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Patch 9.6 for Steam


Here are the notes for Patch 9.6 on Steam!


  • New Squire Costume:  Ebonfire Warlord!


  • Hearty Blockade (Spike Blockade):

    • Hearty Blockade now increases Defense Health based on Defense Health (was based on Hero Health); old items should receive the updated passive.

    • Shields now have an exception to generate with Hearty Blockade.

    • Increasing Hearty Blockade per-piece maximum to 20%-25% to achieve comparatively same maximum health as before this update.

      • Existing items will update to a comparatively useful new value.

    • You can read more about these changes in Brett’s thread.

  • Null Void (Training Dummy):  Increased health bonus from 120% to 150%.

  • Arcane Resilience (Arcane Barrier):  Increased health bonus from 100% to 140%.

  • Increased minimum value on Null Void and Arcane Barrier from 70% of Max to 80% of Max.

  • Guardian (Hero Health + Defense Health) stat combination removed from rolling

    • Weighting that assigned to Guardian moved to Rook (DP + DH)

  • Pet debuffs that can stack now have their damage potential capped. Note:  There’s a bug where some pet abilities can only stack if the pets involved are of different evolution tiers. We’re looking into this.

Bug Fixes

  • Ogres teleported by Null Void will be placed just outside of the spawner to avoid getting stuck.

  • Fixed an issue where the Frostbite Tower wouldn’t attack enemies at Tiers 4 and 5.

  • Victory Smell now decreases time between burn rate ticks as intended.

  • Fixed an issue where quickly toggling a bag will glitch it and prevent it from appearing/disappearing until toggled slowly.

  • Onslaught Currency Reward should now properly appear at the end of each round.

  • Fixed a bug where pet stats could reroll the same as the current value.

  • Players can now properly skip the end-of-match timer after losing on The Dead Road or Temple of the Necrotic.

  • Removed some lingering VFX from the Tavern weapons rack.

  • Sound now plays when players gain the Holy Buff on Temple of the Necrotic.

  • Added an error message if a player tries to purchase a sale item as the sale starts/ends.

  • Fixed a visual bug that occurred when purchasing a pet slot upgrade.

  • Fixed an issue where some pet animations weren’t playing if players were using the Apprentice or Huntress.

  • Fixed an issue where airlanes were displaying Nightmare evil eyes in the lane spawners.

  • Fixed a typo in the Howling passive description.

  • Fixed a collision issue on mana nodes.

  • Fixed some lingering winter NPC text issues.

  • Fixed a typo in the Dark Shawl costume description.



Jason Yu, Associate Producer (urfyness)

Hi all. This week, we’re internally playtesting the new map to try and lock down the layout so our amazing world builders can start on it. We’ve seen prototypes for some cool new consumable items we’re trying out for the first time in our game. We’re in the process of approving a temporary replacement of our old summary screen with something much simpler. We’re also looking at a first pass of a buff bar to see what that will look like in DD2 and going through those approvals. We have just integrated the Social Hub so there’s a ton of cleanup involved there, such as hooking up new animations, vfx, optimizations, and making sure quests work. There’s definitely more going on, but those are the hot topics that I’m focusing on for now.

Tim Shannon, PS4 Producer (TimmyTrashTier)

Continuing my never-being-in-Florida trend, I’m still out at Human Head Studios enjoying the mild weather and working on the Ascension Part II update for PS4 - get hype!  We’re also talking about plans for the next few months for PS4 - get extra hype, lots of cool things coming down the pipe!

Danny Araya, Creative Director (DannyAraya)

Working on pose sketches and personalities for an awesome new NPC and also churning out sketches for a map-related cool thing which I can’t really talk about. Also coming up with new dialogue!

Jay Twining, Senior Game Designer (TrendyJayT)

Adding some fun and temporary consumables to the game!

James Reid, Software Programmer (Driscan)

Working on a thing that’s related to a thing I can’t talk about. I like the new layout of it, it works a lot better. Can’t wait to get that into your hands. Also working on multiple UI things for the other thing that I can’t talk about yet. So yeah, I’m working on things.

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Working on some fun rule & enemy changes for our new map! Now that we’ve iterated on the layout, it’s time to start getting the pieces all together and identifying solid ways to improve it before it gets into y’all’s hands.

Steven Collins, Lead Level Designer (Esorath)

This week and last week we have been testing and iterating on our newest map. After many iterations, we have arrived at a layout with which we are happy! Now time to finalize it and start to make it look pretty.

Chris Flores, QA Lead (likethatwhenigothere)

Eagerly awaiting the PS4/PC consolidation build to test so we can get the PS4 more up to date with the PC build. In addition to that, starting prep work for the new milestone content (messing with the outdoor hub right now) and gathering info on the next hotfix.

Adam Stow, Associate Producer (TE_Stow)

Teaching some people JIRA javahawk and catfaerie.  It’s not like I came out of the womb with this skillset, you guys can do it!!

Jesus Diaz, World Builder (N3oDoc)

Working on some assets for the new level and adding some new stuff in the new Social Hub level!

Daniel Diaz, World Builder (DanielKaMi)

I've been working on some assets for our new level and soon we will be starting the world building on it. Can't wait!


Patch 9.5 for Steam


Here are the notes for Patch 9.5 on Steam!


  • Loot V2: Build Weapon Update

    • Build Weapons are now in line with Loot V2. They will now generate with only Hero- or Defense-focused Stats.

      • Build Passives that enhance defenses should generate only with Defense-focused Stats.

      • Build Passives that enhance combat/heroes should generate only with Hero-focused Stats.

  • The Winter Event has been turned off.

  • The “Ready Up” sound effect will play inside the Inventory/Forge when other players ready up. Thanks for the suggestion, u/capSAR273 and many others!

  • Players can now skip the final build phase on the Harbinger boss battle.


  • Nightmare IV difficulty reduced for 1-, 2- and 3-player matches. This change affects Nightmare End Game and Nightmare Incursions.

  • Increased the drop rates on the Ramparts Incursion weapons.

  • Heroes using weapons with splash damage were gaining the full Critical Damage bonus for every target hit, even if the initial hit only did 1 damage due to falloff. Crit Damage is now a % bonus so it proportionately scales all Hero Damage. The splash damage from crits now also falls off the further away an enemy is from the point of impact.

Bug Fixes

  • The Defense Preview (when a defense is selected but not yet placed) will now display a defense’s true range, taking into account any Skill Spheres, passives or stat points that affect range.

  • Fixed a bug where the Dragolich debuff stacks across multiple players. There is another debuff stacking bug associated with the Dragolich that we have planned to fix in an upcoming patch.

  • Fixed a bug where pets would gain pet affection if you lost a wave. You will need to win the wave to gain affection.

  • Pet-based attacks and abilities will now target the Harbinger.

  • Fixed a bug where players could spam G on a phase transition to immediately skip the Build Phase.

  • The Prince's ship cannons will now damage the Harbinger’s cannons.

  • Fixed a bug where players were able to damage the Harbinger before Phase 1 starts by looking through at his health bar that is visible.

  • The Harbinger will no longer lose his arm if you send him into Build Phase while knocking him off his cannon or destroying his cannon.

  • Air enemies no longer get stuck (or taking very long to exit) inside the northeast air spawner on Greystone Plaza.

  • Changed the description of the Fight Me Not Sphere to say X% Damage instead of X% Extra Damage.

  • Fixed an issue where occasionally a player’s gem total would not load when loading into the Social Tavern.

  • Fixed a bug where players were able to build on top of the Prince’s cannons.

  • Fixed a tooltip issue with the currently Monthly Mission.

  • Fixed an animation issue with the Harbinger in the final Combat Phase.

  • Fixed an issue that could stop players from readying up in Onslaught.

  • Damaging the Harbinger’s cannons now has an associated sound effect.

  • Fixed an issue where the “Transform Egg” button did not indicate a sale if one was available.

