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Josh Isom, Community Manager (iamisom)

Our Loot Test is now available! If you wish to join, please fill out this form. This test includes upcoming changes to loot to focus on quality over quantity, which includes improved RNG for passives/stats and a reduced loot drop rate. We have limited space available for the test. We can't wait to hear your feedback!

Tim Shannon, PS4 Producer (TimmyTrashTier)

Content Update 1 wraps on Friday and heads into FQA on Sunday… it’s almost wipeaggedon time!  Also, anyone going to PSX? I’ll be there on the show floor if you want to talk Dungeon Defenders and/or bring me a water : )

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Continuing work on our next boss fight. It’s coming along very well, but still miles to go before I sleep.

Steven Collins, Lead Level Designer (Esorath)

Working on updating the Social area to have a better flow than what we put together during influence week. The flow will be much better and clearer than the original design. Making some decisions for our new boss fight on where you can fight him as well as doing some much needed bug fixing.

Chris Flores, QA Lead (likethatwhenigothere)

Things are very slowly creeping toward the MS20 Content deadline. In the meantime, we’re weeding through bug reports and working on hotfixes as they come.

Abraham Abdala, Lead Tech Animator (Broham)

Working on everything related to The Harbinger’s cinematics and gameplay animations. Creating simulations for his cape, and starting the hookups in editor so everything plays and looks smooth.

Joshua Javaheri, Lead Technical Artist (javahawk)

Working on the hotfix for this week - Look for an awesome post Halloween scarecrow theme for the Apprentice! Also, working on making town entrance into a cold winter wonderland ^_^

Adam Stow, Associate Producer (TE_Stow)

Spent a week on a boat, saw some islands, then came back to the team after they spent a week on a boat... in the sky. 
Just making sure everything gets proper signoffs and the like.

Jesus Diaz, World Builder (N3oDoc)

I’ve been working on the Boss level, adding the final touches…

Also Winter is coming!, spent some time working on a winter version of the Town Entrance level,  and last but not least while I’m writing these lines I started to work again on the social Hub level.

Daniel Diaz, World Builder (DanielKaMi)

We finished our work in the boss level last week and now it's time to let the winter come in all our levels! so don't let the cold winter weather stop you from the victory!.

And last we're working on some new and fresh stuff for the social hub!


Patch 8.5 for Steam

Greetings, Defenders! We are currently deploying Patch 8.5. We do not expect any downtime, and the deployment is scheduled to end at 9 AM, EST. 


  • The Tavern’s received a makeover, just in time for Thanksgiving! The Tavernkeeper is really proud of the feast he’s laid out. Make sure you wash your hands, and no weapons at the dinner table, please. We’re looking at you, Squire. No, you can’t use a sword to cut turkey...
  • The harvest is upon us! The Apprentice is all geared up for the season in his new Scarecrow costume. We tried to tell him a simple spell would work, but he insists on getting all dressed up. He seems to think he’s really scary. Magic-users, amirite?
  • Some of you have been getting rich off of corpses. Well, we’ve reduced the drop rates from normal enemies on the Spooky maps, so that may put an end to all this grave robbing tomfoolery. We also reserve the right to use the word ”tomfoolery” whenever we please, so there.

  • We’ve fixed the bug where Shellium shards are getting sent to the Scavenger and then destroyed. Maybe. We think we fixed it, anyway.  The Scavenger is kind of a scary dude, and he’s got the crazy eyes. Let us know if he keeps stealing your shards, and we’ll take care of it. Or maybe send the Squire after him...


Daniel Haddad, Creative Director ([[48971,users]])

Working with the level designers on the Boss encounter we are building. Working on his new build items and how they will be different in structure compared to the other build items we’ve done. Working on Set items and how builds will eventually evolve into that, and finally working on Item Enhancement and other designs with the rest of the team.

Sorry no riddles or quizzes for a while as my brain is preoccupied with all of the above stuff ;_;

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

Working on a new skin design!

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

I’m up at Human Head Studios in Madison, WI, working on finalizing our massive Content Update 1 for the PS4. You’ll hear more about it very soon!

