back to the middle of the room!
How about a look at your favorite homestead, a place to kick up your feet and admire your loot, THE TAVERN!


That’s Sir Bubbles himself there on the wall.


Here’s old George, on patrol. Kind of.

And last but not least, while we’re finishing up the work on his encounter, how about a look at the NEW Demon Lord?

What’s Next?
We’re going to keep working incredibly hard to get DD:A into your hands, duh! This is a giant passion project for all of us, and every day is a blast, even when we’re squashing bugs (ty QA, we love you). Regular updates are going to continue, and we’ve even brought on board some awesome help to get this info out to you! Speaking of…
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 is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!
Chromatic Games
iamisom
Hey all! We’re proud to announce that we’ve partnered with Sony to bring Dungeon Defenders II exclusively to the PlayStation 4! In fact, you’ll be able to play the game tomorrow on PS4 at the PlayStation Experience. If you’re going, be sure to stop by Sony’s booth to say hi. We’ll have various people at their booth all day showing off the game.

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


LAWLTA
DEFENDERS!

The Defender-Centric Update is now live on PC, PlayStation 4, and Xbox One! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!
SHARD SHOP
Shards are such an integral part to Dungeon Defenders II when it comes to empowering your heroes with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.


We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. With this update, you can! We're adding in the Shard Shop, a service that the Gran Ma'ster now offers. Visiting her allows you to purchase Shards directly from her, from Campaign to Chaos VII. There is also search functionality so you can search for the Shard you want and cut down the hunt!
CHAOS VIII SHARDS
Chaos VIII Shards are a new tier of shard, that some of you may have snagged before. We went through and found a way to make these shards feel like a good reward for climbing higher Onslaught, and have them compete with similar Shards. You can get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.
MATERIAL CONVERSION
We want players enjoying Ancient Power as much as they can, and our big goal was making sure that Defenders could play content they found engaging, while working towards a specific goal. Enter Material Conversion. Material Conversion allows you to take a Pristine quality material and convert it to the same type of material of a lower quality. This makes it so that if you are climbing Onslaught, or playing higher Chaos, you're always gaining usable materials to acquire Ancient Power.


That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG. We’ll be using this as a basis for any additional changes/additions made to Ancient Power.
NEW WEAPONS


One thing that we love is the ability to customize the heroes in Dungeon Defenders II. Weapons are part of the epic-ness (or silliness) that can really show off your own personal taste. This update provides over 30 NEW Weapons that are currently unobtainable. These weapons are gained by climbing through different tiers of Onslaught. The higher you go, the more epic the weapons become! These weapons scale upon opening the gifts to your progression (to a cap, like Chaos VII items). There's a ton to hunt down, and if you happen to get the same weapon repeatedly, no worries — you can trade it to your friends!
NEW ELEMENTAL DAMAGE — POISON!
Poison Mods in the form of Chips are coming with this update. This Mod can be find in Lost Temple for now. Poison can be applied to weapons to give them an additional damage over time effect. BUT WAIT, THERE'S MORE! If earth damage is dealt to a poisoned enemy, they now become PETRIFIED, freezing them in place, turning them to stone, and causing their fellow enemies to attack them!
NEW USER EXPERIENCE
We understand that a lot of Defenders that come to Dungeon Defenders II want to start the game off with their friends. This update includes the ability to complete the New User Experience (the first three tutorial levels) with friends. The flow has also been adjusted so that new Defenders get to town faster and instead of having to complete the tutorial maps first.
BALANCE CHANGES


