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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!


[CG] LAWLTA

DEFENDERS,

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

COVID-19 (Coronavirus Disease) Response

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

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

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

Social Defenders

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

Keep an eye out for more info!

For Etheria!

Chromatic Games

[CG] Mary

DEFENDERS,

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

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

Some of The Team

Mary — Community Manager

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

 

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Philip Simpson — Gameplay Engineer

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

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

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


 

Geoff Shreiber — Implementer and QA

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

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

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

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

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

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

 

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What’s Next?

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

Social Defenders

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

For Etheria!

Chromatic Games



 

[CG] LAWLTA

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Greetings Defenders,

The cold winds from the west are upon us, bringing Dungeon Defenders II:  Drakenfrost with them! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!

Drakenfrost Keep

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This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.

Elemental Combos

Speaking of different builds, Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos). This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.

Diminishing Returns

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This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.

If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!

We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!

Communities

This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.

Communities are coming later in this patch after we've given it a little more polish.

Inventory Improvements

These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. Sorting improvements, identifying perfect mods, and more are coming. There’s more information coming with tomorrow’s update!

What’s Next?

There’s a lot we’re experimenting with in this update to make the future of Dungeon Defenders II as great as possible. We’re welcoming all the feedback that you can provide on it, but of course make sure it’s constructive, it’s the best way to ensure we can make the best changes as fast as possible. The update is live tomorrow, so start a fire, things are about to get cold!

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

[CG] LAWLTA
Greetings Defenders,
The cold winds from the west are here, bringing Dungeon Defenders II:  Drakenfrost with them to Steam and PlayStation 4, with Xbox coming later today! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!
Drakenfrost Keep

Drakenfrost Keep has recently been re-discovered by members of the intrepid Etherian Explorer’s Guild. The Explorers were guided to its location by a tattered scroll discovered in the Mages Council Library. The scroll alluded to an ancient sealing ritual used by the early Council to seal away the powerful Generals, commanders of the armies of the Old Ones. The scroll detailed the Keep’s location with cryptic hints about “requiring the ultimate sacrifice” to seal away evil’s essence into “a vessel unlike the Eternia Crystals”.
This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.
Drakenfrost Keep is available in a new Adventure that includes Drakenfrost Resort (previously known as the Hotspring Map) AND in Expeditions.
Winterfest is Here

Head to Town or your Private Tavern to take part in Winterfest! Visiting everyday gives the opportunity to take a present from the giant festive tree located next to the Scavenger in Town, and next to your vault in the Private Tavern. This tree contains one of three gifts:


Epic Gift
Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.
Mythical Gift
Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.
One regular Defender Pack
One random Shard container (1 Shard)
Legendary Gift
Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.
One Mythical Defender Pack
One random Shard Pack (5 Shards)


In order to obtain the items, approach the tree and hit the appropriate button that appears to receive your wonderful gift! The weapons that come from these gifts ARE tradeable, and follow the same rules as any other tradeable item (they cannot be traded if they are upgraded in anyway). These items also scale to your champion score up until the Chaos VII 6/10 upgrade level.

For the season of Winterfest there’s also a pretty amazing sale going on. Inventory bags are going to be 50% off and the Material Vault is ~33% off. The Material Vault now holds 9,999 instead of 999 for each slot, and it also includes both new reroll materials, these changes are applied to currently owned Material Vaults as well. Supplies aren’t limited, but this sale isn’t going to last forever!

Winterfest is going to be on for quite a while, lasting past December. This gives you plenty of chances to get all four weapons and some nice Shards and Defender packs along the way! Oh, and of course, don’t eat the yellow snow.
Elemental Combos
Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos)! This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.
Diminishing Returns

This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.
If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!
We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!
Mod Improvements
Previously we talked about Mods receiving changes in phases. In Phase I we more than doubled the drop rate of 10/10 Mods, as well as buffing all 6/10, 7/10, 8/10, and 9/10 drop rates. This means that 1/10, 2/10, 3/10, 4/10, and 5/10 Mod drop rates were lowered.
We promised a Phase II with this update, and we are delivering! Perfect 10/10 Mod drops before the update on average appeared within about 4 hours of active gameplay. We’ve received a lot of great feedback from players enjoying this change. However, it really stinks to be an outlier and it take a very long time to get a 10/10. The first change of Phase II is that it now on average takes about 10 hours of average play to get a GUARANTEED 10/10 Mod. If you play with more players, because you’re seeing more Mods, the amount of time this take drops significantly,  taking almost half of the listed times.
Mod Rerolls are available in the following areas:
Expeditions
Drakenfrost Maps drop 2 Reroll Materials
Onslaught
Drakenfrost Maps drop in the following amounts
Floors 28-35 drop 1 Reroll Material on Drakenfrost Resort
Floors 35-59 drop 1 Reroll Material on ALL maps, and 2 Reroll Materials on Drakenfrost Resort
Floors 60+  drop 2 Reroll Materials on ALL maps, and 3 Reroll Materials on Drakenfrost Resort
We provided ways to farm them outright for the Defender who may want to take it easy in Chaos VII, or while progressing so even as you’re climbing Onslaught you’re able to take part in this new material and are even rewarded for taking on harder challenges.
Inventory Improvements
These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. The changes include:
Auto Sort
Auto sorting now sorts your bags by actually moving all the items, previously provided a visual update only.
The sorting goes by item type and Gear Score, but is a big update to the previous system 

Shard Sorting
Shard sorting logic has been updated. It now prioritizes the following.
Sorts by Defense Shards first, and then by Hero shards
After sorting between the two types, Shards are sorted alphabetically.

Mod Sorting
On the “Filter By” tab, the right most tab in the inventory, there is a new icon for Mods. This filters your best Mods first. This makes long play sessions easy and quick to check if there are any of those GLORIOUS 10/10’s just sitting in your bags.
Numbers on the bottom right correspond to what the highest Mod quality is on the item.
Numbers are white intentionally to make it easier for colorblind players to see what the number is.

Mod Inspect
By holding down Shift, you can now see the highest Mod quality of an item in the bottom right.
General Changes
Vicinity Targeting
This is a new way to interact with players. This allows you to target other players, keep them targeted, and choose to do a variety of things:  invite them to party, inspect their shop, and more interactions when Communities are implemented.
Material Vault Changes

We received a bunch of feedback regarding the Material Vault. Previously it allowed you to store 999 of specific materials in each slot. Now you are able to store 9,999 IN EACH SLOT! That’s not all, the Material Vault now also has spots for the Primary Reroll Material and the Mod Reroll Material. So much space for activities!
Social Menus
There's been a social menu added next to your abilities and towers on the main HUD. This brings a bunch of quick functionality when interacting with others!
Enemy Spawning
We took additional passes at enemies getting stuck in spawn, but also fixed a big issue where enemies were going underground for a while and coming out of the ground later on in their path, bypassing blockades. We’re going to be keeping a vigilant eye on this, so please provide feedback on this if you see anything!
Console Voice Chat
We have now provided an option that allows you to disable voice chat in social hubs, Console player rejoice! You can now opt in to hear all the great music choices of your fellow Defenders. And by great, we mean potentially terrible. It’s usually terrible.
Victory Chests
Tired of waiting for your legendary loot to come out of that chest as you’re playing with other Defenders and getting so much more? Well that wait has been significantly reduced. When you open the Victory Chest, all your loot comes shooting out all at once. When playing with three other Defenders it looks like a legendary shotgun explosion.
Oh, and before we forget, if you don’t open your Victory Chest before moving on, all the items inside are sent to your inventory. If your inventory is full, then it goes to the Scavenger. Never miss out on Victory Chest loot again!
Communities
This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.
Communities are coming later in this patch after we've given it a little more polish.
Balance Changes
Abyss Lord
Towers
Colossus
Health scaling increased to 600, was previously 430.
Skeletal Orc
DU cost lowered to 35, was previously 40.
Apprentice
Towers
Arcane Barrier
No longer allows enemies to pass through it while exploding.
Shards
Frost Power
Defense Power scaling changed to (9 + 1 per level) from (10 + 2 per level). Max gilded is now 33%, previously was 58%
Dryad
Towers
World Tree
DU Cost lowered to 25, was previously 30.
Lavamancer
Towers
Maw of the Earthdrake
Defense Unit costs reduced to 50 DU, previously was 60 DU.
Defense Health Scaling increased to 300, previously was 200.
Fissure of Embermount
Adjusted overlap to match that of similar towers (Flame Aura, Weapon Manufacturer, etc.)
Mystic
Towers
Viper’s Fang
Upgrading the Viper’s Fang now allows you to bubble up to 5 enemies.
Squire
Towers
Training Dummy
DU Cost lowered to 25, was previously 30.
Bug Fixes
Fixed an issue where the first bag in an inventory would visually not load.
Fixed an issue when selling items that other items would be put in their place.
Fixed an issue with Dryad’s Angry Nimbus that caused it to target enemies within the spawner.
Fixed an issue with Dryad’s Hornet’s Nest not dealing elemental damage when using an elemental mod.
Fixed a VFX issue when killing Betsy while she was breathing fire.
Fixed a variety of DPS tooltip calculations
Fixed an issue where Floor 40 Onslaught flairs were labeled with the wrong floor to attain them.
Fixed an issue where Replay From Wave refunded Level 1 Tower mana if they were upgraded.
Fixed an issue with gamepad focus moving when buying the last item from a shop.
Fixed focus issues with Pet Stat reroll UI for gamepad.
Fixed an issue with the Initiate, Gunwitch, and Huntress’s stat changes via various Ascension talents.
Fixed an issue with Favorable Winds mod proccing off any kills, not just primary attack kills.
Fixed an issue with the amount of XP given from Drakenfrost Resort in Expeditions.
Fixed an issue with the Dark Arts Arcane Barrier not displaying properly.
Adjusted tool tips for items on the ground when using 4K settings.
Fixed an issue on Xbox where Defenders would get stuck on the main menu.
Adjusted the Vanguard’s collision so that it better matches his shield.
Fixed an issue in Assault on the Throne Room where destroyed subcores would not spawn enemies.
Fixed an issue with Ancient Life Steal only healing for 5% when at 5+ points.
Adjusted the difficulty of Forest Crossroads and Wyvern Den.
Fixed an issue with UI layering issues when purchasing or creating a hero.
Forest Ambush now has less amount of kobolds blowing up your lanes.’
Fixed an issue with the My Deck button going gray after deleting a hero.
Betsy’s overall damage reduced.
All Adventures difficulty lowered across the board.
Fixed a visual issue with the Harpy’s blinking animation
Fixed an issue where EV2’s Buffer Chip worked on other heroes.
Known Issues
If chat is gray, deleting your ini will fix it and give you colors.
Keybindings were reset with this update because of Communities being added.
On PlayStation 4, when in-game and quitting to the main menu, you may run into issues logging back in. Just restart the game and you should get back in.
The following Elemental Effects' durations are not working the correct length: Onsen Bath, Maelstrom, Water Chip/Servo, Freezing Rain, and Drenching Strikes.
DPS Tooltip for Hornet's Nest is showing debug stats (get it, because they're bugs).
What’s Next?
There’s a lot we’re experimenting with in this update to make the future of Dungeon Defenders II as great as possible. We’re welcoming all the feedback that you can provide on it, but of course make sure it’s constructive, it’s the best way to ensure we can make the best changes as fast as possible.
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
[CG] LAWLTA
DEFENDERS,

