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The Imphant Beastmaster contest is over! Thank you to everyone who participated, and thanks again to Mapatti for handy dandy charts and general knowledge bombs. Your winners for this contest are a four way tie:

Congratulations, Beastmasters! PM I_PASS_BUTTER for your codes or if you have any questions. 

Defenders, are you ready for the next contest? CatHatters! So dapper and mysterious! Make the strongest one you can! You have until June 4th at 11:59 PM EDT to submit your CatHatter in this thread.

As a reminder, please include a link to your Steam profile with your entry. Entries without a Steam profile will not be eligible to win. The pet must be in your profile at the time of verification in order to be eligible to win. For full contest rules, please refer to the original contest post. 

Good luck, Defenders! 


We recognize the amazing talent in the Dungeon Defenders community. Volunteer moderators, guide makers, bug squashers -- the community is thriving with people who have established and maintained our unique identity. But, we realized we weren’t reaching out to those who have a knack for entertaining. That’s why we are putting together “The Casters Guild,” a group of individuals who want to give to the community by providing live entertainment via streaming on Twitch.

So how will this work? Guild Leader Victoryoftheppl explains below:

Interested individuals may submit an application. We will review the apps and select a small number of streamers to start. These individuals will receive a day and time to stream. After a trial period of a month, those who stuck it out will be inducted into The Casters Guild. Of course, by volunteering your time, there are some benefits such as:

  • Ability to be chosen to stream NEW content before it goes live
  • Receive custom graphics for your stream
  • Stream on the Official Trendy Entertainment Twitch channel, and more!

We’re hashing out more reward details, so if there’s something you’d like to receive for being a member of the guild, please let us know on the application!

If this is something you’re interested in, please read below.

Casters Guild Requirements:

  • Age 18 and older
  • Able to join the weekly meeting on Thursday at 5PM EST/10PM GMT
  • Have decent audio and video stream quality
  • Have the ability to plan ahead and set goals
  • Have the ability to stick to a schedule and be on time 
  • Have the ability to multi-task 
  • Have accrued 50+ hours of play time on Dungeon Defenders II
  • Must not promote hacking, exploits or pirating of Dungeon Defenders II or of any product
  • Able to be respectful toward other games and developers
  • Can't use copyrighted music while streaming Dungeon Defenders II (non-copyrighted music will be made available to play during streams)

The following are things we would like those applying to have, but will not be a determining factor in the end:

  • Webcam
  • Multiple Monitors or smartphone to view chat

TrendyEnt Channel Moderator Application Requirements:

  • Age 16 and older
  • Able to join the weekly meeting on Thursday at 5PM EST/10PM GMT
  • Have the ability to interact with others in a positive manner
  • Have the ability to stick to a schedule and be on time
  • Have the ability to multi-task and listen for cues from the streamer
  • Able to be respectful toward other games and developers


To apply for The Casters Guild or TrendyEnt Channel Moderator, click here. The deadline is March 19th at 11:59PM EST.


Why the age requirement?

While we want as many people to join, we realize that those under the age of 18 have a lot more on their plate and schedule that sometimes just isn't flexible i.e. going to grade school, being liable to parents, and have certain bedtimes. 

I meet all the requirements EXCEPT for the meeting time requirement. Can I still apply?

Please still put in your application if you meet all requirements except for the meeting one. If we determine that the meeting is just not feasible for those applying, we will look at another day and time.

Why the game-time requirement?

We believe that having at least 50+ hours of game time means you have some knowledge of the game and the ability to answer questions while in stream and guide those who may need help. 

I don't think I can stream. Are there any other ways I can help?

Sure! We're looking for TrendyEnt Channel Moderators  so look above for the requirements and if you meet them, put in an application.

I've streamed a few times in the past, but I don't have that much experience with streaming. Can I still apply?

We definitely want people who will be dedicated to the stream team BUT understand that knowledge of how to stream could be a factor to why they aren't able to stream as much. Please still apply if that is the case. We'll be able to give you some pointers!

Will there be future ways to join the Casters Guild?

Yes! There definitely will be opportunities in the future to join the Casters Guild. We haven't decided on how exactly it'll work, but we'll probably do rolling applications or announce when we're accepting new applications for the guild.

Can I apply if I speak a different language?

At the moment, the Casters Guild will be English only because our current streaming community is English. But we're open to reaching out to different communities officially if the demand is there. We'd love to work with non-English streamers in some capacity.

Am I limited to streaming JUST DD content?

During your specific day and time to stream, you are limited to streaming DD content. Anything outside of that time slot is free for you to stream what you would like.

When will I receive an email if I've been accepted or not?

My goal is to send out emails Friday, Saturday, and Sunday after applications close on March 19th @ 11:59pm EST. A Tweet will be sent out from the official Trendy Entertainment Twitter when all emails have been sent.



Patch 9.7 for Steam


Here are the notes for Patch 9.7 on Steam!


  • Added toggle in the Options menu to disable already-viewed skippable cutscenes!

    • This means any intro/outro cutscenes (like the Liferoot Forest victory cutscene) that you have already seen won’t appear again. The exception to this is any cutscene that occurs mid-match (like the Betsy intro on Wave 5) as this operates differently from the other cutscenes.

  • When players leave a tavern, their towers are now automatically sold.

Optimization Bug Fix

  • Fixed a bug where the game would use an integrated graphics card instead of a dedicated card if both were available. This should increase performance for some players with high-end PCs.


  • Towering Poison Health Update

    • Increased Defense Health bonus of Towering Poison passive.

    • 80% Increase -> 130% Increase (Max).

    • Minimum values increased to maintain parity with new maxes, which should retroactively buff all existing Towering Poison items.

  • Crystalline Saber now follows the Loot V2 stat/passive rules.

Bug Fixes

  • Added a tentative fix for minibosses (like Ogres) getting stuck in spawners. Please let us know if you’re still seeing stuck minibosses and be sure to include information on spawn location, map, mode and difficulty.

  • Zen Monument now decreases time between healing ticks as intended.

  • Fixed a bug where the Crystalline Saber was dropping way more than intended. Now other build weapons should appear more often.

  • Fixed a Daily Mission issue where certain Daily Missions that were supposed to reward lockbox keys were, surprise, not rewarding those keys.

  • Fixed an issue where Fuse Initiate didn’t give enough gold. Now it does!

  • Fixed a bug where item tooltips wouldn’t display in the Inventory if a player opened and closed the chat window while the tooltip was on screen.

  • Fixed an issue where dragging the Scroll Bar down to the Pet Bag would cause the Scroll Bar to pop back up to the top of the Inventory.

  • Fixed a Daily Mission tooltip issue where the tooltips for the Random Consumables displayed only a few of the possible rewards (the pet eggs). The other consumable possibilities were omitted.