  • Fixed an issue where Orc Skeletons were falling through the ground in Temple of the Necrotic.

  • Fixed a collision issue with pet attacks.

  • Fixed a bug where the sellback value of items for sale in the Blacksmith and Relic shops was the same as the purchase price.

  • Fixed an issue where the Crystalline Saber and the Harbinger Weapons were not displaying their names properly.

  • Fixed a text issue with the Player Kick menu.

  • Fixed a text issue with the “Get More Pet Slots” button.

  • Fixed a VFX issue with the Steampunktress’ foot rocket in the Costume Shop.

  • Fixed a VFX issue with the Harbinger Apprentice weapon.

  • Fixed an animation issue with the Harbinger’s cape.

  • Fixed a text issue on the Prince’s cannons.

  • Fixed a collision issue in the Tavern.

  • Adjusted SFX and VFX when you knock the Harbinger out of Meteor Strike.

  • Fixed a UI issue when purchasing a new Inventory Bag.

  • Fixed an issue where when Defense Crit Damage was the 2nd or 3rd stat on an item, the text extended beyond the frame of the tooltip.

Other Notes

  • We'd like to try something new this week. If there's a bug or an issue you'd like to see fixed in an upcoming weekly patch, please head to this thread on our subreddit and let us know!

We’re back! Here’s what we’re working on this week:

Danny Araya, Creative Director ([[64026,users]])

Doing lots of character personality sketches for NPCs and stuff! Also recovering from being deathly ill over the holiday break.  

Tim Shannon, PS4 Producer ([[77554,users]])

Getting back into the swing of things and preparing for another trip out to Human Head Studios to finish out the next content update. We have a hotfix we’re evaluating this week that will deliver on some things people have been asking for.

James Reid, Software Programmer ([[56071,users]])

Shaking the cobwebs out after the break. Came back to some meetings about some upcoming coolness that I can’t wait to get into your hands. I think y’alls gonna like wuts we got cookin up.

Jeffrey Bickel, Technical Level Designer ([[61256,users]])

Getting my groove back after the holidays, supporting young Mr. Collins on our new map. Exciting things are afoot!

Steven Collins, Lead Level Designer ([[48993,users]])

New year, new levels to make. Upcoming level we are creating will be something a little different. ;)

Chris Flores, QA Lead ([[59727,users]])

At a bit of a low at the moment, so taking the opportunity to research some withstanding issues and getting started on the next batch of bug fixes. Also trying to get the full 411 on what’s coming the pipe so we can plan for it. Got the feeling I won’t be getting much sleep in a few weeks.

Abraham Abdala, Lead Tech Animator ([[59787,users]])

All kinds of preparations and prototyping for our new map.

Joshua Javaheri, Lead Technical Artist ([[23,users]])

Makin’ my way downtown, do do le do do le doo.

Jason Yu, Associate Producer ([[56534,users]])

Happy New Years! We hit the ground running this year, wasting no time to get you all the latest and greatest. We’re internally playtesting the new map multiple times this week to pick a direction, and then we’re full steam ahead. We may also have a really exciting secret project in the works

Jesus Diaz, World Builder ([[39450,users]])

After having an awesome break for the holidays, we’re back to work again! And this time we are working on a new special level that will hopefully provide a lot of fun!

Daniel Diaz, World Builder ([[33096,users]])

We are recharged from the awesome holiday break and now working on a new level with lots of new gameplay features and fun. :)

Dani Moore, Remote QA Manager ([[25251,users]])

Having an awesome holiday break really does recharge the soul. Managed to spend a lot of time catching up on games, friends and and personal projects.

Now with the new year, we’re eyeing up a Hotfix that may have already gone out by the time you read this and scoping out the plans for the next milestone push, which really has me excited considering the content that's going to be included.

Additionally, over the next few weeks I’m planning on making some changes to the RPG and RQA groups and hopefully recruiting more Defenders to help us test the game and upcoming content. If you’re interested, email me at dani.moore[at]trendyent[dot]com.


Patch 9.4 for Steam

Welcome to the start of a new year! This week's patch contains the newest Monthly Mission. Next week, we'll be back to our regularly scheduled bug fix/balance patches.


  • New Monthly Mission:  No Fear New Year. Do you have the courage to take on this month's challenge?

  • Requirements:

    • Win 35 maps without losing a sub-objective!

    • Kill 50 Ogres!

    • Win 25 Incursions!

  • Rewards:

    • 300,000 gold

    • 40 Wyvern Tokens

    • Scourge Dragon Pet

    • Title: The Fearless

Happy Holidays Flash Sale


Happy Holidays Defenders, 

To celebrate the Holidays, we have our first flash sale! 

FLASH SALE: Get 25% off premium pet eggs*! Sale ends 12AM EST, December 26th. 

*Offer excludes G4-T0 



With 125,000 members in the Steam group, you can now wield the power of the Squire’s Crystalline Saber! This legendary blade can drop from mobs, special enemies and Victory Chests.

The next weapon -- the Huntress’ Bow-Blaster -- will unlock at 175,000 members. Join the Steam Group to unlock this laser-blasting bow! If you work together and spread the word, you’ll unlock this weapon in no time.

The War Cache has also been refreshed. Login to get another random galactic weapon in the Tavern.

The Trendy Team


Hotfix 9.3 for Steam


Hotfix 9.3 includes loot changes based on your Loot V2 feedback! Here are the notes:

Loot Changes

  • Armor and Relics no longer generate mixed defense/hero stat combinations.

    • For example, Defense Power will always be found with Defense Health or Defense Crit Chance.

    • Similarly, Hero Damage will always be found with Ability Power, Hero Crit Chance, or Hero Health.

    • The one exception to this is Defense Health + Hero Health for Hearty Blockade builds.

  • Defense-focused passives will only generate on items that have at least one Defense stat.

    • For example, you’ll only see Tripwire or Vector Corrector on items with Defense Power, Defense Crit Damage, or Defense Health.

    • The exception to this is Build passives, which are still randomly assigned. Build passives will be addressed in a future patch.

  • Hero-focused passives will only generate on items that have at least one Hero stat.

    • Like the above, this means an item must have Hero Damage, Ability Power, Hero Crit Damage, or Hero Health to see, for example, the Channel passive.

    • The exception to this is Weapons as the Hero Damage on weapons is ignored when determining passives.

    • Elemental Damage is considered a Hero stat.

    • Build Passives are the exception here again.

  • iPWR 231+ items now require Hero Level 50 (was level 46).

  • Added Iron Core, Tripwire, Amped Up and Pyromania passives to Weapons and Tripwire passive to Relics.

    • This is to help ensure Legendary non-build weapons with Defense stats will generate with a full complement of Defense-focused passives.

    • Tripwire was added to relics to maintain parity between the basic passives amongst all heroes (it was available on weapons already, but not on relics).

War Cache Refresh and Fixes

  • The War Cache will now roll a galactic weapon based on the hero that opens the cache and not the hero that you first login with. The weapon will generate based on the iPWR and the hero class you have out. (Note:  It’s not a 100% guarantee that the galactic weapon will be for your hero class.)

  • The War Cache has been refreshed! Join the Steam Group to make these weapons become permanent drops in the game!

Bug Fixes

  • Fixed the targeting issues with the Frostbite Tower.

  • Fixed two server crash issues.

Note About Difficulty

  • Thanks to everyone for sharing your feedback about the current endgame difficulty. We’re going to continue to tweak difficulty balance based on player feedback and data.

Hotfix 9.2 for Steam

Hotfix 9.2 is here! Here are the notes:

Bug Fixes

  • Fixed a bug where Pet Ability Reroll prices were going above the intended 10,000 Gold cap. For those who spent money on Pet Ability Rerolls, we’ve included a compensation in this update. Details on that are in the next section.

  • Fixed a bug where the Dragolich’s Damage Buff was affecting the damage dealt to the Harbinger when a cannon was destroyed.

  • The Harbinger now destroys the Training Dummies in his arena upon spawning on the Prince's Ship.