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

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

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

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


 
In total, it’s less than 10% of the most diehard hardcore Dungeon Defenders fans were not happy with the Beta. In terms of testing a game… that’s a home run! We knew that we were doing a lot of things good, but based on the feedback provided, we know we can do better than good and produce great work.
The feedback outlined a lot of what people enjoyed about the game so far, and also some of the holes we had to fill. We went through and outlined everything we could make better based off the feedback from the survey, forums, and feedback provided through zendesk. It was a lot, and we’re not devs who shy away from a lot of hard work. Some of the feedback we’ve received made it into the PAX build and had an incredibly positive reception, showing that our approach to focusing on pushing from good to great is the best approach for not only us as a studio, but to all of our incredibly loyal community.

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

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

Why Early Access?
Going into Early Access on Steam allows us to get where the game is at into the hands of our players on PC. By doing so, we’re able to iterate quickly, getting Dungeon Defenders: Awakened into that 100% state as soon as possible. We are still going to be honoring our Nintendo Switch exclusive deal with Nintendo, with our PlayStation 4 and Xbox One releases coming in Q3 2020.
That said, this Early Access is not going to be like other games, or like Dungeon Defenders II. The Early Access period is going to be incredibly short, because we’re really spending this time to polish up the game and meet your expectations. Dungeon Defenders: Awakened is going to be fully released during Q2 on PC and Nintendo Switch. We want Early Access to be as short as possible so that we can get Dungeon Defenders: Awakened out to all of you as the best version of the game.
A lot of the polish we’re doing is to systems and gameplay, those are a bit harder to show off or discuss, but they encompass enemies spawning, how much loot drops, what kind of loot drops, enemy difficulty, enemy AI, and more across the entirety of the game. 
One of the things we can show is the visual changes to some portions of our feedback. One thing that was shown off at PAX (and is still being iterated on) was the changes to the HUD:


The feedback from the survey was overwhelmingly positive:



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

As a result, we’re going to continue to use this time to polish up UIs in a similar fashion to how the HUD was polished. We’re excited to get these updates out to you in Early Access, and will be continuing iteration through Early Access based on feedback. As we speak, the UI has received even more polish than what’s shown here.
Another change that we made was to the Huntress and Monk. We had seen through written feedback that people were not happy with their visuals, so we made some changes and presented them in the survey. People were happy with the direction we were going, but weren’t sold all the way. Something we weren’t able to get in the PAX build was our next iteration on the Huntress and Monk:

 


You can see the progression we made over time, the first being the version we released into Beta, the second being a first pass presented in the survey, and the last being an updated version based on the feedback we got.
These images felt to us a lot closer to Dungeon Defenders, while bringing them graphically up to 2020. We’re going to continue to get feedback on these as well, but we’re really happy with where they are at currently.

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



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

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

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

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

Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU!
For Etheria!
Chromatic Games

[CG] LAWLTA
Good morning Defenders!

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

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

As many of you know, we started on Awakened a little under a year ago. Making a game like Dungeon Defenders is not easy. For those who don’t know what goes into making a systems heavy game like ours, here are some numbers to give you better context as to how much we’ve gotten done and what is reflected in the Early Access experience you’ll be playing today and for the next few months...
Characters: Over 40 (heroes, enemies, NPCs, and Pets)
Maps: ~12 tile sets over 15 maps
Unique weapons: Over 80, with over 80,000 total color combinations possible (be sure to grind for those rare white and gold weapons!)
Unique armor pieces and accessories: 50
Animations per hero: Over 50 each
Animations per enemy: On average about 10
Hand drawn / illustrated icons: Over 200
100’s of concept art pieces / illustrations
Music tracks: Over 20
UI Scenes and Widgets: Over 250
Over 200 design documents
Dozens of game features and systems, totalling over 90,832 lines of code and counting
All with under 30 developers, in a newly formed studio, in less than a year. The amount of work and love put into this has been nothing less than incredible! And what better to celebrate this achievement with our community than with Early Access launching in a few hours? Oh! I know what’s better! How about a teaser? Click here to see what’s coming later to DD:A!

We’ve already heard tons of feedback from our beta in November and have been working towards addressing the biggest concerns from our fans. If you missed this blog, give it a read for more information on our post beta survey. Much of that feedback will be represented in today’s build, and much will be rolled out in the coming months. 
Until then, we ask you to bear with us while we iron out some kinks. More specifically, but not exclusively, we’re currently working to improve upon these areas over the coming weeks and months, leading all the way up to our 1.0 launch:
Performance optimizations
4P split screen support
More polished gamepad controls 
Continuous UI aesthetic transformation & polish
Hero progression updates
Polishing up some epic boss battles
Rolling out the higher difficulties
Implementing our story elements via beautiful new in game cinematics
Finishing up the Kickstarter and Pre-order rewards for 1.0
Anti Hacking measures
The list goes on...
Anyhoo, the time is NOW for hype! We need your help to spread the word today! Grab your friends, and join us online at 1PM ET for the Early Access launch of Dungeon Defenders: Awakened!
Sincerely,
Chromatic Games
[CG] LAWLTA
DEFENDERS!
This is just a brief check-in to talk about preorders for Dungeon Defenders: Awakened. We’ve received a lot of support from a ton of you, and want to make sure we reward that where we possibly can. There’s two big things to go over, being preorder upgrade options for Kickstarter and BackerKit supporters, and preorder window coming to a close. Let’s get to it!
Preorder Upgrades
We’ve been working tirelessly with our shop partner to enable upgrades over the past few weeks. Without getting into the details, we unfortunately have not been able to get upgrades going, and don’t want to let people know very last minute that they can upgrade, if at all.
Instead, we’re going to do the following. ANYONE that preordered through BackerKit or backed us on Kickstarter will receive the $60 Prestigious Edition bonuses shown on the preorder store, that are preorder exclusive. This includes:
Forum Titles
In-game Titles
Digital Soundtrack, Strategy Guide, and Artbook
Awakened Phoenix Pet 
Crystalline Skins 
Rift Skins
At Chromatic, we want to do everything we can to reward all of our players who support us, as fairly as we can. We announced the ability to upgrade, and since we are not able to deliver, we are taking the high road and providing the bonuses to those who would have been able to upgrade for FREE. We chose these tiers because it’s equivalent to how much the retail price is for the game. This serves as a big THANK YOU to all of our supporters who joined us early on this adventure, and to help show that we’re focused on making a great game.
Preorder Availability
With Early Access coming on February 21st, we’re going to be closing our Preorder Store the same day. This is to ensure that all our sales for the PC version of Dungeon Defenders: Awakened goes through Steam. With the Preorder Store closing, the Preorder Bonuses will no longer be available for ALL platforms. If you want to grab the Preorder bonuses, you only have until February 21st.
Kickstarter and BackerKit Changes
Starting on February 21st, we will no longer be able to change the platforms that people have selected, as we need to make sure that orders are locked and ready to fire for when we release on each individual platform, ensuring that people receive their correct copies.
What’s Next?
We’ve got a Dev Stream that we’re going to have tomorrow, February 14th at 3:00 PM ET, where we answer questions that we’ve seen posted everywhere, answer questions that all of you have for us, and show some gameplay as well! Please join us, and potentially win a free Prestigious Edition of Dungeon Defenders: Awakened.
That’s all for now, just a quick check-in. We’re hard at work to make sure that Early Access feels as great as possible, and cannot wait for you guys to tear it apart!
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future Defenders are sure to enjoy, because our games are made for YOU!
For Etheria!
Chromatic Games
[CG] Mary
Hi there everyone! 
My name is Mary (or known as [CG] Mary) and I’ve recently joined Chromatic Games as the Community Manager. I’m so excited to meet all of you, answer your questions, listen to your feedback, and be the bridge between you and Chromatic! I spent almost five years working player support and assisting with community management at Artix Entertainment on AdventureQuest, DragonFable, MechQuest, EpicDuel, AdventureQuest Worlds, and AdventureQuest 3D. I also have been volunteering for the RTX (RoosterTeeth) convention in Austin, TX for six years! I love being able to help out as much as I can and make sure people are being heard.