  • Fixed a text issue that would happen if a player rebound the Ready Up key.

  • Fixed an issue where the Holy Buff would stack on Temple of the Necrotic.

  • Fixed an issue where the Scourge Dragon’s projectiles would arrive after the enemy has already been damaged.

  • Fixed a War Table text issue where it would display “Knight Commander” instead of “War Table,” causing general confusion.

  • Fixed a tooltip display error.

  • Fixed an issue where the Betsy icon was displaying on the Harbinger HUD.

Other Notes

  • EU server is now located in Ireland.

  • Oceanic server is now located in Sydney.


Greetings Defenders,

Wipeaggeddon will occur on Monday, July 27th. We expect the game to be down for most of the day, and once it's back -- Loot & Survive will be live! We are terribly sorry for any inconvenience, but it's all for a good cause:

Loot & Survive is coming out on Tuesday! In this update, we've added:

  • Onslaught Mode:  An infinite survival mode with specific rewards every 3 waves!

  • Loot and Stat Revamp:  New stats, new passives, new loot and more!

  • New Difficulty Modes including Nightmare I, II, III and IV! That’s right, four Nightmare modes!

  • Pets:  New pets, evolutions, stat rerolling and new abilities!

  • New Matchmaking screen and flow:  Choose the exact map, mode and difficulty that you want without switching taverns or hoping that a random group is playing what you want to play!

  • An updated New User Experience, including a proper tutorial mission! (Gasp!) Plus, quests that will guide new Defenders through Etheria!

  • Daily Mission changes:  Now you aren’t punished for having a life! You can stack up to three Daily Missions, plus there’s a new Monthly Mission system that will grant unique rewards!

  • Inventory Hotkey:  Open the Inventory from anywhere on a map during Build Phase!

  • And so much more!



Environmental Traps are a fun new feature in Dungeon Defenders II, and one that we're continuously fine-tuning as we create new levels. When we first started building levels for DD2, we wanted to provide interesting motivations for players to move around the map during combat. We also wanted to think about how players could place defenses that synergize with the maps. We decided to try out a concept of traps built into the level's construction that players could use to their advantage.

Traps that are pre-built into the maps:

  • Encourage players to learn the traps and, by extension, to learn the map.
  • Encourage players to move around the map to use them.
  • Provide a wildcard to help players regain control in an emergency.
  • Add choice to the action gameplay and to defense placement.

Our First Attempts

We tried a number of different concepts for how traps could work mechanically. An early version of Greystone Plaza had a group of archers across the top wall and the player could switch which lane they were firing at. This trap didn't work so well because it wasn't that gratifying to use. Another early draft had steel floor grates that could be shot out, dropping enemies into the lava beneath -- but this didn't work because players spent more time using the grates to kill each other than enemies. In the end, the most satisfying traps tended to be those that had a lot of punch to them and those that encouraged tactical timing or positioning.


After we had built a few levels with compelling traps in them, it became clear to us that traps weren't quite powerful enough. When players disengage to fire a trap, they are giving up their own DPS in order to use the trap -- so without sufficient lethality, players didn't want to disengage and risk losing control of a lane.

For example, given the choice between these two traps:

  • A trap that can be used frequently to low effect, or
  • A trap that can be used infrequently to high effect

Players almost always preferred the latter trap because its use was more engaging, less tedious, and felt more powerful and fun.

In another example, given the choice between these two traps:

  • A trap that fires a constant, high-DPS stream while the player holds down the attack trigger, or
  • A trap that fires a single, high-damage explosive burst when triggered

Players generally preferred the second type of trap in this case, as well, even if the first trap was actually more powerful. The fire-and-forget trap allowed them to be in control of the situation instead of pinned in one location.

Refining the Idea

One of our most engaging traps is the water trap in Siphon Site D, which blasts enemies off the walkway with a high pressure shot of water. This trap was a lot of fun to use in early tests, even though the visuals were extremely basic when it was first built. Like many of the other successful trap designs, it is quick to activate, slow to recharge, and has a very high impact effect with rewarding visuals. And, as a bonus, you get to watch enemies plummet to their deaths.


Greystone Plaza now features a dynamite trap that sets off multiple, high-yield explosions and starts fires in the nearby area. This trap was also selected for its high impact and larger recharge times. When properly timed, it can wipe out dozens of enemies and belch out a sea of damage.

Most of our levels now contain traps that have a long cooldown time, but a high payoff. We're looking to make traps that are both spectacular to watch and fun to use -- nothing beats the excitement of seeing what a trap does to enemies the very first time. The Valley's gate trap is another great example of this and a favorite conversation topic at our first internal playtest for the Valley map.


As we continue to build traps, we’re keeping these fundamental design principles in mind. We can’t wait for you to try them out and feel first-hand how satisfying it is to bombard a horde of Orcs and Goblins with dynamite, or to freeze and shatter a group of Wyverns. Do you have any ideas for traps that you’d like to see in the future? Let us know in the comments and you could win a seat on the Defense Council!

The random winner of our Q.A. blog is mordyo!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!

I am Isom, and...


Thought you could get rid of me so easily? Think again, Defenders.

Starting today, Im back at Trendy Entertainment! Ive rejoined the community team as their fearless (and oh-so-humble) leader. My job is more behind-the-scenes now, but rest assured that youll still find me in the various realms of our community.

I am stunned by how much Trendy has changed in the past six months. When I visited the studio last week, the atmosphere was incredibly positive. During a company-wide presentation, various designers, artists and programmers stood before the team and shared what they were working on. There is now a clear passion and attachment to Dungeon Defenders II. I could tell that this was the Dungeon Defenders sequel the team and I want to be working on.

This reinvigorated spirit has spread through every department, including the community team. Our biggest goal is to help rekindle the strong developer/community interactions that made the DD1 community so memorable. Expect to see more of that in the coming months.

If you need me, you can contact me several ways:

Forum PM: Iamisom
Twitter: Iamisom
Email: [email]josh.isom@trendyent.com[/email]

I cant wait to take back Etheria. You have my sword, Defenders.

Until next time,

P.S. Answer the following question in the comments below for your chance to win a Defense Council seat: What community issues would you like to see fixed or improved?


Patch 19.5 comes out next week on PC & PS4! This patch contains changes to Shard drops, balance, UI and more. If you missed the Devstream, you can watch the Twitch archived video. (The YouTube version is available now.)