Heroes
Adept
Towers Hailstorm Tower Increased damage scaling to 4.7 from 4.5 (5% BUFF) Abilities Arc Lightning Increased scaling to 42 from 40 (5% BUFF) Gunwitch
Abilities Two at Twice the Price Increased scaling to 5.5 from 5 (10% BUFF) Broomvault Increased scaling to 37 from 35 (6% BUFF) Broom Swarm Increased scaling to 12 from 10 (15% BUFF) Huntress
Towers Poison Dart Tower Now deals Poison damage by default. This provides the same rules as other elemental damage towers, where Mods cannot apply a second form of elemental damage, but Shards can. Initiate
Abilities Draining Strike Increased scaling to 27 from 25 (8% BUFF) Lavamancer
Towers Maw of the Earth Drake Defense Unit cost reduced to 40 from 50 (20% BUFF) Defense Health Scaling reduced from 225 to 175 Fissure of Embermount Increased scaling to 2.2 from 2.0 (10% BUFF) Oil Geyser Health scaling increased to 0.2 from 0.1 (50% BUFF) Volcano Increased damage scaling to 9.51 from 9.31 (3% BUFF) Increased range scaling to 1.5555 from 1.3334 (15% BUFF) Abilities Eruption Increased Tower Defense Power scaling to 1.3 from 1.2 (8% BUFF) Mystic
Towers Sand Viper Increased damage scaling to 6.975 from 6.875 (2% BUFF) Snaking Sands Increased range scaling to 0.1534 from 0.1334 (15% BUFF) Shards
Abyss Lord
Power of the Knight (Gloves) Increased damage boost scaling to 5 from 3 per level (66% BUFF) Dryad
World Tree McBufferson (Relic) Increased shield bonus to 15 from 10 per level (50% BUFF) Gunwitch
Broomnado Power (Boots) Increased damage scaling to 3.5 from 3.0 (17% BUFF) Scatter Power (Chest) Increased damage scaling from 3.5 to 3.0 (17% BUFF) Snipe Critical Strike (Weapon) Increased Critical Chance to 3 from 2 per level (50% BUFF)
Lavamancer
Crumbling Stone (Relic) Increased damage multiplier to 1.5 from 1.0 per level (50% BUFF) Shattering Stones (Boots) Increased detonation damage to 45 from 40 per level (13% BUFF) Volcanic Might (Relic) Increased stun chance to 2% from 1.5% per level (33% BUFF) Volcano Mega Rock (Relic) Increase Defense Power scaling to 200 from 150 per level (33% BUFF) Mystic
Lashing Power (Chest) Increased damage to 3.5 from 3.0 per level (17% BUFF) Split Vipers (Relic) No longer removes ramp up damage (BUFF) Debilitating Madness (Gloves) Increased damage amplification to 3.5 from 3.0 (17% BUFF)     
BUG FIXES
Fixed an issue with Pristine Motes not dropping correctly from Victory Chests (now drops a stack of five). Fixed an issue with Shattequake triggering Mod effects based off the heroes equipped weapon. Fixed an issue with poison sometimes not applying towards the Controller Burn mutator. Fixed an exploit that allowed users to generate infinite mana with the Dryad. Adjusted error messaging when players were pushed to the main menu from the tutorial maps. Fixed an exploit that allowed users to generate unlimited defense mana. Fixed an issue that allowed defense effects to stay after being sold. Adjusted the messaging from the second tutorial map. Adjusted messaging that indicated a map had not been unlocked yet. Fixed an issue that allowed players to get infinite help. KNOWN ISSUES
Shattering Stones, Explosive Poison, Snake Bomb, and Explosive Finale shards are not working correctly. Crafting Materials are currently not tradeable. Poison damage is not procc'ing correctly on Target Dummies. The Wayfarer is still in his winter clothes, we’ll get him a new pair of clothes in our next patch/hotfix. Poison Dart Tower does not have an attunement icon. 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 has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
For Etheria!
The Dungeon Defenders II Team
LAWLTA
Greetings Defenders,
We’ve been hard at work since our latest update and we’re ready to share some of what you can expect to see in our next update! We wanted to take a step back and focus on some more player-centric changes, and we’ve got a pretty hefty list of things we’re accomplishing. There’s still a lot of work for us to do, and while we’re not ready to show anything off yet, it’s the perfect time to talk about some of the things you can expect to see coming to Dungeon Defenders II!
Shard Acquisition
Shards are such an integral part to Dungeon Defenders II when it comes to empowering your towers with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.
We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. The exact details cannot be spilled out here, but we’re working on concrete ways to get the specific Shards you want.
Chaos VIII Shards
They’ve been gone for a while, and the game has changed quite a bit since they were removed. We have taken a pass at them so that they fit into the current game and are something you want to get. You’ll be able to get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.
New Weapons
There’s a lot of epic weapons that we’re going to be making available, some that have been available previously, and some you've never seen before. Players love to make their characters look unique, and while costumes, flairs, and accessories help accomplish this, weapons also play a big part in making your heroes look awesome!
Elemental Addition
We know a lot of you really enjoyed harnessing the powers of the elements, and we promised to add to this system. In the next update, Poison Mods will be added. While we’re not talking interactions yet, we wanted to let you know that we’re expanding on the list of powers you can combo to break apart your enemies!
Other Greatness
There’s still a decent amount to talk about, and we promise to get word out on things as soon as we can. This next month is going to be a crazy ride for all of our Defenders and we cannot wait to share with you what our 2019 is going to look like! We'll be doing at least one other update over the next month, and then go through our usual release of dev streams and previews. We’re wanting to really take our time with everything we're conjuring up and give attention to a lot of things that we believe you’ll enjoy.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
For Etheria!
The Dungeon Defenders II Team