  • Fixed a bug where the Null Void Training Dummy passive was affecting the Harbinger.

Pet Ability Reroll Compensation

  • If you spent gold on Pet Ability Rerolls before 5PM EST yesterday, you’ll find the following items in the Mailbox shortly after 3PM EST today:

  • Total Spent = 1,000 – 15,000 Gold

    • Refund – 10,000 Gold

  • Total Spent = 15,001 – 50,000 Gold

    • Refund – 30,000 Gold

  • Total Spent = 50,001 – 100,000 Gold

    • Refund – 80,000 Gold

  • Total Spent = 100,001 – 250,000 Gold

    • Refund – 200,000 Gold

  • Total Spent = 250,001 Gold or more

    • Refund – 450,000 Gold (avg spent here is 430k gold)

Notes About Loot Changes

  • First of all, thank you so much for sharing your feedback about the recent loot changes. Your constructive criticism will help us further tweak the system.

  • We’re working on an update that will further increase the frequency of desirable stat combinations and passives based on your feedback, so stay tuned for more news on that improvement in the near future.

  • Brett, the designer behind the recent loot changes, took to the forums last night to take a deeper dive into the new systems. You can check out his post here.

War Cache Update

  • The War Cache has been updated to generate galactic weapons of weapons up to Nightmare IV iPWR. 
  • Currently, there's a known issue where the War Cache will generate for the first hero that loads into the tavern instead of the hero who opens the Cache. We're working to fix this issue in a future update.

Hotfix 9.1 for Steam

Hotfix 9.1 is now live! Here are the notes:

Bug Fixes

  • Fixed an issue where the Frostbite Tower would not freeze enemies.

  • Fixed an issue where certain pet abilities were unintentionally causing the Harbinger to slow down.

  • Fixed an issue that would happen with the Harbinger when a player blocks his way near the cannon.

  • Fixed an issue where the Harbinger could fall through the world by triggering the Build Phase at a very specific time.

  • Fixed an issue where players were able to build Flamethrower Towers in the Harbinger’s arena.

  • Fixed an issue where the Harbinger would not have any walking animations.

Thank you for all of the feedback you’re sharing on the latest update. We're reading everything and taking down notes. Thanks for helping us make improvements to the game while we're in Early Access!


The Trendy Team

Here are the hotfix notes for PS4!

Bug Fixes

  • Pets can now be equipped in the Forge.
  • Hero cards are now properly being swapped out when in the Hero Deck.
  • Action bar corrected for pet vendor interactions.
  • The item enhancement animation can now be skipped.
  • Skipping a video no longer triggers a hero ability.
  • Inventory navigation cleaned up.
  • Pet stable navigation cleaned up.
  • Costume navigation cleaned up.
  • Evolve button is now disabled when pet is max evolved.
  • Difficulty icon in HUD fixed.
  • Inventory correctly showing iPWR instead of iLVL.
  • Inventory correctly shows valid sell values.
  • Players in split screen should no longer receive confirmation messages when one of them transitions.
  • Quest panel now displays correct quest in split screen.
  • Quest paths now display properly in split screen.

We're aware of the other issues being reported to us! We'll address them after our holiday break. Thanks for helping us improve the game, Defenders!


Today, we're putting the finishing touches on our latest Dungeon Defenders II update, The Harbinger Awakens, which you'll have in your hands tomorrow. For you, it must feel like your birthday. There's this great big gift waiting for you. You get to open it, play with the new loot, fight the new boss, and just escape into this weird, wonderful thing we're making. But we're on the other side. We're the gift givers. We’ve spent hours poring over everything you told us so we could find you the perfect gift. And now we have to wait for you to open it. Worry about if it's what you wanted. Wonder how we're going to top it next time. That's a lot of pressure.

But we like being your gift givers. Because you wonderful guys and girls have supported us through our first year of Early Access. That means a lot to us. We aren't a AAA studio with a huge budget. You're not going to see Dungeon Defenders II on some parkside bench or a billboard. We're a small team, and we only get to make these gaming gifts because you believe in us. You support us. We hope each and every one of you realizes that. You are the sole reason we get to wake up every morning, see our children off to school, head into the office and make video games. What an insane, crazy world this is where we get to make fun for a living. Thank you. Thank you so much for that.

We really hope you enjoy your gift. We'll see you online tomorrow.

- Isom


New boss. Better loot. Less grind. The Harbinger Awakens update brings this and more when it comes out Tuesday, December 15th. If you’re looking for more details, check out the update page. You can also unlock galactic weapons by joining the Steam Group!

We also showed off the update today on our Devstream. Watch the archived video here!

Dev Log 51

Our team is working full steam ahead on finishing the update. Here’s what we’re working on this week.

Daniel Haddad, Creative Director (Blacksmith)

Wrapping up the Harbinger with the rest of the design team and planning some cool updates for the next milestone!

Danny Araya, Creative Director (DannyAraya)

Wrapping up Harbinger stuff and doing some art exploration for the next Event!

Tim Shannon, PS4 Producer (TimmyTrashTier)

Figuring out what, if anything, we can release before winter break and catching up on what I missed while I was at PSX.

Jay Twining, Senior Game Designer (TrendyJayT)

Polish, playtesting and polish!

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Squashing bugs and balancing this fight are my entire week. I truly cannot wait for y’all to start fighting this guy, he’s a beast!

Steven Collins, Lead Level Designer (Esorath)

Testing and bug fixing time! Lots of Harbinger fights going on while we make sure the balance for all the difficulties are a go. Can’t wait to see everyone’s strategies on taking down the big guy.

Chris Flores, QA Lead (likethatwhenigothere)

At war with all the bugs.


Abraham Abdala, Lead Tech Animator (Broham)

Finishing last bits of cinematics and doing final renders and compositions. Doing final checkups on skins, pets, anything that moves.

Joshua Javaheri, Lead Technical Artist (javahawk)


Adam Stow, Associate Producer (TE_Stow)

I’m very proud of what the team has done with the Harbinger. I’ve been with these guys for 4 years, but it still shocks me how much ideas and content evolve for the better during passionate development. I hope you guys enjoy it as much as we enjoyed building it.  

I hope for the next boss we have an outtakes reel though--ideas that failed, the almighty Collins Blockagon, busted playtests and recorded moments in playtest feedback that resemble Jerry Springer angst and rage at one another! But the end result is always something we look at each other and smile about.

Javier Barreto, Lead Software Programmer (javo)

Work, work, work … the faster you type, the more you code, the better the quality… right? ;)

The pressure is on!

Jesus Diaz, World Builder (N3oDoc)

Working on the Social Hub level, rebuilding some gameplay areas and creating some modular assets for slums houses!

Daniel Diaz, World Builder (DanielKaMi)

Working on the Social Hub level, adding new explorable areas and rebuilding the inside of some buildings like the new tavern and the castle.

Dani Moore, Remote QA Manager (Dani)

The Loot Test was an amazing success. Thanks to everyone who helped make that happen. The Remote Playtesting Group will be pouring over the Harbinger by the time you read this, so a big thanks to those guys as well. Regular RQA folks have been kicking ass with hotfixes and helping eliminate various bug infestations.

Josh Isom, Community Manager (iamisom)

Super excited for The Harbinger Awakens update. Also, a new DD1 update came out yesterday! This is the first update from our Community Development Team, a passionate group of volunteer community members who are updating Ranked Mode. The update includes new towers, a new map, new loot and so much more. 



The Harbinger is preparing his invasion, and we're preparing an update worthy of this new threat. We've been hard at work on Loot V2, reducing the grind, and adding new content for you to enjoy. Find out more details on our new landing page.

The Harbinger Awakens on December 15th. We hope you enjoy the update. We've put a lot of blood, sweat and tears into it. (Mmm, delicious!) And don't forget: Join the Steam Group to unlock new galactic weapons. 