Over the past month, we’ve been working on improvements to the Trials update based on your feedback. We sent out a survey last week about Shards and the Trials playlist, and beginning with Patch 19.5 we’d like to start introducing most of those ideas into the game. The full Patch 19.5 Notes will be available when the patch comes out, but below is an overview of the changes coming:


Shard Drop Changes

From the survey results, we learned that most players were satisfied with the concept of Shards but not with their current implementation. In fact, Shard drops were the biggest point of dissatisfaction in the entire update. The main areas of concern were the time it takes to get the Shard you’re looking for and frustration over the confusing setup of Shard Packs (which is what we call the containers you get from Victory Chests).

These are the areas we’ve focused on in Patch 19.5:

Improving Shard Target Farming

Right now, Shard Packs do not drop unique Shards per pack. There’s a lot of overlap between different Shard Packs, which means players can get a Standard Shard from a Chaos III Shard Pack, and players don’t understand where they need to farm in order to get the Shard they’re looking for (say, the coveted Defense Range Shard, which can actually drop from multiple Chaos Shard Packs).

In Patch 19.5, each Shard Pack will have unique Shards. For example, Shards A, B and C can only be found in Chaos I Shard Packs, while Shards D, E and F can only be found in Chaos III Shard Packs. This also means that Standard Shards will no longer drop from Chaos Shard Packs! Along with this, each victory in Trials will guarantee at least 1 Chaos Shard Pack from that given difficulty. For example, when you beat Chaos II Trials, you will be guaranteed a Chaos II Shard Pack.

With these changes, you’ll be able to specifically target the Shards you want. Once this update goes live, we’ll share the complete Shard drop locations on our Wiki and to those players who are making amazing webtools (like Czokalapik’s DD2Tools).

Improving Shard Farming Time

Right now, Shard Packs have a chance to give you 1 Shard from a pool of up to 120(!) different Shards. In the patch, we’re reducing the Shard pool per pack from ~120 to somewhere between 25-35 Shards depending on the pack, which will increase the chances of getting the Shard you want when you open a pack.

We’re also changing the drop rates and drop setup on Shard Packs in Victory Chests. Instead of having a chance to drop between 1-3 Shard Packs, Victory Chests will now drop 2 Shard Packs guaranteed every time. When you win, you’ll receive one Shard Pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack).

We’re trying to get the first pass on the Trials consecutive win bonus into this patch, which gives bonus rewards for winning consecutive random maps in Trials. This first pass would add a Shard bonus. Once you win 3 times in a row, you’ll earn an extra Shard Pack on every victory after that for as long as the streak continues. This extra Shard Pack would be a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until the streak is broken. If the Trials win streak doesn’t go into Patch 19.5, it will be available in a patch soon thereafter.

By making Shard Packs drop unique Shards, increasing drop chances within a pack, guaranteeing Shard Packs per difficulty, giving you at least 2 Shard Packs guaranteed on every victory and adding a Shard bonus for consecutive wins, it’ll be much faster to get the Shards you want.

Sort Shards By Name

Another pain point brought up in the survey was the frustration of trying to find the Shard you want within your Inventory. A popular suggestion (both in the survey and in the community) was a Shard filter that sorts Shards alphabetically by name, and we were able to get it in for this patch! You can find the “Name” filter in the All Bags -> Shards section. We’re investigating more Shard filtering options and possible Shard icon improvements for future updates.

Hero Management UI Changes

These were discussed in a previous blog, and they’re coming in Patch 19.5! Something we’ve heard from players with a high number of heroes is that it’s difficult to navigate to certain heroes in the new Hero Management UI. We’re adding a Quick Select option that allows you to see a large number of heroes at one time and then go to that hero in the UI. We're also allowing you to select the other cards in the Rolodex view without having to click the darn arrows. This isn’t the end of our Hero Management UI improvements. More changes coming in future patches.

Bag Quick Scrolling

On the PC version, we’ve added hotkeys that will cycle left and right through your bags! This should make moving items from one bag to another much faster, especially for those of you who don’t have a Middle Mouse Wheel.

Return to Tavern No Longer Forces Everyone Back to Tavern

If one person selects Return to Tavern, that person will leave. Not you. You will Continue, baby. And you’ll keep Continuing as long as you want to Continue.


Defense Balance Changes

With this patch, we’ve taken a serious look at the viability of all defenses as well as how several of our specific defense stats scale, and we made some fundamental changes as a result.

Below is a deep-dive into how we approached balance for this patch and how we hope these changes will make many defenses, at least when it comes to raw DPS and utility, viable in later Chaos difficulties.

Defense Speed and Defense Power

One of the biggest changes has been a complete overhaul of the Defense Speed formula. Previously, some defenses would benefit very heavily from Defense Speed, while others would hardly benefit at all. Some defenses had very restrictive rate caps, while others had very flexible rate caps, and that made it difficult to balance these defenses as item stats progress into Chaos 5 (and soon, Chaos 6 and beyond…).

So, we took a step back and rebalanced all Defense Speed scalars and rate caps across all defenses. Defenses scale consistently with Defense Speed now, such that +100 Defense Speed gives the same % DPS benefit to each tower. We also fixed a number of defenses that had hidden cooldowns that prevented their Defense Speed from correctly affecting their Attack Rate. There are still a few exceptions (Slime Pit still needs more work before it benefits from Defense Speed), but nearly every defense now benefits from it in an obvious way.

As to Attack Rate caps, we adjusted those to more consistent levels. Most raw ‘damage’ defenses (like the Flamethrower) can go up to 400% faster than their starting attack rate, while more ‘utility’ defenses (like the Geyser Trap) can go up to 200% faster.

We also looked at various utility effects, especially stuns and other forms of hard crowd-control. Those effects become more potent as the attack rate gets faster, so we made adjustments to the duration of many of these effects. We have a rough target ‘uptime’ that we try to maintain, and as such, most of these utility defenses saw balance updates to prevent them from reaching ‘infinite stunlock’ situations at higher firing rates. In addition, we also updated many of the Shards that add utility effects (especially stun procs) to ensure those also don’t develop into ‘infinite stunlock’ situations as Defense Speed increases.

Is this a buff or a nerf? It varies. Some defenses, like the Earthshatter Tower, were receiving very little benefit from Defense Speed, and this change results in substantial improvements. Others, like the Flamethrower Tower, were benefitting heavily from Defense Speed and will see no benefit.

But fear not! Across-the-board, we made increases to the Defense Power ratios of nearly every defense! Every non-blockade is now much deadlier to the foes of Etheria, especially in earlier difficulties, thanks to the increase in raw damage numbers. This increase is intended to help offset the loss of Attack Rate on some defenses, but you will definitely see some defenses (like the Cannonball Tower) once again strike fear into the hearts of Etheria’s enemies.