LAWLTA
DEFENDERS!
July is almost over, and we’re ready to share all the work we’ve been slaying since we last spoke! There’s a ton of information to go over since our last update for the work that we’ve been churning away for Dungeon Defenders: Awakened and Dungeon Defenders II. Note - the Dungeon Defenders II info is all the way at the bottom if you want to jump to it first. Anyway - let’s get right into it!
June Recap
Last month we had a lot of really great things to share, concept art, goblin animations, beautiful maps, and a look into where each of our Chromatic departments were on the DD:A. We’ll be following the same format, but to pour through the June Update (in case you haven’t, which you most definitely should!), click here for more info.
As for June, it was really important for us to get a build put together with our awesome partners at Nintendo. We put in the time and got a really awesome build running on the Nintendo Switch! It brought some very pleasant surprises for us: the performance was good without applying optimizations, the controls felt great on gamepad, and most importantly — it was really freaking fun! For a lot of us here, it was a real moment where a lot of our work came together, something that has only bolstered our spirits.

Onto July!
There’s a ton that has gone on for July, and we still have a few days to knock out some really awesome work! We’re working with a lot of partners, doing a ton of feature work, fleshing out some story telling, and making (as always) really beautiful art. Should we break those things down into their own section for easy readability? We think so, LET THE GREAT SECTIONING BEGIN!
A Ship Full of Partners… Partnership?
We’re making sure that all of our partners are taken care of so that gamers far and wide have the opportunity to know the greatness that is DD:A, recruiting them to become glorious Defenders! We’ve been securing ways to show off to the world how awesome DD:A is, you might even see a trailer revealed towards the end of August…
Engineering Magic
There’s been rumors around the studio that our engineers have been tampering with black magic. It’s really the only explanation as to how they are getting such amazing work out. There’s been a weekly sacrifice of barbecue, though that might just be lunch. “Stop talking about barbecue, you’re making me hungry, and talk about that work” you’re probably thinking. All right, let’s do that!
Enemy AI
Something design and engineering have given a lot of careful attention is giving the best experience fighting off waves and waves of the Old Ones’ army. AI (artificial intelligence) is crucial to really selling the fantasy of combating thousands and thousands of the enemies coming your way. Unreal Engine 4 (UE4) has made this so easy to setup and create the experience we want. Another one of our big focuses is making sure we don’t make them TOO smart. We’ve watched enough Terminator, we know the dangers.
Button Mashing
We want to make sure that tirelessly pounding buttons on your respective controllers feels good and natural, so you’re not worrying about controls while defending Etheria. Based off internal feedback we received from our last update, controls are only feeling better and better. Getting around the maps, building defenses, and using abilities to fight enemies will help make DD:A be the perfect way to experience DD:A with some awesome couch co-op!
Splitting Pixels
For all platforms, we’re wanting to have a great split screen experience. When it comes to building out DD:A performance-wise, we focus on split screen Nintendo as the bottom line to hit, and then scale it up from there. This means being very smart about how things are displayed when playing with 1, 2, 3, or 4 players! Four player split screen on Switch already feels nice, giving us very promising results without even applying our optimizations to the maps and how players see enemies from afar. Seriously, it’s going to be awesome playing this arm and arm with your “defrienders” on the couch! That pun was a bit much, we apologize, but it had to be made.
Art of Warfare
There’s a lot of content that we’re currently constructing with digital pens flourishing, mouses clicking, and frames being keyed for animation. While we got our trailers working, we didn’t want to give away too much of what’s coming up, but we know you need something… Hmmm.. Hrmmm… *shuffling folders and files* A-HA! Squire towers are the answer! This is just a taste of what you can expect from towers in DD:A.
The Bowling Ball Tower
This tower is a staple in Dungeon Defenders, and we’ve been having a lot of fun with it in DD:A, with cannonball bouncing everywhere (it was pretty OP before our first pass). This tower looks amazing in our internal builds, but here’s a sneak peek

 
The Ballista
Complete with concept artist notes, this bad boy can slay over 33 GPS (goblins per second). We showed a bit of our tech off in our Kickstarter trailer regarding this turret, where it carries and pins some of the enemies it hits to wall. It’s ruthless!