(My demodog Rusty and I)
I’ve enjoyed tower defense games since I found Bloons TD in 2007. Ranged/mage characters have always been my favorite, so I really enjoy playing The Apprentice (plus Flameburst is one of the greatest offenses.) The Huntress is my second go to, but I also love using the electric auras with The Monk. Outside of the Dungeon Defenders franchise, my favorite games to play are Fable II, Wolf Among Us, and Fallout: New Vegas. I’m currently playing Pokemon Shield and The Outer Worlds in my free time.
I look forward to talking to all of you! You’ll be seeing me on streams defending Etheria from the hordes, responding to your questions and feedback on our social media platforms (tag me on twitter @CG_Mary_), as well as acting as a bridge between the Chromatic Games team and you, our brave Defenders. If you have any questions you can find me on Discord and Twitter and I will do my best to answer as soon as I can! 
For Etheria!
PS If you understood the Fallout meme in the title we're gonna be best friends
iamisom
The Dragonfall Carnival update comes out on Tuesday! This week, we’re polishing the update and looking ahead to the next one:


Elliot Cannon, Creative Director
We’re wrapping up the Dragonfall Carnival, checking every detail we possibly can. Art and Level Design knocked this event out of the park! Collins took the map from multiple blockouts to fun-ready with uncanny speed and passion. Everyone on the art team rocked with tons of amazing details and flair. So much fun stuff in this release. Can’t wait to see new folks trying Normalized Play. Right now, it’s polish, polish, play, polish, play. Behind the scenes, we’re working on detailed plans and schedule for future releases, estimates, gear sets, and hero designs!



Daniel Haddad, Design Director (Blacksmith)
Helping with the wrap up of Dragonfall Carnival but mostly focused on the future. I’m working on figuring out our upcoming lineup of Heroes. What makes them special? Why would you all be excited about them? How will they make the game better? Also spending a bit of time looking at other aspects of our game that need help and writing proposals on how to fix them, namely pets, enemies and the like. We finished building the Abyss Lord’s functional bits and now we’re playing around with him as the content team continues to work on his aesthetics and VFX.

Tim Shannon, PS4 Producer (TimmyTrashTier)
Working on cleaning up the remaining major issues with the Ascension patch and getting the new dev team spun up on Dragonfall Carnival. Also looking at how we are handling and displaying text on item descriptions. If you are confused about auto-collect and the scavenger on PS4, check out my posts on the forums (bruh, it's fiyah)!


James Reid, Software Programmer (Driscan)
This week is all about polishing everything up.  So my UIs look prettier now (yay)!  Now it’s all about that bug fixing.
PRICES/DETAILS ARE NOT FINAL AND ARE TEMPORARY PLACEHOLDERS TO SEE HOW EVERYTHING LOOKS!





Jeffrey Bickel, Technical Level Designer (TE_Jeff)
Came back from vacation feeling refreshed and energized, putting that energy right back into the game. This week I’m squashing bugs and polishing as much as possible - not much time left before we’re putting this Carnival into your hands!

Steven Collins, Lead Level Designer (Esorath)
It’s bug fix week here at Trendy. Going through and making sure all the wires are hooked up properly for the carnival. Can’t wait for everyone to jump in and win some sleek prizes on the Bling Wheel.




Chris Flores, QA Lead (likethatwhenigothere)
Testing everything about everything and hoping it works when it comes done. Finito!

Jason Yu, Associate Producer (urfyness)
Making sure all the pieces fit together, adding bugs to the database, assigning those bugs to people, and prioritizing the bugs for the first couple days of my week. The next few days are spent planning for the next milestone. I spend time going through the design docs, breaking these down into individual features, and assigning rough estimates. When we get this close to the patch, I continue assigning bugs and playtesting the build when I go home.

Jesus Diaz, World Builder (N3oDoc)
Finalizing everything world building related for the Carnival and Heroes Marketplace level.
We’ll start to work on a new level soon.

Daniel Diaz, World Builder (DanielKaMi)
I have been working mostly on fixes and new stuff for the incoming Heroes Marketplace level!


 (Psst. The Abyss Lord isn't in this update, but it looks so cool in the Marketplace!)

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


Beta Release
The current Beta is available to our Kickstarter Backers first. This is a promise that we made during our Kickstarter, and are going to make sure to uphold. Kickstarter Backers currently have advanced Beta access. On Friday, November 22nd, we are going to open up the Beta to everyone who has purchased the $40+ preorder packages.
Beta is currently scheduled to run for roughly three weeks! Starting on November 22nd and ending on 13th, this gives us a great window to gather feedback and be able to make necessary changes before launching in February.
Progress and data from the Beta does NOT carry over to the release of the game. Beta is used as a testing ground to make sure that the game is in the best possible state. Keeping data from Beta (ha, it rhymes) can cause major issues when updating to the release version.
If you did not receive a Beta key, and are a Kickstarter Backer, make sure you have filled out the surveys that were sent to your registered Kickstarter E-mails from "Backerkit". If that survey is not filled out, then the Beta key is not sent.
All pre-order and Kickstarter Backer keys have been sent out. If you are missing keys, please write to preorder@chromatic.games, using the e-mail you used for Kickstarter and/or BackerKit.
Remaining pre-orders will be handled through our new store located here. If you run into any issues getting a key ordering from this store, contact support the new support here (suppot@xsolla.com) or using the link on the receipt of your purchase.
Streaming and Content Creation
During the Beta, you are free to stream, make videos, or whatever content you want. We want Defenders to enjoy and share as much as they want when it comes to Dungeon Defenders: Awakened!
 
What’s Missing?
There’s a lot to cover what’s in a game. Patch notes usually say what’s new, but with so much of the game being new, we’re going to let you explore the game. Instead, we're going to outline what may not be in the Beta that we are currently polishing and iterating on to get in for release (we may be missing some things from this list as well):
Tactical Map
This is currently in a functional state. We’re going to be updating the map images, and make sure it’s a lot prettier come release.
Challenge Maps
We’re currently wanting to make sure that balance feels good across the map in general. Challenge Maps are coming your way on release!
Maps
There are a total of 15 maps in Dungeon Defenders: Awakened. Not included in the Beta is Act II, Act III, and the Bonus Maps. Act I is the big focus for our beta test, helping us set the foundation so the rest of the maps bring the right amount of challenge.
Difficulty
Nightmare and Massacre are not going to be included in the Beta. We don’t want people beating all the hardest content during testing. Gotta have something scary hard for you to master on release!
Enemies
With Nightmare not in the beta, Sharken, Djinn, Spiders, and Goblin Copter will not be spawning in a lane near you.
Weapons
All of our weapons are not in the game. We have a pool of roughly 5 different weapons per hero to simulate the amount of weapons you would see during your playthrough of Act I on release. Weapon random colorization is also not reflected in the beta build, but will be implemented for release.
HUD
We’re going to be adding various improvements to the HUD. Currently we have it setup for beta to be functional. There’s a ton of work that we’ve done not in the Beta, but expect improvements on launch.
Armor
Currently we have placeholder armor models in. The final models are currently getting a last pass and will be sparkling and shining on release.
Set Bonuses
Set bonuses are working but may not currently be showing up correctly.
Split Screen
We’re testing base functionality currently, so split screen is not available during the Beta.
Spawn Immunity
Enemies are immune up until a certain point in spawn doors. Indicators are not included in Beta, but will be here on release.
Social
We’re wanting to make sure that getting your friends into a match is as easy as possible, give hosts control over their sessions, and showing who’s in your party. These are currently not in the beta, and can be expected on release.
Hardcore
Currently not in Beta, coming on release. 
Twitch Integration
Currently being developed, it will not be in the Beta.
Game Modes
In the Beta we have Campaign and Survival. Other game modes are coming on release.

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

Elemental Weapons
Some weapon elemental affinity visuals may be disabled, as we’re making sure performance comes first. Your weapons will be shooting flames and electricity during release.
Kickstarter Rewards
Kickstarter rewards, such as exclusive skins and portraits, are not available during the beta.

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

Trading
Trading is currently not enabled during the Beta.

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

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

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

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

Defender Forge
We’re testing for functionality currently with our Inventory and Hero Deck systems. The Defender Forge makes its glorious arrival on launch.
New User Experience
This is something we’ve spent quite a bit of time on, and are going to refine. It is important for new Defenders to understand how to protect the world of Etheria, but it will be available on release.

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

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

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

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

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

Level Requirements
During beta, there are no level requirements for gear. What you get is what you can use. Since we’re not having trading, we wanted to make sure getting gear was as fun as possible for testing.
Mana Chests
Mana chests are gone-gone-gone. Keep an eye out for end-of-wave loot chests.
Options Menu
The options menu is currently in a beta state and does not reflect every option that will be available upon full release.
Cinematics
The in-game cinematics are not part of the Beta.
Known Issues
A lot. It's beta, so there's a ton we're still working on. Music not playing correctly, audio playing from different parts of the map instead of where you are, UIs not working properly. There's a ton, but we're knocking them out super quick. Be sure to leave feedback in the DD:A Beta Discussion Forum.
Next Steps
We’re going to be monitoring gameplay and feedback that all of you provide. While polishing and finishing remaining systems for our February launch, we’re also going to be scouring feedback to make sure that we get the game into the best state possible. Nothing in the Beta is guaranteed to be final, and is going to be scrutinized heavily.
From now until release, we’re going to keep churning away to make sure DD:A is the best it can be!
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team cannot wait to see you tear apart the Beta. We’re excited for release in February and thank you for joining us on this journey!
For Etheria!
Chromatic Games
[CG] 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


Proximity Mine Trap


Inferno Trap


Darkness Trap


Etherial Spike Trap

 
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:

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:


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:

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:






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:
 






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:
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
 
[CG] LAWLTA
Ahoy Defenders!
Dungeon Defenders II:  The Isle of Dread Expansion is out now on ALL platforms! This expansion contains a treasure trove of features, changes, and improvements. Set sail for adventure on two new maps, strike down your foes to gain new weapons and Mods, take on new enemies, and so much more. Put on your best eye patch and get your parrot, let’s dive into some expansion notes!
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, previously 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 aboard this ship, 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.