The Trendy Team


Patch 8.7 for Steam

The Harbinger Awakens update comes out next Tuesday! The update includes a new boss fight, Loot V2, reduced grind and many more bug fixes! In the meantime, this patch fixes the missing pet bugs that’s been reported to us on our forums and a few other minor changes.

Don’t forget:  Join the Steam Group to unlock new galactic weapons!

Bug Fixes

  • Fixed an issue where replacing an equipped item with another item will sometimes cause the item to go to the Scavenger. This issue was most noticeable with pets.

  • Fixed an issue where double-clicking to equip pets caused the Pet Bag to “be full.” This fix and the fix above should solve the issue where players were losing their pets.

  • Fixed an issue where players were able to get more green mana than intended by dropping.

  • Fixed an issue where skeleton goblins weren’t properly attacking the core on Temple of the Necrotic.

  • Changed text from 'Feed a Pet' to 'Feed any Pet.'

  • Fixed an issue where the pet evolution preview box would appear grey.


You crushed the first goal in just THREE DAYS of the Begin the Awakening event! Because of your efforts, you’ve unlocked the War Cache.

On December 15th when The Harbinger Awakens update comes out, the War Cache (disguised as a present) will be added to the Tavern. When you open it, a random legendary galactic weapon will be given to you. This weapon will roll based on the Item Power of the currently selected hero, but the weapon type inside is entirely random. Only one weapon will be given to you, but if you hit the future milestones, the cache will refresh and you’ll get another random galactic weapon!

The War Cache is a temporary item that will disappear sometime early next year. If you really want those galactic weapons permanently in the game, you’ll need to unlock them by joining the Steam Group!

The next unlock is the Squire’s Crystalline Saber at 125,000 members!

How To Help Begin the Awakening:

  1. Invite your Steam Friends! If everyone in the group invites at least one more friend, we’ll hit that goal in a day.

  • Step 1: Navigate to your Steam profile.

  • Step 2: Click the 'Friends' button.

  • Step 3: Have 'All Friends' tab selected and then click 'Manage Friends List'.

  • Step 4: Select all friends by clicking the 'All' button.

  • Step 5: Now that everyone is selected, click the 'Invite To Group' button and invite them to Dungeon Defenders II.

Tell players in-game to join and invite their friends!

Share it on Reddit and on forums!

Tweet about it!

Work together with your fellow Defenders! Players have made brainstorming hubs to help organize people.

Let’s work together to Begin the Awakening.


Begin the Awakening


The Harbinger is coming. His power is growing, and so must ours. Join the Steam Group to obtain legendary galactic weapons, and together, we will Begin the Awakening.

As a community, meet the milestones below to add the following items to the game beginning December 15th:

80,000 members:  

  • Open the War Cache!
  • Gain access to the War Cache (disguised as a present in the Tavern) and get one random legendary galactic weapon!


125,000 members:  

  • Wield the Squire’s Crystalline Saber! 
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


175,000 members:  

  • Brandish the Huntress’ Bow-Blaster!
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


??? members:  

  • Command the Apprentice’s Blaster-Caster! 
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


??? members:  

  • Unleash the Monk’s Crystalline Twin-Blade! 
  • This will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.

Go forth and spread the word to join the Steam Group to Begin the Awakening!

Notes:  When you open the War Cache, the legendary galactic weapon will roll based on the currently selected hero, but the weapon type inside is entirely random. And when you reach the milestone, the weapon is added as a drop to the game. You will not automatically receive one.


Join us today on our Twitch channel at 5PM EST for our Weekly Devstream! Brad and Steven will be answering your questions and revealing what we’ve got in store for you:

  • A sneak peak at the upcoming Besieged maps.

  • A reveal of our newest Harbinger build weapons and explain how they work, when to use them and why we must never, ever tell the Harbinger we have them.

  • Loot Changes: I will be playing (and dying) on the Loot Branch and Dan will explain the upcoming changes to the loot system.

  • New Holiday Tavern decorations and costumes. ‘Tis the season, people. We got Holiday Cheer coming out the yin-yang.

  • Showing off our newest pet: the Dragolich! Oh no, don’t look at it! It’s terrifying! Rawr…

  • Our Squire Boxer giveaway continues! Seriously, somebody get this guy a shirt or something. He’s making us look bad.

  • And our final, super-secret reveal...the Awakening Pack!


Our next update, The Harbinger Awakens, comes out Dec. 15th! We have our noses to the grindstone trying to make the best boss fight yet. There’s a lot of other highly requested changes coming in the update, including improved loot, an improved leveling experience in the Level 38-50 range and so, so much more. This week is feature/content lock, and then next week is Stabilization Week, which is when we flatten bugs and spitshine the new hotness.

Also, PS4 players just received the massive Loot & Survive update! The epic patch notes are available here. Now our PS4 team is gearing up for the next content update. Expect to hear more news about it early next year.

We’ve also started two new programs:  If you sign up for our newsletter, you’ll receive 200 free gems! Plus, if you join our Steam Group, you’ll be entered in for a chance to win 1,000 gems every week!

Here’s what we’ve been working on this week:

Jay Twining, Senior Game Designer (TrendyJayT)

They are an army unlike any other. A sea of green skin, metal armor and dark magics. Crusading across Etheria towards the Eternia Crystals. Driven by a disastrous goal - unlocking the veil. To release the Old Ones. Leading them, the Harbinger. It is up to you, Stalwart Defenders of Etheria, to push him back. To disrupt his nefarious plan. To rise together in defense of this land. Your land. Together we stand. Together we defend! TO ARMS!

Danny Araya, Creative Director (DannyAraya)

Running around like a madman as we get closer to the release!

Tim Shannon, PS4 Producer (TimmyTrashTier)

Content Update 1 came out this week, and there’s a couple other surprises in store for the near future, but the immediate term is kicking off the next milestone on PS4 and then heading out to San Francisco for PSX this weekend.

James Reid, Software Programmer (Driscan)

Working with design and marketing on a way to get some discounts for premium items to you.  Currently working on setting up Costumes, Inventory, and Premium Pets to be able to go on sale.  Working pretty closely with design and content on the actual look and feel of sales.  Also throwing some small tweaks to the inventory screen.

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week is my last week of development on the Harbinger before we go into full bug-fixing mode. Still lots to do to get the fight feeling great across all the playlists, but our internal playtests have been invaluable in taking this fight to the finish line. Less than two weeks until you guys get your hands on him. I can’t wait to see the reaction!


Steven Collins, Lead Level Designer (Esorath)

Working on getting everything together for the Harbinger. Also lots of fun balance updates making their way into the playlists. Making sure the winter maps are too chilly for everyone :D

But that cloaked figure tho….

Chris Flores, QA Lead (likethatwhenigothere)

Finishing up on the internal QA pass on the latest DD1 community update and starting testing on the new boss fight. As well as the rest of the MS20 content.

Joshua Javaheri, Lead Technical Artist (javahawk)

Hey out there! Putting the final touches on the holiday-themed events and a new adventure pack! It’s going to be an AWESOME winter!

Adam Stow, Associate Producer (TE_Stow)

Sometimes you’re working on a feature or piece of content and you just say to yourself "I could only be doing this if I worked in video games".  I’ve said that a lot lately...

Javier Barreto, Lead Software Programmer (javo)

I’m “overseeing” the development of the Harbinger; basically throwing some hints here and there to minimize future work/additions. The team really seems to like implementing big boss fights as this guy is getting done in record time.

As a base foundation for future bosses, there are some things that could (and probably will) need some restructuring, but given our schedule and it being the first (somewhat) iteration, it’s coming up pretty good.

Also doing my regular random code reviews… as strange and maybe silly as it sounds … this works! I get to catch requirement mishaps based on how things are implemented (this implies knowledge of all the requirements of all the features underway; this is accomplished by simply being attentive at feature reviews and whatnot; also standups).