Also, we modified the base attack rate of some defenses (Lightning Strikes Aura, we’re looking at you) to try and reduce the amount of ‘overkill’ damage these defenses were inflicting on weaker enemies. Many single-target towers are much stronger in this update, and we hope you’ll try them out again! (To note:  We’ve discussed other changes to single-target towers to make them more appealing, and we’ll continue to keep an eye on the community’s tower usage data and feedback for more improvements.)

Defense Crit Chance and Crit Damage

Defense Crit Chance and Damage had similar scaling issues to Defense Speed. Both stats were very underutilized in earlier difficulties, making it hard for new players to appreciate the stat. Making things worse, we discovered several bugs with Defense Crit Chance where specific Shards and Ascension Powers allowed you to exceed the Crit Chance maximum, creating random inconsistencies where some heroes could have higher Crit Chances than others.

We’ve fixed all those bugs (we hope!) and also set new baselines. All defenses now have an innate Crit Chance of 10%, up from the old 3%, to make the Crit Damage stat more valuable early in the game. In addition, we increased the Crit Chance max to 33% on all defenses and fixed the bugs that were allowing various defenses to bypass the maximum.

Defense Crit Damage was re-standardized across all defenses to make it a much more valuable stat, rivaling that of Defense Power once your Crit Chance gets close to the max. In general, you should see much more value in the Crit Chance and Crit Damage stat on Defenses, as pretty much every defense receives much better benefits from the stat.

Defense Tier Upgrades

Yet one more major defense change is the complete rebalance of how defenses progress as they receive tier upgrades in-game.

Some defenses scaled very poorly at later tiers, namely low-cost defenses like the Explosive Trap. Others gained massive benefits from each upgrade like the Earthshatter Tower.

We’ve redone every tier upgrade to provide larger benefits for low-cost defenses and less benefits for higher-cost defenses. As a general rule, higher-cost defenses still perform more efficiently at Tier 5 than lower-cost defenses, but with this rebalance, the gap is much, much, much smaller.

Fans of Explosive Traps, Oil Geysers, and other low-cost defenses rejoice, as you can now upgrade these defenses without fear of them becoming grossly inefficient by Tier 3+!

Max Target Changes

Some defenses were limited in the number of targets they could affect, with the cap being 8 (some exceptions). Other defenses could affect an unlimited number of targets, and there was not a lot of rhyme or reason as to which defenses had caps and which did not.

As of this patch, all defenses have a max targets of 10. Defenses that used to have a max of 8 targets have been increased to 10, and defenses that had no cap are now capped at 10.

To note, these caps exist to try and make the balance between fixed-target defenses and many-target defenses somewhat plausible. We’ll keep an eye on it moving forward and make adjustments as the relative balance between these subtypes dictates.

Range Gambit Ascension Powers

Not to sound like a broken record, but Defense Range had scaling issues as well, most notably with the inconsistencies between how the Range Gambits would affect different defenses. The Skeletal Ramster notoriously had almost no benefit from this Power, while Explosive Trap could alter the face of Etheria at maximum values.

And once again, we went back and re-standardized how defenses are affected by Defense Range. We broke this down into roughly two categories:

Fixed-Target defenses, meaning those that generally hit a set, small number of targets, will get large benefits from Range Gambits. This includes the Cannonball Tower, Hornet’s Nest, and others. As the range benefit to these towers generally doesn’t really let them clear a wave that much faster, they receive more benefit from Range Gambits.

Many-Target defenses, meaning those that generally can hit 5+ targets, will get much smaller benefits from Range Gambits. This includes defenses like Flame Aura, Skeletal Ramster, and others. (That said, the Ramster will get more Defense Range from the Gambit in this patch than it currently does.) As each range increase on these towers makes it more likely they’ll hit additional targets, these defenses receive less benefit than Fixed-Target towers from Range Gambits.

This is something new that we’re testing out for the first time, and we’ll continue to adjust the Gambits as we go along. This change does NOT affect the Defense Range shard Deadly Strikes, as we’ve left that at a flat % increase for now.

Enemy Levels and Stats

With all these defense buffs, we had to make a few tweaks to the levels of enemies to ensure they didn’t get blown out of the water. The level of all enemies, in all difficulties, across both the Campaign and Chaos difficulties has increased. But fear not, as your mightier defenses will make quick work of these slightly-tougher enemies! The net effect is that balance has taken a slight shift towards defenses, away from heroes.

To note, we paid special attention to enemies that are generally immune / unaffected by defenses and have altered their stats accordingly. Pests like Witherbeasts, Dark Mages and Siege Rollers, which are very difficulty to kill with defenses, have had their stats re-weighted to ensure they can still be slain by hero focus-fire in a very timely fashion.

Chaos 1 Enemy Level Reduction

In combination with the above changes, we’ve reduced the Chaos 1 enemy level by 10%. The result of this along with our defense balance changes should result in smoother entry into Chaos 1. We’ll continue to monitor both player feedback and our internal data to see how players are progressing into Chaos 1.

Mana Regen Updates

We wanted the base 4 heroes to have a little more ability uptime to closer match some of the heroes like Gunwitch. As a result, we’ve increased the base mana regeneration of our core 4 heroes from 2 MP/s to 3 MP/s. This should have a big impact on Campaign (50% more mana!), and this should give roughly about 20% more mana alongside the Channel Shard.

But we must also mention we had to make substantial changes to the Power of Storms Shard. Sadly, the Shard was bugged -- it was giving some heroes nearly infinite ability mana, which was not the goal for the Shard! We’ve reworked this Shard, and it now provides a large burst of mana every 10-12 seconds, but it no longer feeds the hero a nearly bottomless stream of ability mana. The Shard’s description has been overhauled, so the actual impact/effect is clearly stated, and players can work out if they’ll benefit more from Channel or Power of Storms in their build.


Stuck Special Enemy Fixes

One of the biggest bugs we wanted to fix was the Stuck Special Enemy bug where Siege Rollers and other Special Enemies were getting stuck in their spawners. Our world builders have gone through the maps reported to us and changed geometry within the spawners that were causing trouble. So far things are looking good, but if you see a stuck Special Enemy after this patch, please report it to our bug site!

New Weekend Event Support

This patch includes the ability to do Weekend Gold and Weekend XP events! Perhaps you’ll see them soon...

And More Bug Fixes

Which includes Shard fixes (hello, Frosty Bind), defense bug fixes and more.

Full patch notes will be available when the patch comes out!



Greetings Defenders,

We’ve been hard at work since our latest update and we’re ready to share some of what you can expect to see in our next update! We wanted to take a step back and focus on some more player-centric changes, and we’ve got a pretty hefty list of things we’re accomplishing. There’s still a lot of work for us to do, and while we’re not ready to show anything off yet, it’s the perfect time to talk about some of the things you can expect to see coming to Dungeon Defenders II!