Cannon Ogres have joined the ranks of foes you must face! They are a fearsome terror that can ruin your defenses and range, but are also deadly when you’re up close and personal.  

A cursed orc pirate, Captain Dreadbones, is a new boss that you encounter in this expansion. You can fight him and his mighty crew in Plunderer’s Paradise on all game modes the map is available! Be careful, his cursed strength is nothing to underestimate.
The World Map

The War Table is improved with this expansion, adding some wonderful visuals 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:

Campaign: A new World Map that outlines where you’ve been, and where you’ll be going!
Expeditions:  Choose the region, map, and difficulty you want!
Adventures:  Four zones full of different Adventure story arcs are available to choose from!
Onslaught:  Hop right into your floor and get to climbing!
Mastery:  With a similar look to Expeditions, you can see your Mastery Star progression!
Incursions:  You can change difficulties to see each available Incursion!
Each game mode contains different formats for ease of use, but also provide an “Advanced View” session browser in each. The Session Browser allows quick visibility of all the games going on, allowing players to filter down to specific maps within specific difficulties of specific game modes. Very specific!
When navigating through the various world maps, there is also a new indicator that shows which maps are included in Daily and Weekly quests!
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.
The Player List menu has also received additional features. You can now see who’s in your party, who’s the party leader, any friends in the hub, and skip time inspecting every player by seeing who has items listed in their shop!
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! We’re continuing to develop social interactions between players, and this is a giant first step towards making it an easier and more enjoyable experience.
Replay From Wave

This is something we are introducing to help Defenders overcome the challenges they are presented with and promoting experimentation as you progress. Sometimes you can get up to a certain point and you want to try a different strategy. That’s where Replay From Wave comes in!
Now when you fail a wave, the Performance Optimization System outlines what defenses fell or which ones may have been underperforming. You are able to evaluate what changes you need, make adjustments, and get back to overcoming the challenge before you.
This system is available in Adventures, Expeditions, Onslaught, AND Mastery (without losing stars). The only caveat to this is that Replay From Wave is not available on Lost Temple, as it’s meant to stand as a final gauntlet to overcome every five floors. We can’t wait to see how far this system let’s Defenders go!
Onslaught

It’s finally here — one map floors are now the standard in Onslaught! This change was due to a lot of great feedback many of you provided. There are a few things that needed to change when going towards the one map format:
Difficulty Scaling:  We shifted the focus of investing time into each floor to overcoming greater difficulties sooner. As a result the rewards previously earned in Onslaught at various floors (Floor 114 for instance) are scaled down to the same difficulty; Ancient Power reset minimum reset floor is lowered; and Omega Waves were added in as an extra challenge to provide a greater feeling of progression.

Rewards:  Since players are facing a greater challenge faster, we wanted rewards that reflected overcoming said challenges. Now every 10 floors, players receive an Prestigious Weapon, with a guarantee on their unique Mods to roll a five or higher!

More Maps:  You are now going to be exposed to every map (except boss maps) as you climb Onslaught. Every five maps runs a format of easy, medium, and hard maps, with the fifth map being The Lost Temple!

More Schedules:  There are even more enemy schedules that you'll encounter now!
Omega Waves:  This is a new sixth wave added to the end of The Lost Temple. It’s a small victory lap as you continue to climb, where you will be provided with Mini-Boss only waves and unique schedules!
Onslaught is something we want to continue to build upon. With the feedback you provide, we’re able to make sure that we keep putting out content you enjoy, and these Onslaught changes are a result of that. We can’t wait to see how high you climb, maybe even a Memes For Marcos 2.0 is in our future!
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 more powerful than before and require less of a point investment to utilize their maximum potential. Now two players are able to reach the maximum strength provided by Ancient Power, previously something only four players were able to do.
There are also FOUR new powers to help bolster your battle against the horde of enemies coming your way. Protean Shift brought some order to the Critical Chance/Damage system, and as a result we are able to add the following Ancient Powers:
Hero Critical Chance
Hero Critical Damage
Defense Critical Chance
Defense Critical Damage
Ancient Power is also more accessible early on now. You are able to gain Ancient Power after completing Floor 30! You do not have to acquire Ancient Power here and can keep climbing gaining higher Minimum Ascension as you progress through floors. Previously you gained 3 Minimum Ascension for every floor you completed (with three map floors), but now you gain 12 Minimum Ascension for every floor with the one map system, and also gain 4 Talent Cap increases per floor as well!
As you gain more Ancient Power, your Minimum Ancient Power Floor increases as well. This system continues to climb until your Minimum Ancient Power Floor reaches Floor 50, requiring you to reach Floor 80 to acquire additional Ancient Power. You then have access to Floor 50 right away after acquiring Ancient Power, granted you’re equipped to take on those challenges!
One final change when acquiring Ancient Power:  your pets no longer reset! This change may not be permanent as we’re investigating ways to improve pets, but for now, your pets are untouched by the Ancient Power System!
New Items

There’s one thing that pirates are always on the hunt for — TREASURE! There are multiple ways to acquire the new items coming.
Professor Proteus’s Seaworthy Weapons
Professor Proteus now has a new cache of weapons available for Defenders taking on the high seas. Using these weapons provide unique death animations that are fitting for the battles that await you! Turn your enemies into a boat, and watch them sink into a whirlpool, or drop your enemies and make them flop like a fish.
There are multiple animations these weapons provide, and they are available on all weapons! The variety of animations are on a rotation daily, so be sure to check back regularly to see if the one you want is available.


Pirate Map Seaworthy Weapons
We’re trying something new by allowing Defenders to get these new weapons by completing the new maps! These weapons do not have the unique death animations, but instead come with all new Mods. These Mods are not weapon or hero specific, though some of them are bound to being melee or ranged only. They aren’t like Mods that are currently in the game, some take your movement speed into account; another has a chance to poison, drench, or oil your enemies; and another can even prevent Dark Assassins from stunning you!
There are ten to discover, and they can only be acquired through completing The Jacked Sparrow, Plunderer’s Paradise, or through Player Shops
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 new features to help Defenders as they keep Dragonfall and Etheria safe.

Primary Stat Reroll
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! The new reroll materials are also able to be traded.We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.
Player Shop Changes
There are a some changes coming with Player Shops to make them more enticing to a larger amount of Defenders:

Use any piece of gear you purchase! Previously players were limited to buying a piece of gear that was only available to their level. This meant players having gold to purchase cool Mods, but not having the gear score to do so. Now when you purchase a piece of gear, the gear is scaled down to your Champion Score. After purchasing an item, and it scaling, you are still able to sell it on your shop. Even more Defenders can now participate in buying and selling!
Gem Mine
We’ve introduced a new way for Defenders to get a sweet deal on gems. The Gem Mine can be purchased from the platform stores, providing 100 gems everyday that you login for 30 consecutive days. That’s a total of 3000 gems for a lot less!
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, let’s get into it:
Abyss Lord
Towers
Colossus
Range increased to 800 from 600 (33% increase!)
Skeletal Archers
Damage scaling increased to 15 from 11.5 (30+% increase!)
Ramsters
Direct Command range increased to 5000 from 4000 (25% increase!)
Dryad
Towers
Harpy’s Perch
Damage scaling increased to 5.175 from 4.5 (15% increase!)
Hornet’s Nest
Hornets from any nest can attack any enemy. Previously only one hornet per nest could attack the same enemy.
Up to three hornets can attack the same enemy, regardless of where the hornet spawns.
EV2
Towers
Weapon Manufacturer
Minimum range added to node placement similar to Auras. This change bring this tower in-line to similar towers, while still keeping it unique.
Huntress
Towers
Explosive Trap
Damage scaling increased to 6.6 from 5.5 (20% increase!)
Range scaling increased to 0.0575 from 0.05 (15% increase!)
Range Max increased to 1150 from 1000 (15% increase!)
Base Range increased to 6900 from 6000 (15% increase!)
Trigger Radius increase to 400 from 200 (100% increase!)

Lavamancer
Towers
Volcano
Damage scaling increased to 9.31 from 7 (33% increase!)
Mystic
Towers
Sand Viper
Damage scaling increased to 6.875 from 5.5 (25% increase!)
Squire
Towers
Ballista
Damage scaling increased to 21.27 from 18 (18+% increase!)

Mod Changes
Tower Mods
Unique Defense Crit Chance Servo
Increased max Crit Chance to 30% from 25% (5% increase!)
Unique Defense Crit Damage Servo
Increased max Crit Damage to 40% from 35% (5% increase!)
Boom Mods
We’ve changed how boom mods work. Previously they were a flat percentage that allowed them to scale infinitely, making them a must for climbing later floors.

They’ve been retooled to do damage based on the enemies they explode up to a cap. The number shown is an average of what that damage is based on the different kinds of enemies within that group. For example, a melee-splosion does less damage when exploding a small goblin than it does when exploding a berserker orc.