While I’m not supervising the boss feature development, I’m consolidating our SKUs codebases (PC/PS4). This is a lot of work, and after all the major issues we’ve encountered with SVN, I would recommend not trying to keep two live (trunk) branches at a same time; when things go eerie, they escalate/cascade eerily.

Some final words:  Our team is growing. A couple of new engine programmers are helping us with our engine, and some of our Playverse team developers are also jumping into the fray fixing some of the matchmaking issues you guys have reported while also optimizing our services and making it more secure.

…there’s a lot going on. I hope you guys are enjoying the game, and as you do … bring a friend =D

Jesus Diaz, World Builder (N3oDoc)

Winter is coming...I've been working on the winter overlay for some levels, and now I'm currently working on the new Social Hub level. Time to expand the city!

Daniel Diaz, World Builder (DanielKaMi)

Really excited about how the Boss level is turning out! Did some work for the winter overlay on most of our levels and now working on the new Social Hub. It’s becoming a huge city!

Dani Moore, Remote QA Manager (Dani)

Assisting with the DD1 community push and tying up loose ends on our latest hotfix. Getting a feel for the Harbinger and the holidays content, and helping to ensure our final leg of the Loot Test goes smoothly.

Josh Isom, Community Manager (iamisom)

We’ve just started our newsletter gem program and our Steam Group raffles! Excited to have those up and running. Now I’m writing the flavor text for our Harbinger Update page, escalating some community requests for the milestone after this one and drooling over the new costumes. Y’all ain’t even ready for those.


Patch 8.6 for Steam

Here are the notes for Patch 8.6 on Steam! Remember:  Our next major content update, The Harbinger Awakens, comes out December 15th! 


  • New Monthly Quest:  “A Harrowing Harbinger Holiday” The Harbinger has come to haunt the holidays! Protect Etheria from the invading horde!

  • Quest Conditions:

    • Win 35 Maps

    • Kill 50 Special Enemies

    • Win 30 Onslaught Rounds

  • Quest Rewards:

    • “Jolly Old” title

    • New Pet: Dragolich!

    • 300,000 Gold

    • 40 Tokens

Bug Fixes

  • Fixed an issue where two of the Monthly Quest requirements would appear as a blank space. Perhaps you could fill in a certain ex-lover’s name here, but the high wasn’t worth the pain. You know we love the players, and you love the game.

  • Fixed a bug with how pet damage shields were reflecting damage back. Now they properly reflect the intended % back at enemies.

  • Fixed an issue where the “Get” button on the Dragonfall Costumes linked to nothing.

  • Empowerment was misspelled as "Empowerement" on the pet reroll tooltip. We were super tempted to leave it and make you think you were crazy.

  • Added more metrics so we can understand you, bby.

Our first PS4 content update is here! When you load up the game, expect to see more content, more green mana, better solo play balance and so, so much more. How much more? Scroll down through this monster list of changes!

We hope you enjoy this update. Because of the sheer size of this update, expect to find many bugs and balance issues. This is not the final state of the game, but it is a large step for mankind. People will look back on this moment and note it as a true changing point for humanity. Tears will be shed. Babies will be named after us and not just because most of us have very common names. Oh, no.


Wipe Rewards

    • Apprentice, Squire, Huntress, and Monk Survivor Costumes have been added to the game. You will find these in your Mailbox for each hero class you had at level 25 before the Wipe. 

    • The Corrupted Welp has been added to the game. You will find him in your Mailbox if you levelled a hero to 25 before the Wipe.

    • Gems have been added to your Mailbox, based on how many Wyvern Tokens you earned before the Wipe:

      • 20-39 Tokens = 150 Gems

      • 40-79 Tokens = 300 Gems

      • 80-119 Tokens = 500 Gems

      • 120+ Tokens = 1,200 Gems

  • These rewards will be going out slowly throughout the day. If you have not received your rewards by the end of day Wednesday, please contact our Support TeamWe will be looking at your account information to verify that you do qualify for the rewards.

The Wipe

  • All progress has been reset. When you start the game, you will be immediately launched into our new tutorial. As soon as you unlock the Tavern, you will find all your Early Access, Wipe and other Rewards in your mailbox. Good luck defending!



Pets 2.0. Expect more from your awesome, scary and cute companions!

  • Added pet tiers!  Unlock new tiers by evolving your pet.

    • Hatchlings

      • Each pet begins its life as a hatchling. Never, ever shake a hatchling.

    • Fledgling

      • What? Hatchling is evolving! Your beautiful pet gains increased stats and an active ability when evolving to a Fledgling.

    • Veteran

      • Veteran pets gain increased stats and, where appropriate, a visual evolution.

      • Visual evolution is only available on Token and premium pets.

    • Elder

      • The current maximum evolution for pets. Elder pets have the maximum stats available.

      • Also, pets at this stage will call you only when they need something and will blame all of their problems on you.

  • Added Pet Rarities.  

    • The base stats of a pet are determined by its Rarity.

    • There are four pet rarities:  Powerful, Epic, Mythical and Legendary. Each pet has a set rarity, except for premium pets which can spawn at any rarity.

    • When transforming an egg to a premium egg, it will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.

  • Added new evolution reagents and containers.

    • Evolution Containers can be collected from Victory Chests and in Onslaught mode.

    • Open containers to collect evolution reagents.

    • Each pet has a specific evolution recipe and specific required evolution reagents.

    • Max out your pet’s Power and Affection Levels to evolve your pet to the next tier.

    • When pets rot, they are now transformed into a unique material that you can use to evolve your pets! Pet cannibalization complete. You win Twitch.

  • Added new Pet Reroll Items.

    • Reroll Containers can be collected from Victory Chests, enemy kills, and in Onslaught mode.

    • Reroll items are consumed on the Reroll menu to replace one pet stat or ability with another.

  • Added new premium pets!

    • Get Katkarot, Shinobi Kitty and Table Flip Demon by collecting a Gato or Creeper egg and transforming them into a premium egg! These premium pets will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.

    • For those of you asking for premium pets to be more powerful than normal pets… um… just no.

  • Added new monthly pet rewards starting with Thunder-O! You can find him on your Missions screen.

    • Monthly pet rewards have a unique ability and guaranteed rarity.

    • Abilities for monthly pets grow in power as they evolve.

  • Changed Feed to Powerup for clarity.

    • Players powerup their pets by feeding them pet food and buying base pet food.

    • Powering up your pet increases its stats. Premium and Standard pets both powerup the same way. (Even though Katkarot should require way more food.)

  • Added help strings to the Hatchery (where players turn eggs into pets) and Stable (where players equip, power up, evolve, and reroll pets). Sometimes we do want to help.

  • New Pet Abilities

    • Added 25 new pet abilities! These abilities are unlocked when you evolve your pet into a Fledgling. 

    • Some abilities are unique to their species (Creeper, Dragon, Gato)

    • There is an elemental ability pool in which all pets can also pull from.

    • Exciting new abilities such as the following:

      • Curse Aura: Boost your speed and curse enemies while you are near them.

      • Blizzard: Summon a blizzard that slows enemies while dealing damage.

      • Fire Pillar: Create a pillar of fire that deals fire damage to every enemy it touches.

    • The rest of the abilities you will need to discover for yourself!

War Table

We completely updated the War Table! You no longer need to switch taverns to change what you want to play. All Game Modes are available from the War Table no matter where you are. Also it’s about a million times prettier. Thank you art team.

  • Match Type:  Quick Match and Private.

    • Quick Match will match the player and party to others looking to complete the same content.

    • Private:  No change in functionality.

  • Game Mode:

    • We’ve released new game modes! Complete the Campaign, then progress through Free Play to increase your Item Power. Once you’ve reached level 50, you can enter our end game content in the End Game game modes.

  • Difficulty

    • Introduced 4 new Difficulties for end game:  Nightmare I, Nightmare II, Nightmare III, Nightmare IV.

    • Each difficulty has a different Item Power reward. Complete harder difficulties for better rewards. Are you up to the challenge? Butter isn’t.