 
The Spiked Blockade
This is one beefy blockade! Metal, wood, spikes, gems, it’ll be surprising for enemies to take this thing down as they’ll be in awe at looking at the masterful craftsmanship this tower exuberates!

 
The Slice N’ Dice Tower
Don’t let it’s idle state fool you, not being careful around this tower leave more than just paper cuts, you might need to be glued back together! It gets hit, it spins. It gets hit more, it spins faster. You get it.

 
The Bouncer Blockade
It just looks like something you don’t want to touch. If it had a spirit animal, it’d be a porcupine. You get too close to it, it shoots out it’s spikes at about 1750.6 EYPS (Etherian Yalms Per Second), knocking back some of the strongest foes you’ll fight. We thought about calling it the “ouch spikey stabby tower”, but it just didn’t flow very well.

In-game they look and feel amazing to use. There are more that we’re going to keep throwing your way, so get hyped!
Designing Defenders
Designing games is super easy, especially something as simple as Dungeon Defenders, a Cooperative Action Roleplaying Tower Defense (not a mouthful at all). Oh wait, it’s exactly the opposite (take that, idea guys)! Our designers might be using some of that black magic the engineers are conjuring, because they are making great strides through what would seem impossible. Let’s start talking about the walk design’s been walkin’!
Inspector of Defenses
One thing that was a big improvement was tower inspection in Dungeon Defenders II. It provided a lot of valuable insights and experience (alongside a ton of feedback) to really make defense inspection in DD:A the next step in a super useful feature. On a per tower basis, you will be provided the most important information first. You’ll see the stats that matter for your towers, as well as what the towers area of influence is, making it easier to create perfect builds to efficiently cover and fend off the hordes that await you.
QOL (Quoogle Oogle Loogle?)
There’s a ton of Quality of Life coming with DD:A, and we’ve got an update on the work we’ve done so far. As for quoogle oogle loogle, we’re not sure how that affects the game, probably not at all… Probably?
Lane Wisps
This is something that really helped new Defenders in Dungeon Defenders II. It really helps give an understanding of where threats are on a map, something very important on a first, second, and third visit to any given map. Lane wisps, for the uninitiated, show the paths that enemies are going to be taking as they spawn and march towards your core (why are they doing that in DD:A anyways?). However, we’re very aware of the thoughts on this feature (*cough* feedback *cough*), so we’re currently looking at ways to make this dependent on the difficulty. 
Replay From Wave
An amazing feature to get through some of the most challenging content in Dungeon Defenders II, Replay From Wave allows you to learn from your mistakes, and not lose all the sweet progression made while taking on some of the toughest enemies. This feature gives you another chance at losing a wave, like winding time back a wave, and understanding where things may have gone wrong, helping learn as you progress. As for where it’s usable, we’re still mulling over, but it is part of an awesome feature you’ll see in DD:A.
Ping System
Sometimes typing in chat, in the heat of battle, is not the best way to communicate. Our focus is to have an easy to use ping system that let’s your fellow Defenders know where enemies need to be slayed, towers need to be built, or areas with too much danger. Your teammates can’t hear your screams for help, so this helps soothe those vocal cords.
Gear of War
Gear is probably the lowest priority in DD:A. Of course it’s not! With all of the different stats in Dungeon Defenders, it can be hard to gain a good understanding of what each stat does, what’s best for you, and what challenge your ready to take on. It’s very important for us to make sure that gear is easy to understand, feels good to get, and allows you to know what challenges your equipped for. Our designers are up for the challenge, and they’ve got the tools to take it on!
Inventory (How Are My Bags Full?!)
Making gear better to understand is one piece of a big puzzle. Inventory is another very large piece of that puzzle. Dungeon Defenders had an inventory system that could definitely use some improvements. DD2 made some improvements to that system, but there were some things that were lacking. Inventory in DD:A is setup to cover those gaps and more. We’ve poured through feedback to make sure it was easy to manage the items in your inventory, locking items, selling items, sorting items based on their type and stats that are important to you. Some things, less is more, but in regards to inventory tools, more is more!
Dungeon Defenders II Update!
We’re currently working on a DD2 update that is coming in August. We’ve had multiple weeks of playtesting with our RQA and RPG groups (shout out to all the hard work you fine people have put in) to help sculpt this content into a great experience. We’re preparing a challenge for tested Defenders, setup to be a blast and give awesome rewards. There’s still some things these testers haven’t seen yet, so there’s going to be nice surprises for everyone! Also our small studio is working on TWO games at once… it’s pretty insane how pizza fuels such amazing work.
Recently we sent out rewards for DD2 that our Kickstarter backers should have received (Corrupted Gunwitch, Golden Costumes, and Crystalline Costumes). If you haven’t received them, please reach out to preorder@chromatic.games (make sure you know what you’re supposed to get at the tier you backed).
What’s Next?
We’re thinking that another update should come in August. What do you think? Well TOO BAD, we’re going to do one regardless of what you think! It’s been an absolute blast to work on DD:A and DD2, and we can’t wait to show all of you more. A very hearty thank you for your support, there’s only more and more coming your way!
For August, internally we’ve got a build milestone that sets us up for success. Maybe more polished gameplay can be shown afterwards… maybe! Taking the systems we’ve setup so far, and giving them a nice layer of polish so that we can continue to create an awesome experience for new and veteran Defenders.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
For Etheria!
Chromatic Games
 