General Changes
Chaos VIII Amps and High Onslaught Mods
Modified Mark’s Thoughts:
These now start dropping at floor 35. Their drop chance increases every two floors you complete up to a cap on Floor 83 for Amps and Floor 92 for Mods.
Bug Fixes
All C8 shards have been disabled. We may revisit them sometime in the future, but to provide an equal battlefield for all Defenders, we’ve disabled C8 shards for now.
We made some pathing adjustments, fixes to spawners, and adjustment to enemies that should improve their pathing across several maps. Looking at you Northwest flier lane in Lost Temple!
Fixed a bug where the Betsy Staff could cause enemies to, more or less, one shot anything in their path.
Fixed an issue with Betsy’s Curse shard allowing enemies to one shot anything in their path.
Fixed spelling errors on Unique Crit Chance Servo, Unique Crit Damage Servo, Defense Crit Chance Servo, and Defense Crit Damage Servo.
Removed some tutorial text that was hanging out in Gates of Dragonfall - Hard.
Fixed a rare issue where when an item is upgraded to 10/10 Chaos 7 the ipwr could go to 0.
Fixed an issue where Consecutive Win Bonus XP was being multiplied by Ancient Power an additional time.
EV-2 no longer infinitely lazers the Bastille Master in her incursion.
Fixed several cases where the Bastille Master could get stuck.
Fixed an issue where players could get into a state where they were unable to evolve pets.
Fixed a case where split-screen users could have the Player Shops overlapping the Ancient Power UI.
Player Shops - "Your inventory is full" notification now shows on other players shops when your inventory is full
Piercing Towers now pierce Vanguards.
Protective Downgrade Servo and Last Stand Chip now have a vfx to show when the effect triggers
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.
Known Issues
If beyond the first three tutorial maps, hitting Play Now on the main menu sends you to town.
Traps are not respawning correctly when using Replay From Wave.
Temporary fix in for rare instances where upgrading gear to 10/10 would greatly lower it’s stats. For these rare instances, instead of greatly lowering, stats are now slightly raised. This is a catch for if this error occurs, not a change applied to all gear.
Tower-like abilities (Talisman of Empowerment, Abyss Stone, etc.) are running into a few issues that we’re aware of.
The Champion Score filter is currently not functioning correctly.
Player 2 in splitscreen is able to be kicked from party when in a party with a leader that isn't part of the splitscreen
When the first player in split screen mode spends or receives currency the pop up appears on both screens.
When placing defenses on the bottom floor of The Jacked Sparrow there is a chance to have it go to the top layer
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. Get to setting sail!
For Etheria!
The Dungeon Defenders II Team
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.

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 You can report new forum issues here: Forum Bug Reports. Titles/Ranks We're working on bringing back some custom groups and post count promotion fully. Right now after you make a post you should see yourself get the correct rank updated on your account. Thank you!
[CG] LAWLTA
Ahoy Defenders!
Around the docks of Etheria there is talk of Patch 4.1 arriving later this week. Among these whispers are some predictions of what’s to come. Join us as we peer slightly into the future, it’s time to dive into Patch 4.1 preview!
Perfect Mod Drops
This is something that we received a lot of feedback on and are working on in multiple phases. The first phase is coming in this patch, it allowed us to do calculations on changing the drop rates specifically. We are going to be increasing the drop rate of perfect Mods by MORE than double, while lowering the drop chance of lower quality Mods.
The second phase of this is a lot more complex, and we’re not ready to discuss it just quite yet. We know the current drop rate has an average time that players should see perfect mods, and for a lot of players they are at or below that average. However, there are players that are outliers on this system, taking a long time to see any perfect Mod and that doesn’t feel great. We are currently developing ways to try and curb this entirely.
Mod Quality Visuals
Players have requested that we make it easier to understand where your Mod quality ranges on a scale of 1 to 10. Now there will be a number that reflects the quality nestled gently on top of the “Qualibean™.”
Mob Pathing
We’re continuously finding ways to make our game experience as smooth as possible. Stuck enemies and those that go off their intended path are no fun to deal with, and they certainly are a challenge for us to ensure they work correctly. There are changes coming with this patch aimed at drastically decreasing these types of behaviors. We’re going to keep a close eye on these changes to make sure they work correctly, and if there’s more work to be done we promise we’ll be hammering away it.
Replay From Wave
This was a feature added in with Isle of Dread that a lot of players have enjoyed. We ran into an initial technical challenge that did not allow this feature to work well on Lost Temple. Replay From Wave was released and since we set to work on getting it to work on Lost Temple. After testing it, we’re now able to get Replay From Wave to work on this map — including Omega Waves.
And That’s Not All!
There’s of course a slew of bug fixes coming, expanded explanations to the above, and a couple other unannounced changes that will be in the patch notes.
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
We’re getting the finishing touches on this patch and cannot wait to share it with you all.
For Etheria!
The Dungeon Defenders II Team
[CG] LAWLTA
DEFENDERS!
The day is finally upon us, Dungeon Defenders: Awakened is OUT NOW on Steam Early Access. This is a huge day for us as a studio, as it’s our first launch of a product out into the masses; it’s a huge step for Dungeon Defenders returning to its roots; and it’s a huge accomplishment thanks to your support, to get something this amazing out WITHIN A YEAR! With that said, you what we do, we get into it — let’s get into it!

Steam Early Access
This is time for us to deliver on our promise of having a release in February. This period is pivotal for us to get the game into the Defenders of Etheria’s hands and go crazy throughout the entire game. We used the 10,000+ pieces of feedback we received from our Beta, and used it to help mold the game into this Early Access state. There’s still work we’re polishing, but the state the game is in, we’re comfortable and proud to present it to you. We’ll go over a couple pieces of info we’ve gone over before, as well as discuss what to expect in this Early Access release.
If you haven’t picked up a copy yet, we’re on Steam right now. Click here to visit our Steam page!
Roadmap
Releasing into Early Access isn’t only going to be setting the game live in its early state and then providing the finished product months later. Instead, we’re going to be updating it over time, adding in features as they become polished and in a state we’re happy with. Thus, THE ROADMAP IS BORN!

As a studio, this is what we are sticking to as a studio. Should anything change, we are going to make sure that we keep all of you updated as soon as possible. We want this road map to serve as a look into where our focus is and as a promise for what we’ll deliver.
Why Early Access?
Going into Early Access on Steam allows us to get where the game is at into the hands of our players on PC. By doing so, we’re able to iterate quickly, getting Dungeon Defenders: Awakened into that 100% state as soon as possible, something we’re unable to do on consoles as fast as we want to iterate. We are still going to be honoring our Nintendo Switch exclusive deal with Nintendo, with our PlayStation 4 and Xbox One releases coming in Q3 2020.
That said, this Early Access is not going to be like other games, or like Dungeon Defenders II. The Early Access period is going to be incredibly short, because we’re really spending this time to polish up the game and meet your expectations. Dungeon Defenders: Awakened is going to be fully released during Q2 on PC and Nintendo Switch. We want Early Access to be as short as possible so that we can get Dungeon Defenders: Awakened out to all of you as the best version of the game.
 

Teamwork makes the dreamwork.
This will give us a chance to make sure that the game is balanced, being easy or hard in the appropriate parts of the game; animations and art assets are looking great and working properly; working out any kinks when it comes to playing with others; making sure our network tech properly connects you to others and also properly saves your gear; and of course testing our flags, checks, and reactions from our anti-hack systems on a much larger scale.
What’s In Early Access?
Shown in the Roadmap above outlines what is going to be coming to Dungeon Defenders: Awakened, and briefly goes over what is already in. We’ll blow it apart a bit more here!
Every heroic adventure starts in a really deep well, right?
Campaign
The Campaign is the progressive order maps are presented in, and on the full release will include story elements and bosses scattered throughout to help you understand what exactly is going on in Dungeon Defenders: Awakened. In the Steam Early Access release, Campaign includes all 12 maps part of the whole campaign:
Deeper Well
Ancient Mines
Lava Mines
Alchemical Labs
Tornado Valley
Tornado Highlands
Ramparts
Throne Room
Arcane Library
Royal Gardens
The Promenade
The Summit
These maps are in a great state, but we are still open to feedback as you play through these maps, so please throw it our way through the in-game link seen on the Escape screen.
Alchemical Labs, Throne Room, and The Summit do not currently have their bosses implemented. As covered in the Roadmap, the Demon Lord arrives in March, the Goblin Mech charges in during April, with the Ancient Dragon approaching in the full release.
Difficulty
On this release, you have access to:
Easy
Medium
Hard
Insane
We’ve tested these extensively, and the progression through the campaign feels incredibly good. Our goal is to let people provide extensive feedback on these difficulties before we throw you into the terror that is Nightmare in March, which is going to push Defenders to take on some substantially harder enemies.  It doesn’t stop there though, as upon release you’ll have to survive the newest difficulty — Massacre. Both of these difficulties provide new enemies that only brave Defenders will be able to cull!

Survival
Making its triumphant return, the Survival game mode is going to be available on all difficulties and all maps provided in Early Access. Each map rewards a unique pet to join you in your adventures, while also boosting your hero in some way. There’s a lot to master through all 12 maps, we hope you’re able to survive!
While playing through Survival in Early Access, we are going to continue to optimize the maps to accommodate all the enemies that you are going to be fighting. As noted on our Road Map, there is going to be continuous updates to the game, and this include performance optimizations. If you run into frame drops or crashes, report them in feedback, as that’ll help us polish things up. For Defenders looking for a true challenge, try playing on Insane Survival Summit on very old hardware getting 1 FPS, outside in the rain, while taming lions (please don’t do this, this part is just jokes, play it normal and safely please).
Pets
There’s a lot of pets that are going to be in Steam Early Access that were not in Beta. Some pets are straight forward, boosting your stats and slapping enemies, however we brought back some revamped fan favorites *cough*Genie*cough*, and also some new pets that have never been seen before. We made sure that you have a wide variety of pets to use, trying to apply a variety of play styles to fit certain pets. There are even more coming past this, but we’re sure you’ll quickly grow to love all of these companions (the Ramster is so dang cute!).
Gear
There’s a TON of gear to earn. Going back to our roots, we wanted people to get excited for gear to hunt. Itemization feedback has been tremendous, and so we used words from Defenders old and new to curate some awesome pieces to hunt for. We brought back a lot of the systems that made Dungeon Defenders gear great to hunt. Gear rolls any and all stats that are on your hero, making it exciting to receive that one perfect piece that has all the defensive stats for your Tower Builder spec'd heroes, or well-rounded gear for any Defender who prefers a Jack of All Trades play style! Another exciting return is that weapons and pets are randomly colorized, providing unique looks to the loot you receive. White and Gold is one of the rarest combos you’ll find, so good luck!