  • Map Selection

    • New: Select any Map

    • Selecting the Any Map button will queue the player for any available map for the Game Mode and Difficulty.

  • Queueing

    • Players will now see a countdown when using Quick Match. After the countdown has elapsed, the map will launch.

    • Countdown timers are disabled for private matches.

  • Minimum Party Counts

    • When queueing for these maps, the server will wait until enough players are matchmaking to that map.

    • Instead of a countdown, players will see the time elapsed, until a full party is formed.

    • Players can exit this queue at any time.

Onslaught Mode and Onslaught Loot

  • You’ve been waiting, and now it’s go time! Onslaught is an infinite survival mode where players pick a reward at the beginning of the match and play to their heart’s desire. (Or until that one Javelin Thrower pierces your heart. I mean, core.)

  • Onslaught plays out over a series of rounds and waves. There are three waves to every round. At the beginning of a round, you’ll have an unlimited Build Phase. Between each wave in a round, you’ll have a time-limited Build Phase.

    • The rounds are themed to specific enemies. So look out for the Spooky Skeletons and Kobold Rushes.

    • The rounds will also have secondary traits that will change per round. These are  buffs to the enemies during the round that will keep you on your toes. These will change with the themes and be different each round. This means round 1 could be speedy goblin hordes. But this also means you could have a healthy Dark Mage round at some point.  *Shudders*

  • Once you unlock your first Onslaught map, you will be able to start playing for that sweet new item you’ve been wanting. Want an awesome new weapon? Select the weapon reward category and start running through Onslaught. You’ll get your selected category round at the end of each round. Keep your wits about you though, as Onslaught will be no cakewalk. How far can you get?

  • There are unique pet and weapon rewards you can only find in Onslaught mode. But we’re not going to tell you what they are, because that’d ruin the fun.

Additional Difficulties

  • Campaign - Easy, Normal

    • Campaign will only support Easy and Normal. Players that are new to the game will play through the Easy difficulty. Easy allows players to get used to the game mechanics while still presenting some challenge. Normal Campaign is for those who are somewhat familiar with Dungeon Defenders. While still explaining the mechanics of the game, you can expect a moderate challenge while playing Campaign Normal. Normal Campaign can be completed with 1 hero type.

  • Freeplay - Easy, Normal, Hard

    • Free Play Easy - This is what you graduate into after completing Campaign Easy. This will be content cruising and allow you to experience Dungeon Defenders 2 at a non-threatening pace. As this will be easy, you won’t see huge leaps in Item Power as you progress. You can expect to play this content with one hero type.

    • Free Play Normal - This is what you will graduate into after completing the Campaign on Normal. This is a standard challenge for those who are confident with the game’s mechanics. To go along with this challenge, you will see a bump in Item Power as you progress. This will be where players will start to want to play with different heroes. While it isn’t required, different hero types will definitely make things easier.

    • Free Play Hard - Now we’re talking. Free Play Hard will be a considerate challenge to those who are well-versed in the game’s mechanics. Those who are willing to tackle Free Play Hard will need to know how to combat the resistances, they will need the right gear, and they will need to have some solid builds. Good luck.

  • End Game - Easy, Normal, Hard, Nightmare I - IV

    • End Game Easy - So you made it through the Campaign Easy and Free Play Easy, but you wanna see some different stuff? Move onto End Game Easy! You will be able to see some new gametypes, some incursions, and some standard maps.

    • End Game Normal - Now that you are max level, it’s time to start getting your builds together. Wanna move onto End Game Hard? It would be a good idea to start here. Look out for different special enemies, more waves, more enemies and more rewards.

    • End Game Hard - Well now, aren’t we proud of ourselves? Made it all the way to End Game Hard, did ya? Well godspeed Defenders, because things are getting to be a little crazy. The Old Ones are sending more special enemies and more Ogres at you than you’ve seen previously. Now with more waves!

    • End Game NIGHTMARE I

      • So it begins. Nightmare. They don’t call it Nightmare for nothing. Here starts the hardest challenge you will face in Dungeon Defenders II yet. The Old Ones are pretty sore you’ve made it this far and will be throwing everything they can at you. Only the most prepared and skilled heroes can make it through such daunting odds.

    • End Game NIGHTMARE II

      • I guess that difficulty wasn’t enough for you, brave Defenders. Never fear, the challenge is only increased in Nightmare II. Get higher Item Power to even think about surviving Nightmare II.

    • End Game NIGHTMARE III

      • Let the games begin. Now that you’ve conquered Nightmare II, Nightmare III presents it’s own set of challenges. Bring your gear and skills to Nightmare III and pray to make it past Wave 1.

    • End Game NIGHTMARE IV?!?!

      • What’s this? You dare challenge the Old Ones?! Be afraid. Be very afraid. Be as afraid as a ‘90s middle school kid watching Are You Afraid of the Dark at night. As the hardest challenge you can attempt in DD2, you certainly will need the right Item Power and guts to face Nightmare IV.

Billboard Update

  • A new coat of paint on the billboards, in both default and detailed view.

  • Trait System - Bonus buffs and resistances are now applied to entire lanes. These are showcased on the new indicators on the billboards!

NPC Dialogue Boxes

  • NPCs can now talk! And boy, are they chatty.

  • Players can approach NPCs in Tavern for happy talk fun times.

  • Please keep in mind that Etherians are just now learning to speak and might have their text changed in a future update as they become more eloquent.


  • Tutorial Map

    • To help all your friends learn to use their green mana before readying up.

  • Quests

    • New rewards like Skill Spheres, pet eggs, loot, stuff, and monkeys.

    • Shops are unlocked in an order that helps introduce the game bit by bit instead of everything in your face at once. And yes, this means you have to save The Keeper & The Stable Boy before hatching your cuddly friends.

Daily Missions

  • You can now stack up to three Daily Missions!

  • New UI! This will pop up the first time you enter the Tavern so you know what’s up!

  • You can also access your Daily Mission & Quest menu from the Forge by selecting the big red exclamation mark! It pulses (a little too much)!

  • Quests are now in! The intent is to guide players through our game and introduce all the cool stuff in a more digestible manner.

  • We added a bunch of new Daily Missions, and the Daily Mission system will now unlock after completing the Campaign.

  • Monthly Missions! Cool new rewards that will update monthly!

Hero Deck

  • Added a fourth Hero Deck slot!

  • Hero Deck slots are unlocked as you progress.

  • Players can now buy more Hero Creation Slots with premium currency! Early Access players start with 6 Hero Creation Slots.

  • Heroes that are maxed out and in your Hero Deck will give an XP boost to your other Heroes!

New Ubers

  • 6 New Ubers! Like the Ubers you’re playing with for towers, these may adjust the style of which you play. They’re not meant to be direct upgrades, but situationally better for certain builds and times in combat.

  • All Heroes:

    • Chance when a defense gets hit to be shielded for a percentage of your Defense Health Stat.

    • Chance when a defense gets hit to deal damage around it based on a percentage of your Defense Power Stat.

    • You can pick one of these Ubers when you hit level 50 with your first hero or buy them from Gran’Masta.

  • Huntress:

    • Sticky Grenades

      • The Huntress’s concussive shots no longer stun but stick to surfaces now. When an enemy triggers one, the enemy takes damage based on a percentage of your Ability Power Stat. Cooldown reduced but cost increased.

  • Squire

    • Empowered Sword Beam

      • The Squire’s Sword Beam now returns back to the Squire. When it reaches the Squire, it detonates causing damage in an area around him. The more enemies the Sword Beam hits as it travels, the more damage it will deal.

  • Apprentice

    • Empowered Tornado

      • The Apprentice’s Tornado no longer hits multiple targets. The Tornado now stops on the first target hit lifting that target into the air and dealing more damage to that target. The tornado also picks another nearby enemy and does the same amount of damage to that enemy.