Jay Twining, Senior Game Designer ([[67667,users]])

I’m working on a chat system proposal, a new event, and 3 new builds for the Apprentice, Squire, and Monk. Afterwards I’m focusing on a progression proposal to improve the 20-50 game, which has positive downstream effects on the late game.

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

This week I’m continuing work on our new boss, it’s coming together well. I can’t wait to see players tackle him - he’s bringing some interesting new things to the party and will hopefully provide an interesting challenge to players.

Now that some creative secret hunters have uncovered our SpooOOooOky secret, I can stop refreshing those threads all day to watch the progress. I really enjoyed how inventive y’all got during the hunt - and it’s definitely got us excited to add more complex secrets in the future.

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

Congrats to Diamond Doge, Con.rar, Kaptain, and Spy_Master for unlocking the spookiest secret of them all. This secret was much more fun than anticipated and can’t wait to do more. You guys gave us some great ideas for how to make some new secrets with more complexity.

Other than that, we are currently looking into how to fix some of the downtime that happens in Free Play when trying to break into End Game.

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

Lots of setup work for the Harbinger, gameplay related and cinematics related. Helping the animation team stay focused and trying to have ready anything they need to succeed.

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

Hard at work to develop a fantastic November and December full of AMAZING new content... Just you wait! :)

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

The past week has been full of meetings with some meetings being about meetings. Every so often, we complain that there are too many meetings so we schedule a meeting to discuss which meetings we can cut. When we cut these meetings, we end up with some miscommunications so we schedule a meeting to discuss why it happened and how to fix it. Guess what’s always recommended as the solution. You guessed it; more meetings! Suddenly, everyone loves the idea of more meetings. Meetings! Meetings! Meetings!

All joking aside, I’m working with several programmers to develop a solution for beta testing. In our previous “beta” tests, we’ve asked the community to create a new steam account so we could manually copy each person’s profile. With the new method, we’ll create a specialized build that automatically copies people’s profiles which allows us to have more people in the tests. Pretty nifty stuff.

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

Working side by side with the artist team to polish the Boss level, adding some nice touches, doing a collision pass, bringing some live by adding some moving actors and much more!

Also been working on the tavern level so expect a nice surprise!

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

Working fast alongside the art team mates to get the Boss level fully polished by the end of this week so technical artists can go on with the optimization work!

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

Checking the latest hotfix and looking forward to getting stuck into the beginning of the next major content,

Also preparing for a special big preview test with the community regarding a large scale preview of upcoming loot changes. More details to follow!

Josh Isom, Community Manager ([[4370,users]])

Preparing for the upcoming Loot Change testing! I’m excited to see how players feel about the changes. Also, I’ve been peeking into Designland on some future ideas they have brewing. [[7352,hashtags]]



The Inventory Pack is now available on Steam! Purchase the pack to get 4 premium bags, extend your maximum bag capacity from 12 bags to 16 and more!

The Inventory Pack includes:

  • 4 Premium Bags (a value of 1800 gems!)

  • Increased max bag slot from 12 to 16 bags

  • 2 Extra Hero Slots (a value of 900 gems!)

  • Exclusive "Baggins" Title

  • 400 gems as a special bonus thank you!

  • Our eternal love and devotion (priceless)

Thanks, Defenders! We really appreciate your support!

The Trendy Team


Patch 8.4 for Steam

Here are the notes for Patch 8.4 on Steam!


  • Added the new Inventory Pack to Steam! By purchasing the Inventory Pack, you can increase the 12-bag slot limit to a total of 16 bags! Includes:

    • Four Premium Bags

    • Increases bag slots to 16 bags

    • Two Hero Slots

    • Exclusive Title:  “Baggins”

    • 400 Gems (A special bonus thank you!)

    • Our eternal love and devotion

  • Disabled loot beams on Worn, Sturdy, Powerful and Epic loot. Only Mythical and Legendary items now have loot beams. Be gone, bright demons!

  • Added the two Spooky maps to Free Play and End Game playlists.

  • Steam Trading Cards should now be live. For real this time.