Gear continues to get stronger as you progress through the game of course, with each difficulty providing new pieces to empower your heroes and defenses to new heights! While climbing also make sure to keep an eye on what armor you’re equipping, as gear sets are back in the game.
Accessories
Through your journeys, you’ll also be receiving accessories that visually change the look of your character. This was not something part of Dungeon Defenders original release, but they are so fun to acquire and add a great level of visual customization that we couldn’t just not do them! Masks, Bracers, Brooches, and Shields (Squire Only) are some of the pieces you’ll receive that you can uncover to add another layer to empowering your character.
Cursed Gear No More!
One thing you will notice that is different from Dungeon Defenders is that there is no longer any cursed gear. This was something a vast majority felt very strong as a detractor from the game, and made getting gear feel like a potential punishment if it had the one stat you wanted, but diminished others.
Tools of the Trade
There’s a lot of tools we wanted to provide to the players. One of them was an updated Tactical Map (tac map for short). There’s a ton of upgrades we made to this feature, trying to provide as much visual clarity on what’s going on and where. There’s also brand new additions, such as in the options menu, you can now select filters for the tac map to show specific upgrades and items that you’re looking for, making it easy to survey the land quickly and go get your items before continuing on.

There’s also a lot of the HUD and UI improvements. There are seriously too many to include here, and as noted on the Roadmap, there are more coming! Comparing items in your inventory, providing clearer definitions for upgrades, revamped stat names, and so much more.
Towers are also part of the UI improvements. You can now interact with your towers to see how they are performing and what their stats are. Even a deep layer, towers show you the important stats that matter based on what they do. This means seeing what’s important in how a Spiked Blockade performed is different than seeing how an Ensnare Aura performed. We can’t wait to hear your feedback on these features and make any improvements possible!
Kickstarter, BackerKit, and Preorder Rewards
Rewards are planned for our full 1.0 release. While we have already chipped away at getting these made, today is our final deadline for our backers to submit what they’d like. We recently got a ton of requests back from our initial surveying to people in appropriate tiers, so now we just need to get to work on them. Some of these things are absolutely beautiful, others are horrifying, and we wouldn’t have it any other way!
Early Access Note
We have an Early Access FAQ that we’ve put together. If some of your questions weren’t answered here, please give it a look and hopefully they are answered!
There’s some stuff that we are not covering in this post, but there is a ton to discover in this game. Some of it is intended, some of it may be bugaboos that need to be squashed, and some of it may be as Bob Ross put it: happy little accidents. This is a game that we’re proud to present as a culmination of developer work and extensive community feedback. We truly feel this is a game made for our GLORIOUS Defenders, and we hope you feel the same. We want to thank you for joining us on this journey so far, and we can’t wait to continue on and hope you’ll be there by our side.
What’s Next?
We’re going to keep working. As shown in the Roadmap, we’ve got some ground to cover still. We want to keep updates coming and to further enhance our transparency and direct communication with our community. We plan on having updates showcasing the work that has been done, continue introducing you to members of the team, and giving you a look at the work it took to make Dungeon Defenders: Awakened.
Chromatic Weekend Wind Down, Dev Streams, and more are going to be coming as we continue development. We’re very excited for everything coming out and are excited that all of you are along for the ride!
Next week some of our team is going to be at PAX East, Booth #12074, right next to the Nintendo booth! If you’re going to be there, stop by to play, chat with the devs, and maybe leave with some sweet sweet swag! We had a crazy turn out at PAX South, loved hanging out with our glorious Defenders and the new Etherian recruits we picked up, and would love for PAX East to be Chromatic Games At PAX II: Revenge of the Hangout Boogaloo the Game, the Movie, the Game Returns.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU!
For Etheria!
Chromatic Games
[CG] Mary
DEFENDERS,
We’re all so excited for the Steam Early Access release of Dungeon Defenders: Awakened on Feb 21st! We wanted to share some of the awesome work the team’s been working so hard on to get ready for the Early Access at the end of this week. This Dev Log will have some sneak peaks from different departments here at Chromatic: Art, Design, and Engineering! Also, if you haven’t and wanted any of the goodies that come with the preorder editions of DD:A, make sure to get them ASAP since they’ll be gone at 11:59PM EST 2/20! 
Some of The Team
Mary — Community Manager
Hi there! I’m Mary, the new Community Manager and I’ve been working for Chromatic for a little over a month now. I worked at Artix Entertainment previously for almost five years before coming over here. It’s been super fun and I had a blast at PAX South talking to everyone there about DD:A. I’ve been really enjoying reading all of your feedback and suggestions regarding DD:A, and making sure that your voices are heard by the team. I’ve also been working on ways to revamp some of our social media platforms like Discord and hopefully you’ll see those changes soon. I’ve also been getting together some little gif teasers together and getting feedback from the Discord community. Here’s some examples:



I’m looking forward to hearing everyone’s thoughts on the Steam Early Access of DD:A! It’s only 2 days away!
 
Brent Caulfield — Jr Designer
Hello, my name is Brent Caulfield and I am a Jr. Designer at Chromatic Games. I first started game development about 6 years ago when a friend and I started making a FPS game with wizards and magic instead of guns and ammo. That eventually evolved into a commercial project called Grimoire: Manastorm which was released on Steam in late 2017. After that I started a design internship at Chromatic and then accepted a full time design position shortly afterwards!
There have been a lot of interesting tasks, but my favorite would have to be the final implementation of gameplay elements for all the maps. Placing the final parts to make the gameplay work and then being the first person to playtest it was really exciting. Seeing the waves of enemies all come out on the maps full of beautiful art was a great experience and one I’ll remember for a very long time. There were so many talented peoples’ work that went into making it all happen and to be one of the first people to see it all come together into a full gameplay experience was very special and was definitely my favorite thing I’ve worked on!
Reverse engineering and breaking down DD1 code to find out exactly how and why different systems work was definitely the hardest stuff I’ve had to work on. In order to create an authentic DD1 style experience the Engineering and Design teams spent a lot of time going back into the DD1 code to see how it all functions. One of our major goals with the project is to bring back that awesome gameplay experience that so many people love and while we have extremely experienced people on the team that know how it all works there were still some surprises along the way that we never would have figured out without digging into the source code. This was very challenging at times, but extremely rewarding at the same time.
After the initial hazing (Javahawk told me it was possible to beat DD1 Insane Deeper Well on a fresh character) things have been great! Gainesville is my hometown and game development is my dream job so I feel extremely fortunate that I was able to find a place at such a welcoming studio that is working on a game I genuinely enjoy playing! There are so many amazing people on the team and it's a great feeling to wake up every day and be excited to go into work. I am really excited about everything we are working on and think the community is going to love all the awesome content we’ll be putting out in the future!
 
Jade — Jr 3D Artist
I go by Jadeite in the art world and I have a slight obsession with video games and all things nerdy! So much so that I decided to make some kind of a career out of it through the art side of things. I've been practicing 3D art since my junior year of high school, and it's my favorite medium to date. My life basically revolves around games, whether I'm at work making them, or at home playing them! I'm also a big fan of tabletop games like King of New York, Boss Monster, D&D, and Necromonda just to name a few.
I've had a lot of fun working on the many assets I've been tasked with, but if I had to pin down my favorite it would probably be the pets! I'd say I had the most fun when making these little guys, they're just so cute! I wouldn't really say I'm a character artist, but working on them gave me a chance to essentially be one for a small time and I learned a lot from it. Besides that I also really did like making weapons and shields, super fun especially when I got to make my own spin on old weapons or even just remake them from the ground up. 


I haven't had to make anything that frustrated me to the point of thinking it wasn't fun in the slightest. But for the hardest thing I’ve worked on I guess I would have the pick the new version of Ancient Aegis. From the start I just had no idea where to go with the new concept, and then actually carrying that out in 3D form was a bit of a challenge. I've also had a few issues come up with this particular model, having to add more or fix things in regards to texture, smoothing issues, etc. It was still a very interesting take on a "sword" and I learned quite a bit from it.
My time here has been nothing but enjoyable! I was more than thankful when I first got my internship position here just a few months after graduating, and it's been a blast ever since. One thing my university always said was that you never fully learn this art form until you land your first job, and man were they right! I've been practicing this art form for about 5 years now and I definitely struggled my first week here. I kid you not, I took an entire week making a bench haha. But I've learned a great deal of information, new techniques, and even made some friends along the way! I'd say this is an experience I'll never forget :D
(Also here's some more of my work)


 
Derek Stroud — Sr Programmer
One of my favorite things that I’ve worked on was setting up our abilities using Epic’s own AbilitySystem, which is a very neat and robust system to work with. Abilities are such a key component to the game as they include everything from placing towers to the Genie pet giving you mana. Setting up our core flow for this and making some of the base abilities was very satisfying and fun as it is one of the very direct means of adding fun interactions to the game. In previous development on the original Dungeon Defenders and Dungeon Defenders II, this was a lot more difficult. Swapping to Unreal Engine 4 is like a dream come true when it comes to setting up abilities and being able to do a lot more in a shorter amount of time.
With any project, there’s always going to be that mountain to climb, and it’s usually the hardest thing you work on. For Dungeon Defenders: Awakened, we needed to mimic the original Dungeon Defenders stats on every piece of gear and balance for gear, enemies, difficulties, you name it! Due to Dungeon Defenders evolving beyond its original scope (especially post release) there were a lot of tacked on additions to various formulas that became very hard to translate into an easy to work with system for DDA designers. Tracking down all the various additions and small stat tweaks that could happen in DD1 and making sure we incorporated them into DDA but also trying to keep the new systems intuitive and manageable was quite an undertaking... not quite sure we hit intuitive but I think we got manageable down. 