  • Monk:

    • Shielding Wave

      • The Monk’s healing ability no longer heals heroes but instead shields nearby defenses for a percentage of the Monk’s Defense Health stat.

  • Hero specific Ubers can be purchased with Betsy tokens.

Loot/Item Revamp

  • Items are now entirely based on the new Item Power system!

  • Based on the Tier and Item Power of an item, it calculates what the stats for that item should be.

  • You can always expect an item with higher Item Power of the same Tier to have higher numbers. You can also expect items with similar Item Power to have similar numbers.

  • Tier adds some variation on the stats on top of the Item Power system.

  • In the new system, a Legendary item of Item Power X will be equivalent to a Powerful with a higher Item Power, ensuring that you always get some upgrades.

  • Maps now have a suggested/required Item Power number

    • Suggested:  In Private Matches, you can still play a map that you do not have the suggested Item Power for, but good luck with that.

    • Required:  For public games, you cannot join a game that you do not have the required Item Power for.

  • Different maps, difficulties, and game modes now drop different Item Power ranges.

    • The Item Power range on a map is split into three buckets:

      • Common: lower end

      • Uncommon: mid range

      • Rare: higher end

    • This means that you are less likely to see an Item Power 200 item in a bucket between 150 and 200.

  • Secondary and Primary Stats on items have been reworked

    • Secondary Stats should now roll with similar numbers if you have two secondaries on an item. They will have the same number value associated with them but different stats. This was done to help you better understand and equate items to one another.

  • Passives have been rebalanced with the new Item Power & Level Cap increase - this is still a work in progress.

  • Stats on items have been reworked:

    • Defense Attack Rate has been removed as a Primary and Secondary stat that can appear on items.

    • Defense Attack Rate Skill Spheres are still in the game.

    • Four new stats were added to the game:

      • Defense Critical Damage

      • Defense Critical Chance

      • Hero Critical Damage

      • Hero Critical Chance

    • Critical Chance does not appear on items as a primary or secondary stat but can appear on Skill Spheres and passives.

    • Defenses and Heroes have a Crit Chance cap.

    • Critical Damage can now appear as a Primary or Secondary Stat.

    • Critical Damage can appear on Skill Spheres as well.

    • Critical Damage is additive rather than multiplicative.

    • Crit Explained:  Whenever you hit a target, there is a chance that you would deal critical damage to that target. The chance is based on your Crit Chance stat and the damage is based on your Crit Damage stat. Heroes, abilities and defenses have different potentials for Crit Damage. Some have a high Crit Damage potential and some have a lower Crit Damage potential.

    • We’d love to hear some feedback on the new Crit System as we intend to refine the balance in a future update.

  • Passive rebalance in the works:  We’re gradually transitioning to have defenses, abilities and passives scale based on a percentage of your state. As an example, the new Slayer Legendary Weapons will increase in effectiveness the more points you have in a specific stat. This transition allows us to better explain to all of you just how these passives work and what exactly you need to do to make it better. We feel this will result in cooler builds emerging over time. We’ve only done this on a select handful of items, defenses and abilities (read balance changes), but we’ll be transitioning the rest in a future update. Let us know how you feel about this.

  • A note on Item Power:  With the Item Power system and balance changes, the game should feel very different than it did before. Old strategies may not be as effective as more and more new strategies start to emerge. Our goal is to provide you all with as many tools as possible to be as creative as you possibly can in coming up with cool fun builds. We’re one huge step closer with this update, and we hope you’ll enjoy it.

Resistance Rework & Trait System

  • Certain enemies used to be classified as Physical Resistant, Magical Resistant or Neutral. We’ve done away with that system in favor of a new trait system.

  • Under the new trait system, all enemies can appear as Physically Resistant, Magically Resistant or Neutral.

  • The spawners that enemies come out from now have the potential to have:

    • One Primary Trait

    • Multiple Secondary Traits

  • Primary Traits are always resistance buffs

    • These buffs increase in intensity based on your difficulty getting as high as 75% resistant in Nightmare mode.

  • Secondary Traits are more flavorful traits that are meant to provide new challenges.

  • This update has the following traits:

    • Mighty: enemies that spawn deal +X% attack damage

    • Trollblood: enemies that spawn regenerate X health every 5 seconds

    • Grounded: enemies that spawn cannot be knocked up

    • Speedy: enemies that spawn move X% faster

    • Healthy: enemies that spawn have X% more health

    • Tenacious: enemies that spawn have X% resistance to crowd control effects

    • Chrome: you all know what this is!

  • In the future, we’ll be expanding on this trait system to add more interesting traits -- some that can even benefit the player!

  • To see what traits a spawner has, you can press Shift to read the new billboards.

  • Enemies that spawn from a spawner will have all the Traits associated with that spawner.

  • Traits start coming online gradually as you play through the Campaign and different difficulties.


  • The balance of the game has shifted to almost entirely pivot on Item Power. So much has changed! But we still have a LOT more changes coming in future updates! For the time being, we’d like to gather some of your feedback on some of the recent changes but keep in mind the balance is not yet final. Also thank Blacksmith and the whole rest of the team if you can! They’re killing themselves for you guys.

  • Green mana is given out more generously now! Trust us, you’ll need it.

  • All Defenses got a substantial Defense Health increase based on the type of defense they are. Towers received a good boost, and blockades received a substantial boost.

  • Adjustments have been made to solo play as well. When playing solo, you will notice only 1 or 2 high “threat” lanes. Look for this information using Left Shift and seeing where the problem enemies coming. This is where you will need to focus your attention as a hero. The other lanes will generally take care of themselves with solid tower setups.

  • Enemies now like to stick together. You will see less “globs of every enemy in the game coming down the lane” and more “We are Warboars, fear our numbers” sort of deal.

  • All enemy scalars have been redone. All enemy stats are now based around the Item Power of the content, which should make balancing and providing a fair challenge much, much easier.

  • To match the new Item Stat & Item Power system, many Defenses and Abilities have been rebalanced.

  • Reduced Electrocute stun duration from 2.5 to 1.0 seconds. Did we take it too far this time?

  • The Dark Mage is cultivating mass, bro. Increased Dark Mage mass 300 -> 400. Now he is no longer interrupted by Squire/Monk melee attacks. Just try and move him!


  • Cannonball Tower (Squire)

    • Damage increased by 28%

    • Minor adjustments to projectiles

  • Flamethrower Uber (Apprentice)

    • Its numbers were redone to make it more powerful and viable for end game play - it has reduced crit damage scaling but higher flat DPS output.

  • Heavy Cannonball Tower (Squire)

    • Damage at max range compared to Cannonball is now +30% if AoE is utilized

    • Damage at min range compared to the Cannonball is now -36% if AoE is utilized

    • This should reward players that place the Heavy Cannonball Tower effectively and punish those that do not

  • Lightning Aura (Monk)

    • Scaling for upgrades adjusted to match other defenses

    • Damage increased by about 10%

  • Lightning Strikes (Monk)

    • Adjusted scaling for upgrades to match other defenses

    • Damage reduced by about 50%

    • Has higher Crit Damage scaling

  • Explosive Trap (Huntress)

    • Damage reduced by 25%

    • Has higher Crit Damage scaling

  • Elemental Chaos Uber (Huntress)

    • Base Damage Buffed by about 18%

    • Crit Damage scaling is high

    • Found a bug with the fire proc effect not dealing any damage. Fixed the bug.

    • Fire Damage Over Time now deals 100% of your Defense Power as damage over 1 second before fading - the DoT can crit, too.