Shard Acquisition

Shards are such an integral part to Dungeon Defenders II when it comes to empowering your towers with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.

We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. The exact details cannot be spilled out here, but we’re working on concrete ways to get the specific Shards you want.

Chaos VIII Shards

They’ve been gone for a while, and the game has changed quite a bit since they were removed. We have taken a pass at them so that they fit into the current game and are something you want to get. You’ll be able to get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.

New Weapons

There’s a lot of epic weapons that we’re going to be making available, some that have been available previously, and some you've never seen before. Players love to make their characters look unique, and while costumes, flairs, and accessories help accomplish this, weapons also play a big part in making your heroes look awesome!

Elemental Addition

We know a lot of you really enjoyed harnessing the powers of the elements, and we promised to add to this system. In the next update, Poison Mods will be added. While we’re not talking interactions yet, we wanted to let you know that we’re expanding on the list of powers you can combo to break apart your enemies!

Other Greatness

There’s still a decent amount to talk about, and we promise to get word out on things as soon as we can. This next month is going to be a crazy ride for all of our Defenders and we cannot wait to share with you what our 2019 is going to look like! We'll be doing at least one other update over the next month, and then go through our usual release of dev streams and previews. We’re wanting to really take our time with everything we're conjuring up and give attention to a lot of things that we believe you’ll enjoy.

Social Defenders

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

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


Danny Araya, Creative Director (DannyAraya)

Intro Cinematic!

Jay Twining, Senior Game Designer (TrendyJayT)

It’s going to be a crazy week! I’m working with Niel on a fundamental change to the way Map Selection and the tavern work. I’m working with a super-talented group of UI Engineers, Animators and VFX guys to generate pet abilities. I’m working with another group of super-talented engineers to launch the next phase of pets, which includes abilities, passives, evolution and improvements to the Hatchery.

In addition, I’ve been bugging Abe to grab Terraria since we came back from PAX South, so many months ago. My intent is to start a large world from scratch and host a multiplayer server for Trendy folks. This will be super fun as Terraria is one of my all-time favorite games.

On a personal gaming note, I’ve finished my playthrough of Middle Earth: Shadows of Mordor. Fantastic and super polished game. Very fun from a flow and exploration standpoint.

Chris James, Lead Level Designer (ceejeh)

The LD department has been focused on the new Onslaught gameplay mode, two new maps, and additional Incursions. Just heads down and working it like it’s worth it, because it is!

Javier Barreto, Lead Software Programmer (javo)

Working on pet evolution, bugs and support for the PS4 team (mostly maintaining, or trying to maintain, our branches up to date). Helping production define the scope for the incoming features and emergent work. We are cleaning up a bit making things easier to expand (and maintain) later on.

Abraham Abdala, Lead Tech Animator (Broham)

Rigging Tier 2 pets and new Huntress and Squire skins! Lots of pets meetings to get the pipeline down.

Joshua Javaheri, Lead Tech Artist (javahawk)

This week, we are working on some visual clarity issues and some VFX for pet evolution & abilities. The TA team is also working hard to further optimize the current media to further improve the end-user experience.

Chris Flores, QA Lead (likethatwhenigothere)

Finishing off MS14 and start work on MS15.

James Reid, Software Programmer (Driscan)

Meeeeeeeeeeetttttttttiiiiiiinnnnnnnggggggssss! It’s the start of a new milestone, so that means meetings, meetings, meetings. This week I’m working on fleshing out the rest of the Pet UIs.

Adam Stow, Associate Producer (@TE-Stow)

We got absolutely screwed this week in our Sentinels of the Multiverse game. Akash Butah managed to play 11 minions on turn 2. God bless deck-based RNG.

In other card-related news, there’s a big Magic office draft happening this week. Super excited.

But otherwise, we’re talking pet evolution, abilities and getting the next big thing (on your shoulder) deployed. ARE YOU READY FOR UBERGATO!?

Enrique Rivera, Concept Artist (3nrique)

Drawing lots and lots of neat little things for you guys. Pets, costumes, storyboards. 

Jesus Diaz, World Builder (N3oDoc)

Working on a new hot springs level. This level will make you players feel like a ninja!

Daniel Diaz, World Builder (DanielKaMi)

We started to work on a new hot springs level! This is our first snowy level on Dungeon Defenders II! 

Dani Moore, Remote QA Manager (Dani)

It’s quiet. Too quiet. We are in a quiet phase in-between major milestones. It gives us an opportunity to go through some things, look at how we handled the last milestone and plan to do things better.

Philip Asher, Marketing Director (pmasher)

Just got back from seeing Brand New in St. Augustine! Now focusing on PS4 plan and marketing plan for MIlestones 15-20. Lots of stuff coming and even more work to do. *focuses*

Josh Isom, Community Manager (iamisom)

Working with The Casters Guild on creating new DD2 entertainment for Twitch. Working with the Wiki team on page template and main page changes. Finalizing plans for website updates. Getting things ready for the Community Development Team to begin work on DD1 updates. Lots of behind-the-scenes work. I also finally found my Flickerwick, so my life is complete.

Here are my favorite threads from this week:

  • Public Game Etiquette: Lethargus started a conversation about proper and improper public game etiquette for DD2. What do you think? Is there something you feel is improper etiquette in the game?
  • Do You Want Players to Play The Game: evan999333 wrote about the divide between Hero and Defense DPS in the game. This has been a debate since the creation of the Defense Council. At various points in development, the community has spoke about the game leaning too heavily towards one or the other. How do you feel about the current balance?
  • The Kick System: Hethen shared his frustrations with the current kick system. How do you feel about the current implementation? What would you suggest to improve it?


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

Devstream 4

Jay and Dan showcase the defense balance changes coming in future patches, beginning with our next content update! Then, Phil and Brad hop on to answer questions from the forums! Have a question for our devs? Head to our Q&A thread and ask away!



The Bling King Update is available now on PC!


  • The Bling King Incursion on Little-Horn Valley:  The Kobold King is extorting Little-Horn Valley, and it’s up to you to meet his demands for gold or he’ll destroy the Inn!

  • New Huntress Weapon, Bling-O-Midas: This iPWR 750 bow drops exclusively on the Bling King Incursion. This weapon slows enemies and turns them into gold!

  • iPWR 750 Gloves:  Similar to the Spectral Knight Incursion, an up-to iPWR 750 loot piece will drop from the Victory Chest!

  • Bonus Missions: As part of our effort to increase the earn rate of Medals, Monthly Missions have become Bonus Missions. Get a new Bonus Mission every week. Bonus Missions are completable in 1-2 play sessions and give more Medals per playtime than our previous Monthly Missions.

    • This week’s Bonus Mission:  Win the Bling King Incursion!

  • EV2 Medal Cost Reduction:  Series EV2 is now 10,000 medals!