Esorath
In the original Dungeon Defenders, we used different colors to designate enemy difficulties. This was a clear way to show that one enemy was harder than another, but it didn’t allow for variety in the way enemies were presented during each wave.

In Dungeon Defenders II, we've thrown out the color system, and we're now using a tier system. A tier is basically an “upgraded” version of an enemy. We’ve shown you different enemy tiers in previous blogs from Javelin Throwers to the nightmare-inducing Ogres. These enemies and almost every other enemy in the game will come at your defenses in different tiers. Below, you can see a Tier 1 Orc, a Tier 2 Orc and a Tier 3 Orc.



As you can see, each tier is not a new enemy, but there is a visible progression between the three Orcs. The first Orc can be pretty threatening when first encountered, but then you meet the second tier of Orc. He’s stronger, hits harder and can withstand more damage from towers and heroes. Then you move on to fight the Tier 3 Orc. Basically a walking tank, this armored foe is no joke. If he’s not dealt with, a Tier 3 Orc can do some serious damage to your defenses.

Using this system, level designers will have more fine-tune control on how the difficulty of the game ramps up. We’re able to introduce enemies early on in the game like the Orc and the Kobold for players to learn how to respond to that type of threat. The higher-tier versions of those enemies allow the level designers to generate harder difficulty late game without needing to send out hundreds of Orcs and Ogres.



New Tiers, New Fears

Some tiers aren’t just stronger versions of an enemy. Many Dungeon Defenders fans are familiar with the tower-busting enemy known as the Kobold. He’s back in DD2, and by utilizing the tier system, we can vary the gameplay of the Kobolds to generate different difficulty from one enemy type.

The tiers of Kobolds progress not from the front, but from the middle. We have a standard Kobold or Tier 2 Kobold in the center. This run-of-the-mill exploding menace makes his return as he was in DD1. But his tier setup goes down to a smaller and faster version, the speedy Kobold. Upon setting off his wick, this Kobold skates his way at high speeds towards his target. His speed comes at a cost, though, as he does a smaller damage amount than his medium-sized compadre.



On the other side of the scale, we have our Heavy Kobold. This third tier of the Kobold is the heavy hitter. He packs a harder punch than the regular Kobold but at the cost of speed. He moves much slower, making it easier to take out before he is able to blast through the towers.

This new tier progression is a way to generate a much smoother and enjoyable ramp in difficulty for players. It also allows a variety of enemies to challenge the players without creating too much confusion when trying to learn new enemy types.

Do you have an idea for an enemy tier? Tell us in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick TWO random posters and reveal the winners next Tuesday! Don’t have a forum account? It takes less than a minute to join the community! Also, there’s still time to enter The Concept Art Process blog giveaway, where we'll also select two random winners!