  • Napalm Balloon (Huntress)

    • Damage increased by 20%

    • Crit Damage set to moderate

    • Upgrade scaling adjusted to match other defenses

  • Poison Dart Tower (Huntress)

    • Damage increased by roughly 50%

    • Crit Damage is very low

    • Fixed some upgrade scaling issues

  • Geyser Trap (Huntress)

    • Damage increased substantially! (+400% since it is on such a long cooldown)

    • Crit Damage is very low

  • Skyguard Tower (Monk)

    • Skyguard Damage buffed by 100%

    • Crit Damage is high

    • Upgrade scalars fixed to match other defenses

  • Earthshatter Tower (Apprentice)

    • Damage increased by 76%

    • Crit Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Arcane Blockade (Apprentice)

    • Damage increased by 100%

    • Critical Chance high

    • Upgrade scalars fixed to match other defenses

  • Training Dummy (Squire)

    • Damage reduced to 25%

    • Critical Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Spike Blockade (Squire)

    • Damage increased by 55%

    • Critical Damage is moderate

  • Harpoon (Squire)

    • Base damage increased by 72%

    • Critical Damage high

    • Range increased by 10%

    • Upgrade scaling reduced to match other defenses


  • Arcane Volley (Apprentice)

    • Damage reduced by about 10%

    • Crit potential set to high

  • Tornado (Apprentice)

    • Damage reduced by 50%

    • Damage potential is still relatively high if it hits a marked target

    • Crit Damage potential is high

  • Mana Bomb (Apprentice)

    • Massive damage buff: 300% if used with Arcane Marks

    • Crit potential is moderate

  • Concussive Shots (Huntress)

    • Damage increased by over 50%

    • Crit potential is low

  • Oil Flask (Huntress)

    • Damage increased by 23%

    • Crit potential is low

  • Piercing Shot (Huntress)

    • Damage increased by 250%

    • Crit damage set to high

  • Pole Smash (Monk)

    • Damage increased by 47%

    • Crit potential is low

  • Chi Blast (Monk)

    • Damage increased

    • Crit potential is moderate

  • Sword Beam (Squire)

    • Damage doubled (almost)

    • Crit potential is high

  • Taunt (Squire)

    • Duration scaling reduced slightly

    • Damage buff increased slightly

  • Seismic Slam (Squire)

    • Damage increased by 250%

    • Crit scaling pretty low

    • Stun duration reduced to 2.5 seconds

    • Stun duration now scales with ability power (0.001% increase per point) - theoretical max is 6 seconds

  • Frostbite Tower (Apprentice)

    • Now reduces enemy attack speed by 20% but does not scale with anything

New Passives

  • Slayer passives can now be found in Onslaught Mode! *guitar riff!*

  • Slayer passives appear on hero-specific items.

    • Added tooltips for Slayer passives. Then removed them. Then put something else in and called it done. It's "functional."

  • Added Drakin Slayer passive on Legendary Shields. Killing Drakins gives charges, and blocking uses those charges to spawn fireballs. Half of the time. The other half of the time it just doesn't work... at all.

  • Dark Mage Slayer passive added on Legendary Magic Staves. With this passive, killing Dark Mages gives charges, and fully-charged secondary attacks use those charges to stun enemies.

  • Lady Orc Slayer passive added on Legendary Bows: Killing Lady Orcs gives charges, and fully-charged secondary attacks use charges to deal extra damage, you monster. Also this passive has no visual feedback. Maybe we'll add it eventually.

  • Kobold Slayer passive appears on Legendary Polearms. Killing Kobolds gives charges, and secondary attacks use charges to spawn death-dealing fireworks and something hilarious we'll let you discover for yourself.

  • Taser Suit passive can now appear in Victory Chests. You'll never want to leave home without it!

Passive Bug Fixes & Changes

  • Removed more useless passives from high-end gear! So now, XP passives can't roll on end-game gear.

  • Gave passives names for the first time. Look out for Apple, Blue and North. They're our favorites. (Don't tell Moses.)

  • Made Life Leech leech less life. Reduced heal value by ~60% and reduced max heal value at level 25 to 60.

  • Banned Dancing: Footloose (Movement Speed) values normalized and completely rebalanced. Met Kevin Bacon. Increased Movement Speed in the ~7.5 - 20% range depending on level and tier.

  • Created the ultimate pair of boots. Proud of our creation, like new parents, we slipped our toes into their soles. Words cannot describe what happened next. Sprint passive disabled and removed from boots until further inspection (and less fear).

  • Made stuff in the game better match stuff in the editor. You'd think they'd be the same, but...

  • Made Heroic Presence more heroic. Increased Heal component scaling of Heroic Wave 1.01 -> 1.5. Side effect: Shielding Wave is now dope.

  • Superconductor (Ability Cost) passive values slightly reduced. Why? Because we felt like it.

  • We broke the Radiance (Aura Range) passive. Then we fixed it. And then it broke again (all by itself, we swear!). So in anticipation of fixing it next patch, we reduced its values.

  • Disciplined the Victory Smell (Blaze Balloon Burn Rate) passive. Reduced its values to more closely match DPS increase of other defense-focused passives.

  • Vector Corrector (Defense Range) passive’s increase of projectile tower range reduced so you can find more of it!

  • In case you haven't caught on yet, passives were broken. How broken? Post-Disney Channel broken.

  • Retribution passive increased a TON. It now appears on Torso and Shield items like it always should have.

  • Black Arrow (Ballista Damage Magic) passive bonus damage doubled. Then doubled again. Then divided by four, multiplied by three point five, squared, thrown in a blender, and added to pi. After all of this we lost track of how much we increased and wrote the patch note "Black Arrow Special Stat bonus greatly increased." We also learned to hate fractions.

  • Fault Line (Earthshatter Radius) radius bonus slightly increased.


  • Various optimizations across all maps.

  • So, how about that War Table? Viewable in all of its 3D glory, and you’ll be able to select maps from there or from the UI on the left. We can’t wait to expand the world further!

  • Pets!

    • There are a lot of new pets. Like, 4x the previous number.  

    • Evolution is unlocked, but to clarify, only token pets (Betsy) and premium pets will evolve visually at the moment.

    • You may see some abilities get more impressive as they change form, though.

    • Watch for the monthly and weekly reward pets to get your shot at rare content, some with enhanced visual effects. We won’t spoil which. You’ll just have to watch!

  • Premium Pets!

    • Table Flip Demon

    • Kakarot

    • Shinobi Kitty

  • New Costumes!

    • Cap’n Monk

    • Farmboy Apprentice

    • Tiguar Monk

Bug Fixes

  • Fixed an issue where players who were too high were unable to place towers. We mean... too high up.

  • Map screen should now handle split-screen better.

  • Increased the mana crystal cap that can be present in the world. Also, we added a 2-unit mana crystal. Hey, every unit counts, amirite guys?

  • Purchased bags should now properly display the inventory space that they’re adding.

  • Fixed one of the issues that was causing items to be lost in the inventory. It was all Tony’s fault. [[4968,hashtags]] (We don’t even have an employee named Tony, but we’d like one so we can blame him. Are you a Tony? We’re hiring!)

  • Lane billboards should now properly display when pressing L3.

  • Fixed an issue with the Token Shop UI where the items could scroll outside of the window. That's just not allowed. Geez.

  • Players should now be able to create heroes when joining into any type of session if they do not have one currently.

  • Apprentice’s secondary attack now pops the Blaze Balloon. Upcoming updates will add “locking” and “dropping” functionality to his newfound popping feature.

  • Numerous audio issues have been fixed. We said, NUMEROUS AUDIO ISSUES HAVE BEEN FIXED.

  • Hunted down that pesky fox stealing your eggs before they hatched. Sadly, that means we can’t have that Dora crossover like we planned.

  • Fixed an issue where the Drakin could get stuck in the River High Path on Little-Horn Valley. Now to fix the million and one other places they get stuck. Sewers, we’re looking at you.

  • Fixed an issue where the bow could appear incorrectly for the Huntress when swapping Heroes. Don't worry, we haven't fully eliminated Franken-heroes yet.

  • Fixed several issues with the Costume Shop. Introduced several other ones, which are arguably way worse.

  • Matinees should now properly play on every wave, not just the first.

  • Costume shop should no longer run into trouble with unequal numbers of costumes per hero

  • Inventory should now display the proper limit and current number of items.

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