  • New Abyss Lord Costume:  The Depth Lord!

  • Misc Changes:

    • Pause menu will now display the mode and difficulty of the current match.

    • Added Series EV2 bag icon for premium bags.

    • Changed the color of Series EV2's card back frame.


  • The stat increases from EV2’s Buff Beam did not improve from Tier 2 to Tier 3 and from Tier 4 to Tier 5. Rescaled each tier from:

    • Tier 1:  1 to 1

    • Tier 2:  1.1 to 1.05

    • Tier 3:  1.1 to 1.1

    • Tier 4:  1.2 to 1.15

    • Tier 5:  1.2 to 1.2

Bug Fixes

  • Fixed a crash when leaving a map as somebody else was loading in.

  • Fixed a crash that happened when inspecting someone's deck and then clicking hero info/costume as someone else was loading into the session.

  • Improved the loading time on the session list.

  • Fixed an issue where some Ignite cases were not counting toward the Ignite Daily Mission.

  • Fixed an issue where the Arcane Resilience and Null Void bonuses to health were being applied after the tower was placed, causing the tower to be damaged when it first spawned.

  • Fixed an issue where selling EV2’s nodes while at maximum defense mana would not drop mana equal to the node cost.

  • Fixed numerous collision issues related to EV2’s Death from Above ability. (Special thanks to Lord_DaS for the thread!)

  • Shardshot passive should correctly deal damage now.

  • Fixed a VFX issue with the Mighty Fists and Smiting Fists passives.

  • Series EV2 can now wear the Carnival masks.

  • Tweaked the audio on EV2’s Heat Bar.

Known Issues

  • The game can crash when transitioning out of a map after inspecting another person’s Hero Deck.

  • The VFX for the Bling Bow doesn’t 100% match the width of its area of effect and the VFX of the enemies turning gold is not being properly applied to some enemies.

  • Combining Oiling Strikes sphere with the Flameburst Tower does not ignite enemies.


Patch 9.8 for Steam


We’re one week away from the Dragonfall Carnival update! Next week’s update includes the eponymous Dragonfall Carnival, the new Heroes Marketplace outdoor social hub, bug fixes and more. While we focus on getting the update ready, here’s a quick patch that includes the new Monthly Mission, a few bug fixes and a sale.

New Monthly Mission (Begins at 11AM EST)

  • Show the dwellers of Etheria your love! Save the Kobolds and Quab from a horrible demise and give your pets some attention!

  • Requirements:

    • Gain 50 Pet Affection Levels!

    • Help stop 500 Kobolds before ignition!

    • Defend the Quab 5 times!

  • Rewards:

    • Big Bundle of Pet Love (New Consumable:  Increases Pet Affection)

    • 300,000 Gold

    • 40 Wyvern Tokens

    • Title:  The Lover

Bug Fixes

  • Player towers are no longer removed from gameplay maps when a player leaves.

  • Fixed an issue with enemy pathing on Ramparts Siege.

Moving Day Sale

  • In preparation of next week’s move to the new outdoor Heroes Marketplace, the Costume Shop is having a sale!

  • Get 25% off these Costumes!

    • Farmboy Apprentice

    • Academy Apprentice

    • Dryad Apprentice

    • Goblin Infiltrator huntress

    • Tiguar Monk

    • Capt’n Monk

    • Sweet Dreams Squire

  • Get 10% off Inventory and Pet Bag Space!

  • Get 10% off these Costumes!

    • Magma Mage

    • Ramster Knight Squire

    • Red Riding Huntress

  • Get 10% off these Pets!

    • Table Flipper

    • Shinobi Kitty

    • Evilwick

  • Hurry! These discounts disappear February 9th!

Remember:  The Dragonfall Carnival update comes out on February 9th! You might hear more about the update very soon. Perhaps in some sort of update page or video.


The Trendy Team


The Molten Citadel update will melt your face off next Tuesday, August 2nd! 

Here’s what's in this muy caliente (that’s very hot in Spanish) update:

  • New Map: Molten Citadel

    • Thanks to your previous Influence vote, our next map is the Molten Citadel! Molten Citadel is a remake of DD1’s Magus Quarters. A fiery lava moat surrounds this explorable castle. Also, skeletons. Medium-sized map. One core.

  • New Incursion:  Demon’s Lair

    • Turn up the heat with the new Molten Citadel map and a superheated Incursion featuring Lava Guardians and the fierce Demon Lord. HE’S ON FIRE! Can you keep your cool?

  • New Abyss Lord Weapon: Scorched Tome of Molten Brimstone

    • You play with fire, you’re gonna get... The Scorched Tome of Molten Brimstone. Burninate foes with the power of earth and flame, then finish ‘em off with great balls of magma.

  • New Incursion Enemy:  Lava Guardian

    • The hot n’ heavy Lava Guardian enters the Demon’s Lair Incursion with attacks that are sure to get you hot and bothered.

  • New Squire Costume:  Guardian of the Molten Citadel

    • Think DD2 is hawt? Help keep cool, new stuff coming and wear your support by splurging on the Squire’s Guardian of the Molten Citadel variant! It comes with 27 accessories and 127° C of style.

  • Changing Terminology: We Do What We Want!

    • We’re changing “Challenges” back to “Incursions” (because too many things in our game are called Challenges) and “Defense” back to “Campaign” (because in a few updates, this will feel more like a traditional Campaign). Deal with it (but seriously, we hope that’s the last time).

  • iPWR 750 Medallion on the Demon's Lair Incursion!

  • And a hot plate!

That completes my first dev log post EVAR. I'd like to thank my budding bromance with Isom, my mom, and every team off 11 year olds I've ever silently played Splatoon with. - Benny

Elliot Cannon, Creative Director (Myscha_Sleddog)

The Molten Citadel map lands next week! Old school Dungeon Defenders players will recognize the Magus Quarters layout, which as always, Jesus Diaz (N3oDoc) and Daniel Diaz (DanielKaMi) applied their incredible level design, world building, and art skills by taking the base BSP of the original map and transforming it into a place that makes Ragnaros jealous. Be sure and check out their DD2 Wild West map below they’re working on!

Steve and Lauryn did the design for the Molten Citadel Incursion, and it’s quite fun and really captures the complete theme and boss-fight/raid vibe while keeping true to the core of what makes DD2 unique.


On this map, a fiery Demon Lord emerges from the lava and bombards players with burning meteors, so be careful where you stand. If you are too close to your core, the splash damage will nail it so don’t be caught turtling. These meteors have a touch of homing on them too, so good dodging, movement, or line of sight breaking is necessary. He also cheats from time to time. Don’t get popped out of the sky and fall into lava! While he’s firing multiple meteors at you, his armies come in waves (infinitely) including flying enemies, so don’t forget anti-air towers unless you want to skeet shoot Wyverns non-stop with your Gun Witch or Huntress. (Always fun with a Double Tap II 1.5/s x3 Blunderbuss Duster!)