  • Removed the spooky event tavern deco and re-added the basic deco.

Bug Fixes

  • Players can no longer insta-kill Betsy using Sticky Nades before she spawns.

  • Fixed two lane blockages on the second Spooky map.

  • Fixed a small issue where when the Spooky Polearm is elemental, its default idle VFX would show up.

  • Rings, Talismans, and Totems were displaying the wrong mesh offset in the shop and enhancement wheel UIs.

  • Squire Norse Head Icon A is now the correct visual representation.

  • Increased base damage for fire and gas traps on Siphon Site D so they actually deal more damage and scale off of difficulty.

  • Fixed a bug that let players get behind enemy spawners on Liferoot Forest.

  • Updated the Relics and Weapon Loot beams beam height to not be lower than the loot circle.

Extra Note

  • We're getting ready to test some upcoming loot changes! Would you like to help us out? Keep an eye on this thread for more details later this week!

Tim Shannon, PS4 Producer (TimmyTrashTier)

Working hard to get Content Update 1 ready for all the PS4 players. It's coming soon, I swear!

Jay Twining, Senior Game Designer (TrendyJayT)

Do we want free form chat? How do we want whispers to work? What kind of options can be expanded on and used by future features? These are the questions I’m focusing on. That proposal is being wrapped up today. We’re in the early stages. No deadline, just planning out the tech requirements to make this a reality.

Another mountain to scale. We’re at the base camp. Laying out our gear. Packing our provisions. I’ll let you guy know how to climb goes.

In other news I’m working with the incredibly talented world building team. We’re working on seasons and that super awesome weather system you guys saw during Influence Week. Lots of hype for this from the team. Lots of hype from you guys too!

James Reid, Software Programmer (Driscan)

This week I’m working on some visual changes/flow to bag customization, some sales related stuff, and some other inventory related things. I’m having to get reaquainted with everything and catching up on what I missed whilst on vacation.

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week I’m putting in heavy work on our new boss. The level’s coming along great - now to get the boss behaving like he’s supposed to.

Hopefully players are enjoying the FINAL WEEK of our spooky event. There’s still one major secret left to find, but last week was my final hint! Good hunting, Defenders!

Steven Collins, Level Designer (Esorath)

This week is all about getting the Spooky Maps for their triumphant arrival into Free Play and End Game. They will arrive as standard maps without their Incursions. We will be returning the spookiest Incursions to their rightful place in time.

Also reviewing the location of all the shops on our outdoor Hub, making sure those are where they need to be.

Last week of the spooky event going down, all four of us getting ready for you guys to find this last secret.

Chris Flores, QA Lead (likethatwhenigothere)

Finished up the last hotfix and now going back to researching those lingering issues. May also start getting our hands on new stuff for Milestone 20.

Abraham Abdala, Lead Tech Animator (Broham)

Prepping our heroes to be cinematic friendly. Face controls, accessories controls, etc. Lots of boss preparation and production. Many reviews for his animation set, and tests, lots of tests!

Jesus Diaz, World Builder (N3oDoc)

Still working on the basic geo for the new boss level!

Daniel Diaz, World Builder (DanielKaMi)

Working on the Boss level and some new stuff for the Tavern!

Josh Isom, Community Manager (iamisom)

Preparing for the Extra Life streams this weekend on the TrendyEnt channel! Also, be sure to tune in tomorrow at 5PM EST for the Trendy Weekly Defense!

Patch 8.3 for Steam

Here are the notes for Patch 8.3 on Steam!


  • The Spooky Event is running for another week! Because we love you.

  • Activated the November Monthly Mission!

  • Replaced the Cake pet food with Turkey Legs for the November Monthly Mission. Yep, it’s the Cake and not the Ham!


  • Skeleton Hero enemies now drop slightly less total loot. (Wait, how are they even carrying loot in the first place? Our favorite response in the comments will win a cookie!)

  • Skeleton Hero enemies have been working out and now have higher health and damage.

  • Skeleton Squire enemy worked out his legs a lot and moves as fast as the other skeleton heroes now.