My favorite thing that has been added to Dungeon Defenders: Awakened that wasn’t in Dungeon Defenders (2012) is double jump! Anything that makes navigation feel better, also every game should have it cause it is the best. As someone who worked on both games, you should take this as a fact — double jump is best jump.
What’s Next?
Everyone has been working so hard on polishing things up for the Steam Early Access release of Dungeon Defenders: Awakened on February 21st and working on getting it ready for the full launch in Q2! A few of us are also getting ready to head out to PAX East at the end of the month, will we see any of you there? If you go, make sure to stop by and visit us, we love to hang out with some of our brave Defenders whenever we get the chance!
Social Defenders
To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media:
Discord
Twitter
Facebook
Instagram
Twitch
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.
[CG] 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
[CG] LAWLTA
DEFENDERS,
Beta has been out for a few weeks now, and what a ride it has been! As a studio, it is incredibly exhilarating to have a ton of the hard work that we’ve been hammering away at as a studio out into the wild. Between watching streams and youtube videos; discussions on the forums, Twitter, Facebook, Steam, and Discord; the plethora of feedback that’s been provided; and just playing the games ourselves with friends and family, it’s been an incredibly awesome experience. So let’s start with Beta in general!
Beta, What is it Good For — Absolutely A Lot
Our Beta launch was something that we were incredibly happy with. When putting something as complex as a game out into the wild has developers putting on a helmet, and strapping down everything, for the potential chaos that can come with a Beta that just aren’t able to be tested in an internal environment. We launched with relatively low issues: gameplay was working at a very high degree with little bug issues; crashes were low and easy to identify; lanes performed with little issues, and our testers computers didn’t burst into flames (that was a super huge one). We were able to address crashes and tweak some things to improve the Beta experience pretty quickly, releasing four patches in a very short amount of time — SIX DAYS!
Betas over time have taken a turn in the industry to have a large range in what that actually entail. Our version of Beta was the original approach, that is getting a functional build that is very representative of the final experience regarding the core gameplay loot: build, defend, fight, and get sweet loot. A lot of things performed correctly, and the gameplay, for a Beta, could not have been better for us! That said, we have received a lot of the feedback, and are still parsing through a lot of it. Things like UI art, character visuals/faces, Survival scaling, hero and tower balance, and more are on our radar. There’s a lot of feedback that we’re getting that was anticipated, so we’ve had plans to address these things for the most part. We received a ton of feedback regarding UI visuals, and we are going to be making sure to give it that Dungeon Defenders feel. What was in the Beta was focused on functionality, to ensure we didn’t waste any work making art that could lead to wasted work. Needless to say, there’s a lot of improvements that we’re going to be making, and your feedback has been incredibly helpful to validate our plans moving forward!

Pre-order and Backing
We’ve had multiple ways that Defenders have been able to get Dungeon Defenders: Awakened. Starting with Kickstarter, which then transferred to BackerKit, and finally ending on our current store. There were bumps along the way, many we are still sorting through (note: if you preordered through Kickstarter and BackerKit, with any issues, please reach out to preorder@chromatic.games, DO NOT if you purchased through our current store, that should be done through support@xsolla.com). These three phases were part of our total plan, but the bumps were a very large learning process and we are working diligently to make sure we provide everything we can to our supporters.
One of the things that we’re going to be doing is sending out beta keys to our BackerKit supporters who purchased the $25 copy of the game. The store outlined what was included, but there was some confusing messaging going out about the BackerKit store. Our higher paying backers have had access to the Beta for a while, giving them exclusive access, and now we want to open it up to show our appreciation for your support, and also to make up for any confusing messaging that may have been sent.
We’re also offering more rewards through our newest storefront. We don’t want to exclude people who backed early from these rewards, so we’re going to be doing our best to be as inclusive as possible:
First, anyone who purchased through BackerKit will be moved over to our current storefront in the coming weeks. We'll let you know when this change is made. This means that you’ll get what’s at the $40 tier, but also have the option to upgrade to a higher tier if you want to, instead of having to purchase an entirely new copy.
  Second, anyone who backed on Kickstarter at or above the purchase tiers on the new storefront will receive the rewards included in the new packs. For example, did you purchase the $75 tier on Kickstarter? You’ll receive everything included in the Prestigious pack, the costumes, titles, everything! Our goal is to make sure that when you’re purchasing Dungeon Defenders: Awakened, you feel good about the purchase, and that you’re getting awesome rewards with an awesome game. You guys help make the game, and we want to make sure you know you’re valued.

Beta Late Than Neva
We’re sorry for that pun. It’s terrible, but it had to be said. With preordering and getting beta keys, the vast majority got out, but there were some keys that weren’t properly transferred over, surveys were submitted late, etc., that lead to people not receiving their keys on time. One thing we’re going to do is extend the Beta into January. Here’s why:
You have provided a ton of feedback and we want to increase the window so that every nook and cranny is covered. We want Dungeon Defenders: Awakened to be the best game it can be, and a lot of the feedback you’ve provided has been instrumental in making sure that’s the destination we reach.
  We’re opening the beta to the $25 purchases, and some people didn’t receive their keys on time, or are still in process (please reach out to preorder@chromatic.games if you haven’t already), we want to make sure that players have enough time to experience the beta and provide their feedback. These two reasons alone make it very important for us to keep with our goals of being inclusive to all Defenders, and making the best game possible. We want and encourage you to continue to provide feedback. Maybe later this month, there maybe an update, maybe that expands on some stuff, and maybe fixes some issues you've reported, maybe probably maybe. As for January, we’re currently discussing adding more for players to experience, with there being a reflection of change via the feedback all of you have provided.

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

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

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

We have familiar pets coming back that many Defenders love, but we also have new pets to be earned. Currently called the Etherial Ancient, they are just one of the new pets that’ll help boost your character and pack a punch when fighting enemies.
 
FAQ (Frequently Asked Questions)
We've added an FAQ section to help address questions for current and returning Defenders. We'll be updating this overtime as more questions come in!
 
What’s Next?
We’re going to keep polishing systems and working. There’s a ton of feedback we’re actively working through, and are going to keep up to really make the game for our GLORIOUS Defenders. Keep throwing feedback our way, and know that even if you don’t get a response, it has been seen and that we’ll do our best to address it.
When it comes to communication, as we’ve acknowledged, have not been the best. We’re working on a few initiatives internally to help bridge the gap between our community and development. We’ve also been working through bringing on a full-time Community Manager, working with some fantastic candidates. Current plans have our new Community Manager joining Chromatic Games in January, and we can’t wait for you to meet her!
Chromatic Games is going to continue to work on doing things to the best of our ability. There have been bumps along the way, and while they can be frustrating, we want to thank you for sticking through it with us, as we grow into this new studio and are able to make awesome games for YOU! <3

Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team thanks you for trying to destroy the Beta. We’re grateful for all the tremendous feedback we’ve received so far (and more to come), and want to thank you for joining us on this journey!
For Etheria!
Chromatic Games
 
[CG] LAWLTA
DEFENDERS!
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
[CG] LAWLTA
Greetings Defenders,
There’s a ton of new features and content on the horizon, so it’s time to give a little inside peek as to what’s coming in the next update for Dungeon Defenders II! Mod improvements, elemental combos, blockade buffs, and even more (somethings we aren't even talking about just quite yet) await in this update. Let’s get into it!

Alec “Lawlta” Saare — Community Expedition Leader
What’s up everyone, you know what it do!
We’ve been working incredibly hard on getting this update out to you before the new year and really put in some serious time. While there is new content coming (the new map looks amazing, there’s some image down below), we did a really big push to make a lot of systems feel a ton better. A little while ago we improved Mod drops and promised that there was a Phase II for this system, and Mark will cover the changes coming down below. Players want Elemental Combos to be awesome, so we went through and did our Phase I pass on them, with more coming in future updates. There’s been a lot of feedback on Blockades being viable, and boy did we bring the heat with them.
There’s additional features that are coming, you’ll see most of them laid out in the patch notes that come with the update. We’re excited for you to get your hand on this update, we’re just polishing things up a little bit before we release it. There’s a Dev Stream tomorrow (December 7th) 3PM EST where we are going to show some of them off. Don’t miss it!
Smooches,
Lawlta