Instead of our usual two blogs per week, we're going to post one dev blog a week moving forward. Don't worry: We'll still giveaway four pre-alpha codes per week -- two on each blog and two on each Facebook post!
LAWLTA
Ahoy Defenders!
We’re only day(s) away from finally pulling up the anchor and setting sail for adventure in Dungeon Defenders II:  The Isle of Dread Expansion! This is a preview of all the things that were shown in the past months, but not everything coming. Everyone has been working to make sure this expansion is ready for the high seas, landlubbers beware! If you’ve been keeping up with our Dev Logs and Dev Streams you’ll recognize a lot of what’s coming. Let’s dive in!
New Maps
We’re excited to be introducing not one, but two maps with this expansion. These maps are available as their own Adventure set, can be selected when playing Expeditions, can come up as you progress through Onslaught, and one is even a Chaos VII Incursion!
The Jacked Sparrow

The first map is set on The Jacked Sparrow, previous known as The Sparrow before the heroes of Etheria hijacked it in order to reach their destination. As you traverse this map, enemies attack from above and below the levels of the ship, requiring all hands on deck to keep the masts safe from destruction! There’s a ton of fun to be had on this map, as you use cannons to blast your enemies away, catapults to fly across the map, and vantage points to take out enemies when they least expect it!
Plunderer’s Paradise


After braving the rough seas, the heroes land on an island besieged by an army of the Old One trying to break into the island’s mountain. Among these enemies are new foes that have not been seen before, helping beef up the horde that is coming your way! Protect the island to prevent havoc breaking loose, but also explore to find secrets hidden throughout the map. Conquer the Incursion version of this map by striking down Captain Dreadbones to unlock a new Barbarian weapon to add to your arsenal!
New Enemies
There’s a slew of enemies that are now donning pirate attire, an absolute necessity when conquering on such vicious tides! Here are a few of the enemies you encounter on your journey:

These goblins upped their pirate fashion game, but they also recruited additional allies to take down heroes from afar. With the aid of Captain Dreadbones, some ogres can now carry and utilize Cannon Ogres are now a fearsome terror that can ruin your defenses!
War Table

The War Table is improved with this expansion, adding some life to the world of Etheria, and also providing some quality of life changes as requested by our glorious community! The World Map shows all the different places Defenders may explore through different game modes. Each game mode contains different formats for ease of use, but also provide an “Advanced” session browser in each. You can now see all open available games to you easily, with a variety of filter options that give the choice of seeing every session, or a specific map!
Social Improvements

Interacting with players is getting some good attention with this expansion, with much more coming even after the expansion! Player Lists are now easier to navigate, selecting another Defender and choosing to inspect their shop or invite them to party among other options provided via a drop down menu. Receiving invites is also streamlined to not take over your screen and there’s a timer to avoid invite spam. Parties received attention as well, for instance, the leader is now consistent and gives control to choose when and where your crew go!
Onslaught

There’s a ton of changes coming to Onslaught, a lot of them due to the great feedback a lot of you provided since its appearance in Etheria! The biggest change is the progression in Onslaught, changing from three maps played per floor, to one map per floor. With this change comes an increased scaling in difficulty to make progression about difficulty instead of time. There are also more ways to earn Prestigious Weapons, more maps to play as you progress, more enemies you encounter, new schedules of enemies, and a new wave during Lost Temple known as the Omega Wave!
Ancient Power

Onslaught and Ancient Power go together like pirates and the ocean, so of course we added more to this system! Ancient Powers themselves are now more powerful than before and require less of a point investment to utilize their maximum potential. There are also FOUR new powers to help bolster your battle against the horde of enemies coming your way. We also implemented a scaling minimum starting floor system to make getting into gaining early Ancient Powers easy, with a consistent difficulty as you acquire more and more (also, your pets are no longer reset when you gain Ancient Power)!
New Items