  • Skeleton Huntress enemy projectiles now deal damage. It’s more of a bugfix, but it just fit here thematically. Cohesion, people. It’s all about cohesion!


  • Reduced the BLOOOOOM on the Dark Arts Apprentice Costume.

  • Returned the Title Screen to the original image.

Bug Fixes

  • Fixed an issue where the Daily Missions wouldn’t appear for some players. If you are still experiencing this issue after tomorrow, please, please, please let us know on the forums!

  • Fixed a case where a user could receive two daily quests from a single daily quest event.

  • Elemental Chaos, Explosive Traps and Auras once again show their health/counts in tower view.

  • Fixed an issue where comparing a fast weapon and a slow weapon displayed the difference as green text in the tooltip.

  • Fixed an issue where a player could possibly reset to the previous Monthly Mission shortly after a new one began.

  • Potential fix for a bug where enemies would get stuck inside a spawner on the second Spooky map.

  • Fixed an issue where the Spooky Event Legendary Monk weapon sometimes wouldn't play the VFX on the head of the weapon.

  • Fixed an issue where the Spooky Event Legendary Monk weapon sometimes wouldn't play VFX for ghosts when attacking enemies.

Known Issues

  • The + and - for comparing fast and slow weapons is reversed. So going from a 1/s weapon to 4/s will say -3 instead of +3.


Victoryoftheppl, Co-Manager of The Casters Guild, has a message for the community:

This is it! If you have not heard, Trendy Entertainment and The Casters Guild will be participating in the 7th Annual Extra Life charity event and we need your help! Extra Life has been working since 2008 to bring thousands of gamers together to raise money in support of the Children’s Miracle Network Hospitals. Trendy Entertainment and The Casters Guild wanted to show support and do our part as well.

With the event drawing so soon, we believe we can solidly raise $750, possibly even more, but that is where YOU come in. We need the support of our family, friends, and the Defenders community in order for this to happen.

So when will this all take place? We will be starting our event this Saturday, November 7th. The first stream begins at 8:00am EST. All streamers will be on the Trendy Entertainment Twitch Channel. The event ends Sunday, November 8th at 8:00am EST. Below are the scheduled times, the streamer, and a link to their Extra Life page.

Extra Life Team Page

Saturday, November 7th

8:00am to 11:00am EST - Argick

11:00am to 2:00pm EST - Elandrian

2:00pm to 5:00pm EST - djbouti_dan

5:00pm to 8:00pm EST - iamisom

8:00pm to 11:00pm EST - Victoryoftheppl

Sunday, November 8th

11:00pm to 2:00am EST - Kiraeyl

2:00am to 5:00am EST - Darkpython

5:00am to 8:00am EST -  Darkpython

Oh! Did we mention prizes? Each streamer will have gem and costume codes to giveaway! AND our top 3 donors will win a grand prize pack each that will include:

  • Steam code for the DD2 Collector’s Pack

    • 10,000 gems!

    • 4 Exclusive Costumes!

    • 4 Tower Skins (to be added at a future date)!

    • Exclusive Title!

  • A signed Dungeon Defenders II poster! (top donator only)

  • A T-shirt

  • Lanyard

  • Pin

Thanks, and we’ll see you this weekend!


As we mentioned in yesterday’s Thank You blog, we were hoping Steam would select our Grave Danger Costume Pack for the sale, and guess what:  We were selected!

From now until November 2nd, you can get the Grave Danger Costume Pack on Steam for 20% off! Remember:  Every dollar we make goes towards making new gameplay content for everyone.

The pack includes:

  • 3000 gems

  • 4 Skeleton Costumes [Limited Edition Costumes]

  • Headless Horseman Premium Pet

  • Exclusive “Bone Collector” Title

Thanks for your support!


The Trendy Team


Danny Araya, Creative Director (DannyAraya)

Working on really, really, really ambitious storyboards.

Tim Shannon, PS4 Producer (TimmyTrashTier)

The same thing I do every week Pinky -- try to get the PS4 community their money’s worth.

Jay Twining, Senior Game Designer (TrendyJayT)

Working on Chat System design for future releases. Get to watch you guys play the Spooky event this week! Super excited!