The waves go on forever unless you can spot a Lava Guardian and kill him. Steve has a fun snap of one below. On death, they break down into burning boulders, which work awesome as ammunition for the catapult on the upper bridge. Fire the catapult to stun the Demon Lord so you can get there and DPS him down (I suggest using the Gainesville 352 slap). Steve’s jamming balance, be sure and read his update below.


As with all our Challenges this year, we added a unique hero-specific weapon that always drops and has variable bonuses to the effects so you can work towards what you think is the ultimate version. This go round, the Abyss Lord gets the Scorched Tome of Molten Brimstone, which jams up your primary mana drain with extra damage and changes both right-click and right-click charge ups significantly. The charge up is rather nasty. Beavis would get excited. Fire!

Be sure and check our Patch Preview video at the top of the post for some action clips of everything!

Josh Isom, Community Manager (iamisom)

The Upcoming Changes to the Game thread has been updated! Check it out if you’re curious about the near-term changes coming to Dungeon Defenders II.

Dani Moore, Remote QA Lead (Dani)

The Lavamancer will soon be burning his way through Etheria, and naturally we want to put him through his paces before he lands. We have a fantastic Remote Playtest Group that gets the chance to do just that, and we’re open to recruiting new members. So if you want to test out the Lavamancer and upcoming content before it releases come join us!

Also, if you have a few spare hours most days, we have a daily active group called the Remote QA team. This team takes a look at the game as it develops each day with a strong focus on bug finding and feedback - and we’re also recruiting on this team too.

Send an email to dani.moore[at]TrendyEnt[dot]com - and confirm you are 18 or above - and we’ll start the process of getting you into either group, just state which team you want to join. We’ll also provide more details before you jump in.

Daniel Diaz, World Builder (DanielKaMi)

Working hard on the Wild West level! Adding new buildings and doing a full deco pass.


Jesus Diaz, World Builder (N3oDoc)

This week I'm polishing the Wild West level by adding a ton of details, and also I'm working on the out-of-bounds areas creating some new funny buildings!


Steven Collins, Lead Level Designer (Esorath)

Incursion testing is well under way. The Molten Citadel is getting polished up, and the Incursion is getting balanced out. The lava guardians are getting restless…



The Dark Altar is live now on PC & PS4! Here are the patch notes:


New Map:  Crumbled Bulwark

  • As selected by you in our Influence Vote, our newest map is the Crumbled Bulwark!

  • Crumbled Bulwark is a remake of DD1’s Ramparts. Medium-sized map. Three cores.

New Incursion:  Altar of the Athame

  • Includes a special new Incursion Enemy:  the Altar Assassins. Complete this Incursion to receive...

New Mystic Dagger:  The Dark Ritual Blade

  • Drops from the Victory Chest in the Altar of the Athame Incursion

  • This dagger is for the Mystic, who will arrive in our next update!

New iPWR 750 Ring

  • Has a chance to drop in the Victory Chests in the Altar of the Athame Incursion

Bug Fixes

  • Added more fixes to the Daily Mission and Daily Map Bonus bugs. If you’re still not receiving your Daily Missions or Daily Map Bonuses, please let us know. (It’s possible that you won’t receive a new daily until the next refresh at 1AM EDT, so if you don’t see your Daily Mission or Daily Map bonus after this update, please wait until the refresh to see if this fixes the issue.)

  • Made a code change to damage numbers to improve client/server stabilization.

  • Fixed a keybinding error where re-binding “Activate” to a different key would break EV2 node placement on the newly bound key.

  • Added a fix for the minimap not showing up on Liferoot Forest. Let us know if it’s still not working for you.

  • Fixed a crash that would happen with the Apprentice Armageddon Staff.

  • Fixed a graphical error on the tooltip for inspecting defenses.

  • Fixed the Molten Citadel Incursion to include a Nightmare I version.

  • Fixed a bug where a very particular instance was rewarding more Defender Medals than intended.

  • Fixed an issue where an extra daily reroll was being given.

  • Fixed a bug where if a player fired Ice Needle while still rising during a double jump, the projectile misfired.

  • PS4 - Corrected text on bag purchases to be less confusing. (All bags let you rename and set custom icons.)

  • PS4 - When wearing the Black Magic Ops with split screen active, a cluster of yellow polygons off to the side of the gun arm no longer appears when jumping.



Ahoy Defenders!

We’re only day(s) away from finally pulling up the anchor and setting sail for adventure in Dungeon Defenders II:  The Isle of Dread Expansion! This is a preview of all the things that were shown in the past months, but not everything coming. Everyone has been working to make sure this expansion is ready for the high seas, landlubbers beware! If you’ve been keeping up with our Dev Logs and Dev Streams you’ll recognize a lot of what’s coming. Let’s dive in!

New Maps

We’re excited to be introducing not one, but two maps with this expansion. These maps are available as their own Adventure set, can be selected when playing Expeditions, can come up as you progress through Onslaught, and one is even a Chaos VII Incursion!

The Jacked Sparrow


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

Plunderer’s Paradise


After braving the rough seas, the heroes land on an island besieged by an army of the Old One trying to break into the island’s mountain. Among these enemies are new foes that have not been seen before, helping beef up the horde that is coming your way! Protect the island to prevent havoc breaking loose, but also explore to find secrets hidden throughout the map. Conquer the Incursion version of this map by striking down Captain Dreadbones to unlock a new Barbarian weapon to add to your arsenal!

New Enemies

There’s a slew of enemies that are now donning pirate attire, an absolute necessity when conquering on such vicious tides! Here are a few of the enemies you encounter on your journey:


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

War Table


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

Social Improvements


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



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

Ancient Power


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

New Items


There’s one thing that pirates are always on the hunt for — TREASURE! There are new weapons you can acquire for every hero, either through Professor Proteus, or through completing The Jacked Sparrow and Plunderer’s Paradise. Depending on where you acquire these weapons, you are also met with new pirate themed Mods that pack quite a punch that can be transferred to any weapon; or unique death animations that can sink your enemies (literally, one can turn them into a boat and sink into the ground)!

New Features

What good expansion doesn’t contain some new features? We’re introducing two new features to help Defenders as they keep Dragonfall and Etheria safe. The first is a replay from wave system available in Adventures, Expeditions, Onslaught, AND Mastery! This system restores your defenses, shows which ones may have underperformed or were destroyed, and gives you another go at taking down your enemies.