Mark “Telflon” Telfer — Technical Designelf
Hey Defenders!
It’s been a while since we’ve last spoken! I’ve been doing a ton of MOD-related work over the interim, but alas, I was threatened by Lawlta to keep it all under wraps. Luckily, tis finally the season of giving, and I’ve been given the okay to give you some major bean spillage on what I (and the other Trendy elves) have been up to in our workshop.
Recently, the Trendy elves had started seeing a huge amount of holiday wishes come our direction and all said the same thing. They said, “Santa Lawlta, all I want for Christmas is a perfect MOD.” Many of you felt that it took way too long to find those perfect Qualibean™ MODs and that waiting forever was just no fun! I knew I had to do something about it fast, lest I find myself on the naughty list in perpetuity. I grabbed a bottle of spiked eggnog, locked myself into a room, and set out to right this issue once and for all. Thanks to the copious amounts of eggnog I drank, my memory gets a bit fuzzy after that, but a few days later I woke up and Lawlta told me that the rates for higher quality MODs had significantly increased with our last hotfix.  Apparently, I had more than doubled the rate of perfect MODs and had substantially increased the drop rates for MODs of quality 6 and above! Presents for everyone! On average, you should see a perfect MOD about every four hours of active gameplay. Gone are the days where the ground is cluttered with nothing but MODs as red as Rudolph's nose. You should now be seeing far more green MODs in the mix (a Christmas Miracle)!
Now I know what you’re thinking, “Mark! The increase to drop rates sounds fine and dandy, but you see, I have a problem. That problem is bad luck. It’s a condition that I’ve had since birth and RNG has picked on me for it my entire life. Even though you’ve increased the drop rates, Mark, I still don’t think I’ll ever see anything good. I’m just too darn unlucky!” Well, dear player, I have a revelation to make. I too am afflicted with this most heinous condition, and I feel your pain. Playing 50 hours and still not seeing a perfect MOD feels worse than getting a lump of coal in your stocking! I knew that if I truly wanted this update to bring good tidings to all (especially myself), I would have to be sensitive to those in the community who share this affliction. Well, fear not! This new update brings with it a solution for even the unluckiest players. We have built a system that GUARANTEES that you will get a perfect MOD if you go an extended period of time without seeing one. If you haven’t seen a perfect MOD in about ten hours of active gameplay, then we will guarantee that a perfect will drop for you! That’s right! At worst, you’ll see one perfect MOD in less than 10 hours (as long as you are actively playing). And do you wanna know a secret? If you play in multiplayer and get the legendary loot bonus, the amount of time it takes to guarantee this perfect MOD gets drastically reduced. Don’t tell Lawlta I told you, or back onto the naughty list I go.
So now we’ve increased the perfect MOD drop rate, and guaranteed that even the unluckiest defenders will see them. But this still doesn’t fulfill the other biggie on people’s holiday wish list. Sure, seeing A perfect MOD is great, but ultimately what you are looking for is THE perfect MOD. There’s always something specific you have in mind that you KNOW will make your build perfect, and that’s the thing you really want a chance at getting (I’m looking at you, perfect tenacity). It is with great excitement that I announce the introduction of a brand new material, MOD rerolling! MOD rerolling lets you improve your chances of getting the specific quality MODs you want in more of a targeted way. Playing maps in our new region will guarantee you a drop of these awesome little guys, and the potential that they possess is amazing. You’ll be able to invest in your favorite MODs and guarantee yourself a risk-free chance at making it better each time you complete a map. This is a game-changer, guys. This reroll material makes the time it takes to get THE perfect MOD you are looking for in a fraction of the time that it takes right now. This is big.
So to recap:
Perfect MODs drop rates were more than doubled in our last hotfix.  Six to Nine MOD drop rates were increased too.
This update brings with it a new system that guarantees unlucky players a perfect MOD drop in less than 10 hours of active gameplay.
MOD Rerolling is being introduced and this gives you a targeted way to invest in your favorite MODs.  It lets you get a favorite MOD to perfect in a FRACTION of the time it would take to see it dropped.
Now all of that is super exciting, but I still have more in my bag of gifts, Defenders.  We’ve heard you when you’ve said that you want to spend less time in menus and more time whacking gobus in their very punchable faces. It is with great excitement that I can announce MOD quality filtering in the inventory. In our new update, the “Filter By” tab (the last tab in your Inventory) now includes an option to filter by MOD quality. Selecting this option groups equipment by the highest quality MOD on it, highest to lowest, and then displays that number on the icon of the equipment itself. That means that you can visually scan your equipment with ease and find high quality MODs in a jiffy. Tune into the Dev Stream tomorrow at 3pm EST to see for yourself.
We’ve also adjusted the way Shard sorting works too. In the new update, Shards are sorted together by type and then alphabetically. For example: all defense (green) Shards are grouped together when sorted, and will be listed in alphabetical order. This makes it way easier to find the Shard you are looking for and should cut down the amount of time spent in menus substantially. We’re open to any feedback after this goes live, but we’re excited to get these changes to you!
The elves at Trendy are looking forward to the release of this update and can’t wait to see you play it. We’re far from finished when it comes to improving MODs in the game, so your continued feedback is always appreciated. Happy Defending and Happy Holidays!
Love,
Mark

Eric “Petire” Petrie — QA Designer
Hey all, I’m just going to get right into it! The focus for me this update was allowing players to have more choice and agency in what they use while feeling powerful based on their setups. I’m going to go over our first step in expanding two different systems that happened to work very well together. The first one is the Elemental Combo system. We think it’s a great way for players to expand on making builds they truly feel are their own. The problem with the elemental combo systems in the past were either they were the ONLY way to build, or they were completely useless. The reason for this was not the Elemental Combo system itself but more the ability for players to stack Crowd Controls over and over again to increase damage output beyond expected values, completely stunlocking enemies.
Allowing players to pick what kind of towers they enjoy using and use those in nearly every circumstance (as long as they put the time and effort in to get the mods/shards for those towers) is a cool and interesting aspect a RPG Tower Defense can have. For instance, having your Cannonball towers oil enemies so your flame aura begins an ignite, or allowing your Skyguard to stun enemies knocked up from geyser. Those are cool and interesting interactions that we want players to feel good finding and discovering for their first time, but not have them make all content trivial.
This is not the final stage of our combo system, but rather a first step. We’re hard at work on back end systems that need to be altered in order to future proof additions we create, and of course give our amazing artists enough time to go forward and make awesome visual effects (so awesome you may shed a tear) to show off new and amazing combos.
Another quick thing I want to talk about is Blockades. Blockades have decreased in use ever since we added shards, and even more so with Mods, because Crowd Control effects are too powerful on our enemies. The reason for this is the many instances of Crowd Control available at any point and time without any kind of cooldown on using them. Enter Diminishing Returns. Diminishing Returns allow certain passives and shards to increase their base values everytime any Crowd Control is applied to an enemy future CC’s will have less effect. There’s more to talk about on Diminishing Returns being added, but by adding them in we’re able to make Elemental Combos a lot more interesting, create even MORE Elemental Combos in our future patches/updates, AND buff Blockades so that they are part of your builds. All of these changes are because of feedback we received from so many of you, and we’ve done a lot to make them feel good.
Activating my trap card,
Petire

Daniel Diaz — World Builder
Hey everyone! I’m Daniel Diaz, and I want to share with you some of the work we’ve put into the next map coming to you all very soon.

Our main inspiration for this level came from Game of thrones (specifically Night's Watch, Castle Black) and some awesome concepts by artists at Trendy.
We had lot of fun working on it. I remember I started working on the front of the castle, if you wonder about the workflow just take a look at the pic below.

Finally, one of the biggest challenges for this level on the world building side was to create the ice cavern and backgrounds for the level (we had no concepts for them) so we had to explore and use our imagination.

We can’t wait to see you all conquer this frozen castle and reap the rewards for doing so!
Thanks everyone,
Daniel
What’s Next?
Our Dev Stream is December 7th, @3 PM EST. Be sure to come join us, check out all the epic snow covered goodness, system changes, and hard work poured into this update. Oh, also, you know, maybe win some prizes coming with this update!
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
iamisom
Welcome to 2017, Defenders! I hope everyone enjoyed the holidays. For the first time in nearly six years at Trendy, I took a month off to focus on my mental health. Apparently going 110% all the time isn't healthy. Weird.

While I was slacking off, the team went into hyper-overdrive before the break. Blacksmith and a few others worked through the holidays to help us conquer our ambitions. I firmly believe this update will turn some heads in the community. I believe it'll also achieve world peace, but setting reasonable expectations is my resolution this year, so I'll settle for turning water into wine.
I was hoping to share more specifics this week, but those details need some extra time in the oven. But there are some questions about the update I can answer now:

Q: What's the goal of the update?
A:  The goal is endgame! This won't be the final version of our endgame, but it lays down a foundation we can expand upon in future updates. It also aims to improve loot, build customization and a lot more.

Q: What is this update called?
A: We're having fierce internal debate, but you should leave your suggestions in the comments below. We've used community names in the past! (Wipeageddon came from someone in our Twitch chats.)

Q: When is the update coming out?
A: We don't have a date just yet because we want to give ourselves iteration time. We also want to get player feedback in as early as possible, so we can iterate off of that, too.

Q: How can I give feedback on these changes?
A: The best way for you to give feedback is to join the Remote Playtesting Group. The RPG is a group of volunteer community members who get to play early builds and offer feedback. Contact dani.mooretrendyent.com if you're interested. You can also keep an eye out for our update blogs in the coming weeks and leave your feedback in the comments.


Since we've returned, we've been digging into your Siege Roller feedback from the last update. We're investigating some issues with the weak spot hitbox that is making it more difficult for towers and melee heroes to deal damage to the spot. We're also discussing how many Siege Rollers spawn for solo players. I hope to have more info for you soon.
Also, it seems like this week's patch improved connection performance for a ton of players! That's freaking awesome! If you're still experiencing issues, let us know.
Most of us are too busy diving into our next update to come up for air, but a few of us breached the surface to give you a few extra treats this week:




Steven Collins, Lead Level Designer (Esorath)
Working on a massive update for Dungeon Defenders II and that comes with some new enemies. Here is a sneak peek at one of our favorite enemy designs. Let the theorycrafting begin….



Jesus Diaz, World Builder (N3oDoc)
Hello, Defenders!
I've been doing some fixes to the Social Hub and Private Tavern, so you can expect some new cool things in the next update! Aside of that, I'm working on new assets for the upcoming DD2 levels!

Daniel Diaz, World Builder (@Danimix1983)
Hope you all had a good start this new year! I've been so busy working on new assets, fixes, updating some levels, collisions, lots of stuff! Here's a preview of one of the new assets I've been working on this week (work-in-progress).


John Muscarella, Digital Puppet Master (Muskie4242)
New year.  New people.  New challenges.
The Animation and Tech Animation departments are now teaming with new faces. There is a lot of fresh talent here to help us push through 2017.  
SO! To kick off the new year, I’d like to give you all a gif-t. Please enjoy these reaction .gifs that you can now use to harass us and each other on the forums. (Shhhhhhhh…  Don’t tell Isom these are from me.)
Happy New Year, Defenders!




[CG] 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

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!

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?

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!

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 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
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