James Reid, Software Programmer (Driscan)

This week is a short week for me. I’m on vacation Tuesday - Friday!! Going to Disneyland and Halloween Horror Nights and get my spooky on!

By the time you’re reading this, you’ll have had a little bit to play with the new AUTO COLLECT FILTERS! I’m aware that setting them can be kinda tricky whilst having multiple bags open, and I’ll be rectifying this as soon as I get back from vacation. I really, really, really wanted to get the feature into your hands and didn’t want a pesky little thing like using the feature cleanly get in the way. ;-p

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

First off, I’d like to thank everyone who has supported our game so far. Y’all really are the best the best the best the best the best. This week I’m working on gameplay for the non-prototype version of our new boss! I’m excited to get this out and see what the community thinks, but first it needs to be made.

But enough about work, it’s the most magical time of the year and our SUPER SPOOKY event is going on RIGHT THIS VERY MINUTE. I can only assume that if you’re reading this, you’re a skeleton because our event scared you to death. WHICH MEANS NOW THERE’S A SPOOKY SKELETON IN YOUR CHAIR WATCH OUT.

If that last sentence didn’t scare you off, enjoy a tip:  Be ready with 4 on 6 for an even spookier Halloween.


Steven Collins, Level Designer (Esorath)

Now that the Spooky Event has been released, going through some feedback on the forums about the event itself. All the feedback will directly relate to any future events we do so keep it coming! Other than that, looking into some balance for those guys around level 35 trying to get into End Game.

Also thanks for all the support! It’s great to see you guys enjoying the costumes and pets and the like. You guys are the bestestsetestestssed.

Chris Flores, QA Lead (likethatwhenigothere)

Now that the update is out, we’ll be working on upcoming bug fixes and content including even harder versions of the 2 Spooky Halloween events. We also have a backlog of user reported bugs that we’re trying to repro and get fixed for you guys. Also getting a sneak peak and future costumes. ^^

Abraham Abdala, Lead Tech Animator (Broham)

Everything related to the new boss. Animations, cinematics, rigs, face rigs, pets, skins, etc!

Joshua Javaheri, Lead Technical Artist (javahawk)

I’m getting married, so that’s dope! Some people get cold feet, but I just want to get this over with already! Does that mean I have warm feet? That’s kinda weird...

Adam Stow, Associate Producer (TE_Stow)

RIP Carl. It will return in a later update with a better name, appearance, and more, for those that saw the devstream. The map is in full development tilt. This includes more cinematics and more story!

Javier Barreto, Lead Software Programmer (javo)

Adding region swapping! …. I have to apologize first as the misleading error message happened because of an early commit / deployment; the feature was not in by the time the error message showed up. For what it’s worth … I worked overnight, too.

Jesus Diaz, World Builder (N3oDoc)

Working on the basic geo for the new Boss level. That means to create floors, walls, trims and that type of stuff.

Also, huge thanks for supporting our game!

Daniel Diaz, World Builder (DanielKaMi)

Working on the new Boss level. Really excited about how it's progressing so far!

Dani Moore, Remote QA Manager (Dani)

Real proud of both the RQA and RPG folks that did outstanding work to help us get the Halloween content to the place it should have been.

Over and over again, the DD community continues to impress with their dedication and passion.

So bug fixes, hotfixes and clean up time!

Hotfix 8.2 for Steam

Here are the notes for the Hotfix 8.2 on Steam!

Bug Fixes

  • Fixed an issue where all loot picked up manually was going into the Scavenger even when bags were not full. We knew he liked loot, but he can't have all of it. Manually collected loot now goes to your inventory, when there's space, as intended. 


Hotfix 8.1 for Steam

Here are the notes for Hotfix 8.1 on Steam! 


  • Added the ability to change regions. At the Options menu, you can change your region so you and your international friends can play together again!

  • Added Nightmare IV difficulty to the Spooky Event (“2spookyNM4me”)

  • Later this afternoon, our plan is to reward players who had the Monthly Mission available before October 27th with a free Bearkira pet! If something changes or goes wrong, we'll update these notes.