The next is a Primary Stat reroll system that we’re experimenting with. This system allows you to acquire reroll materials from completing the Jacked Sparrow and Plunderer’s Paradise, and reroll your primary stat into a potentially higher number. This change is not enforced if the roll is lower, you are always given a choice to accept it or decline! We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.

Balance Changes

Protean Shift brought a lot of new ways to play and a ton of power to Defenders, which we really love! As a result, there are a slew of things that are either not as strong as we’d like or too strong, removing any challenge while playing. We’ve discussed a couple of these, but there is more coming!

Bug Fixes

A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.

Social Defenders

There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

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

For Etheria!

The Dungeon Defenders II Team


Danny Araya, Creative Director (DannyAraya)

Frantically storyboarding.

Tim Shannon, PS4 Producer (TimmyTrashTier)

Getting HF1 out the door, Content Update 1 & 2 planning, and trying to take over the world.

Jay Twining, Senior Game Designer (TrendyJayT)

Finishing up some final touches on some new challenges for the event. Otherwise brainstorming some new builds, and an idea for skill spheres for Freeplay and beyond.

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week I’m doing some much-needed overhauling of our tutorial, making sure our INSANELY SCARY BEWARE spooky event is good to go, and setting up for this week’s internal playtest of our new boss fight.


Many thrills and chills await y’all in less than a week! I’m looking forward to hopping on and playing with some of you during the event, watching some streamers tackle it (if they’re brave enough - it’s pretty scary), and seeing if anyone can uncover all the spooky secrets hiding in the maps.

Steven Collins, Level Designer (Esorath)

Look, spooky is getting closer and closer. Making sure all those bugs are fixed. Can’t wait to see people playing on the brand new maps. The Incursion is gunna be super dope.

Chris Flores, QA Lead (likethatwhenigothere)

Trying to test the Spooky Event and also the constant influx of hotfix builds. So far behind.

Abraham Abdala, Lead Tech Animator (Broham)

R&D for future rigs and setups for skins. Prep work for Carl, sniping bugs as they come. Polishing and finalizing the Spooky Maps and any content related to it.

Joshua Javaheri, Lead Technical Artist (javahawk)

I love cookie crisp cereal! They’re GRRRRRREAT!

Adam Stow, Associate Producer (TE_Stow)

Trying to upgrade some last minute visuals.  Normally I veto these things... but I’ll look the other way this time.  Wait, I want to look at the visuals.  What do I do!?

Javier Barreto, Lead Software Programmer (javo)

Troubleshooting the live game is part of my day to day now. I think it’s worth noting we almost have no server crashes; this means less random disconnections from the user’s standpoint.

We’ve encountered some matchmaking issues that are only being exposed now because of the amount of users… we are working on it. I have to confess that when they started showing up I went into a frenzy mode and started cutting stuff up… of course none of that made it in but we did learn a few things from that: first; keep it cool (always keep it cool), secondly; there is quite the room for improvement.

Last but not least … we have another engine programmer working with us: welcome Matt!

He is actively working on client optimization (you guys probably noted that the win32 os clients are working again!... for the most part). Expect further improvements there as we have already identified some of the problems you guys are having.

Jesus Diaz, World Builder (N3oDoc)

Working on a new boss level (temporary name carl), creating basic geo such as walls, floors and trims.

Daniel Diaz, World Builder (DanielKaMi)

We're working side by side with the artists/designers team on the new boss level, Carl.

The level is coming along pretty fast and furious!.

Dani Moore, Remote QA Manager (Dani)

Bug juggling! Trying to get the Playtest Group going for this milestone, whilst keeping the RQA folks stomping on the bugs.


Our last survey was super effective!

We got to know what our fans liked about our campaignmaps, what they didn't like, and why. It was great to hear from you and we want to hear more. Go take this survey and let us know what you think of the Eternia Shards campaign maps. Let us know what you think in the comments!

You can also contribute by posting your thoughts inCrzyRndm's thread: "Level design and Gameplay. What makes a map fun to play (or not)?"

Defenders, are you ready for the Onslaught? In this weeks Devstream, we give you a glimpse at the Onslaught mode prototype. Tell us what you think!

Also, in case you missed it, Influence week kicked off today! Here's our first brainstorming session. It is LITERALLY food for thought!


Drumroll, please. *ahem*

The winners of the Dungeon Defenders II Prize Pack contest have been chosen! Check your email to see if youve won.

The grand-prize winner will receive 4 DD2 T-shirts, 4 DD2 in-game Hero Pets, DD2 iPhone 4 case, limited edition DD2 mousepad (of your choice!), instant access to the DD2 beta, Black Widow Razer keyboard and a Naga Hex Razer mouse. The second- and third-place winners will receive instant access to the DD2 beta and a DD2 hero T-shirt of his/her choice.

Plus, all of our forum/Facebook post winners have been revealed. Be sure to check all of those posts to see if youve won!

Dungeon Defenders II on Steam is now in Open Alpha. You can download our game for free on Steam. Please tell your friends!

“But Trendy, what does this mean?” you cry out!

Well, our friends, it means:

  1. NO MORE full wipes. All of your heroes are secure. Unless of course, [[7280,hashtags]].

  2. Lots of new players. Welcome them in and show them the ropes!

If you’re new to the community, here’s a breakdown of some of our regularly scheduled programming:

  • Wednesday:  Dev Log. The Dev Log is a weekly blog where various members of the Trendy Team talk about what we’re working on that week. The idea is that you just tapped us on the shoulder in the studio and asked, “Hey, what’s going on?” We like being able to share things in a laid-back style, and we hope you’ll appreciate it.

  • Thursday:  Trendy Weekly Defense. Every Thursday from 5PM to 7PM EDT on the TrendyEnt Twitch channel, Community Manager iamisom plays DD2 with the community, talks about current community topics and gives away free schtuff. Think of this as our weekly Game Night with the community.

  • Friday:  Devstream. Every Friday from 5PM to 6PM EDT on the TrendyEnt Twitch channel, we host our Devstream where we’ll talk more in-depth about upcoming changes to the game or about feedback given to us during the week. This is where our biggest giveaways happen.

And finally, here are some important links to keep in mind:


Hello Defenders! In this Devstream, Phil, Tim and Jay reveal changes to the pet system and answer your questions! What changes to the pet system, you ask? 

  • We've removed the hatch timer and will be switching to a standard inventory system. 
  • All players who have purchased or played the game before Open Alpha will start with 40 pet slots. 
  • Any players that come in after this will start with 16 pet slots.
  • Players will be able to buy up to 80 pet slots using gems
  • 8 slots will cost 200 gems and 16 slots will cost 320 gems.  
  • We will be looking to expand normal inventory bags in the future. 

What do you think about these changes to pets, Defenders?

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