There’s one thing that pirates are always on the hunt for — TREASURE! There are new weapons you can acquire for every hero, either through Professor Proteus, or through completing The Jacked Sparrow and Plunderer’s Paradise. Depending on where you acquire these weapons, you are also met with new pirate themed Mods that pack quite a punch that can be transferred to any weapon; or unique death animations that can sink your enemies (literally, one can turn them into a boat and sink into the ground)!
New Features
What good expansion doesn’t contain some new features? We’re introducing two new features to help Defenders as they keep Dragonfall and Etheria safe. The first is a replay from wave system available in Adventures, Expeditions, Onslaught, AND Mastery! This system restores your defenses, shows which ones may have underperformed or were destroyed, and gives you another go at taking down your enemies.
The next is a Primary Stat reroll system that we’re experimenting with. This system allows you to acquire reroll materials from completing the Jacked Sparrow and Plunderer’s Paradise, and reroll your primary stat into a potentially higher number. This change is not enforced if the roll is lower, you are always given a choice to accept it or decline! We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.
Balance Changes
Protean Shift brought a lot of new ways to play and a ton of power to Defenders, which we really love! As a result, there are a slew of things that are either not as strong as we’d like or too strong, removing any challenge while playing. We’ve discussed a couple of these, but there is more coming!
Bug Fixes
A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.
Social Defenders
There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

Twitter
Facebook
Discord
Twitch
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on this expansion. Stay tuned for more info soon!
For Etheria!
The Dungeon Defenders II Team
TrendyEnt
The Dark Altar
Altar of the Athame Incursion
The Altar Assassins’ dark ritual has been revealed. Stop them at all costs! Beware the shanks!
The Dark Ritual Blade Mystic Weapon
Earn a weapon for the upcoming hero, the Mystic!
The Don't Die Community Challenge
Complete the Altar of the Athame Incursion on Nightmare 4, without dying and other restrictions, for a chance to win a skin of your choice!
Nightmare 4, No Deaths, Incursion Only, Can Bring Friends, Can't Use EV2, Barricades ONLY.
Black Tea with Blacksmith
We had a brief discussion with Daniel Haddad about how he dove head first into the games industry and the process of creating the heroes within the game. Watch the dev stream to find out more!

What We're Working On Now
Campaign Revamp
Leveling, Loot, Reward, Structure, and some Quality of Life Changes  
Step one of getting the enemy changes into the game is restructuring our Campaign and laying the groundwork there.
While we're diving into Campaign, we're also taking a look at the new user experience and making rewards and experience more frenetic and enjoyable.
New Hero:  The Mystic:  We'll have more details for you in our next Devstream!
Upcoming End Game Changes: Check in with our DevLog posts for hints and updates about what we're working on to improve the end-game experience for players.


iamisom
One of the biggest questions we’ve heard from you since the Defense Council expansion is, “When will Early Access be available on Steam?” Today, we’re proud to announce that DD2 Early Access will be available on Steam on December 5th!
UPDATE 1: Armor and More!
Before we release Early Access on Steam, we will be releasing our first major update for DD2. This update will include a number of exciting new features, but today we wanted to highlight one important feature that our Councillors had a direct, major impact in deciding -- Armor! 
We have been debating Armor and its role in DD2 for a long time internally, and the recent Councillor feedback has helped us make our choice. With this next update, we’ll be introducing our first phase of stat-based armor. 
This will include a major revamp for how the current relic system works, as well as the beginnings of armor loot dropping in the world. While this armor will not visually change your hero, we’re still hard at work on our costumes feature that will be released in a future update. We’re really excited to share more information with you about costumes, which will not only give you choices in how you look, but will also allow your look to evolve as you progress through the game. 
A special thanks to Gutu and benjamminlaner for their threads on the subject and to everyone who spoke up there and in the survey. You all were a huge help in influencing this path, and we can’t wait to get even more feedback on everything we’re cooking up for you in this first update. We’ll have more information as we get closer to its release, which is currently slated for the end of November.
A Question For You!
And finally, we have a question for you: When we bring Early Access to Steam, should we extend the benefits of the Defense Council (forums, exclusive goodies) to the Steam audience, or should those remain something limited to our site? 






LAWLTA
DEFENDERS!
With our Kickstarter now over, we wanted to make sure that we provided a way for people who were unable to back, or unaware of the Kickstarter, to get in on early savings and some sweet swag!
Click here to check out the Pre-order Store, and get in while the gettin's good. One of the most awesome advantages is the LIMITED Awakened bundle that includes:
Beta Access Dungeon Defenders 2012 Collection Dungeon Defenders: Awakened Digital Soundtrack Digital Strategy Guide Digital Artbook You can also get some cool swag, like a Dungeon Defenders: Awakened T-Shirt or Dungeon Defenders: Awakened Joy-con Vinyl Covers! All purchases go towards supporting the development of Dungeon Defenders: Awakened, helping us ensure we put out the best product possible. <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 For Etheria!
Chromatic Games
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