  • Added a new premium pet:  Autumeow (Gato)

  • Changed the description on the “I ain’t afraid of no ghost” Challenge to state that completing the event on 2spookyNM4me is not necessary to completing the challenge.


  • Moved Trikk to Wave 2 on the Spooky Events.

  • Rebalanced Treet to have the stats of a mighty Special Enemy.

  • Updated Griblok’s minion stats to more closely mirror their older stats.

  • Decreased Campaign Kobold Flier HP and Damage.

  • Decreased Campaign Lady Orc HP.

  • Increased Campaign Lightning Bug Damage.

  • Decreased Campaign Witherbeast Burrowed Health Regeneration.

Bug Fixes

  • Added in a potential fix for the issue where Daily and Monthly Missions would get wiped/reset. This may also fix some instances where Daily Missions aren’t showing up, but we believe there is still one more bug there that we’ll squash in our next patch. We’ve also added in a specific tracker on our backend so we can pinpoint the issue. This is a tricky bug to squash, but we’ll get it!

  • Fixed an issue where Treet wasn’t dropping loot.

  • Fixed an issue where the Hearty Blockade Max HP bonus was not appearing on the Spike Blockade tooltip. This fix should also improve clarity of all tooltips with Skill Spheres and Passives that relate to the categories listed on the Inspect Defense stats.

  • Fixed an issue where under certain circumstances players would get pulled out of their party.

  • Fixed an issue where the Possessed Sword was appearing solid white.

  • Fixed an issue where Flamethrower Towers couldn’t properly hit enemies above or below them. (Note:  Flamethrowers aren’t supposed to target flying enemies.)

  • Fixed an issue where flying enemies would get stuck in the air lanes on the second Spooky map.

  • Fixed an issue on the first Spooky map where the green goo was causing damage outside of the green goo pool.

  • Enemies can no longer snipe the subobjective from the curvy lane in the first Spooky map.

  • Fixed an issue where the Weakening Curse on the Betsy Apprentice weapon did not apply on all projectiles.

  • Fixed an issue where the Greatest Finds on the Summary Screen showed items that were already in your Inventory.

  • Fixed some uneven terrain that was causing towers to look like they’re floating on the first Spooky map.

  • Fixed an issue where the top part of the Barrow Cart near the player spawn point has no collision on the first Spooky map.

  • Fixed a weird texture on the second Spooky map.

  • Fixed an issue where the Skill Sphere text would overlap with other text.

  • Fixed an issue where players using Low graphics settings had green icons in the Costume Shop.

  • Fixed an issue where the Spectral Raven projectile would instantly disappear.

  • “Cemetery” is now spelled correctly.

Known Issues

  • Removing Skill Spheres will cause text to get lost in the UI. Clicking the scroll bar will fix this issue.

  • The Haunted Huntress enemy doesn't do damage to players.

Dear Defenders,

We wanted to take a moment to thank each and every one of you. Your support for Dungeon Defenders II has helped it become the success it is today:

  • 1,000,000 Installs (!)

  • 11,000,000 Hours Played (!!)

  • 0 Old Ones Released (Priceless)

Give yourselves a round of applause! You’ve earned it.

Thank you for playing, and thank you for supporting our F2P model. Every dollar you spend and have spent helps us create new gameplay content for everyone, like the two Spooky maps and the Spooky Event we released yesterday. Thank you for cheering when Steam promotes our game (which we’re hoping they do with the Grave Danger Pack in the Steam Halloween Sale). Thank you for cheering when friends and strangers spend money on badass costumes. Together, we get to make the best Action Tower Defense game ever.

And we get to feed our families, which we’re sure they appreciate.

With Love,
The Trendy Team


Ascension Part II Notes

Ascension Part II is here for Steam! Here are the notes:


Two New Maps!

  • The Deadly Road:  Enshrouded in tales of ghost sightings and vanishing caravans, the Dead Road has been actively avoided by travelers since its discovery. Many brave souls have tried exploring the ruined catacombs in search of treasure, but none have emerged alive.

  • Temple of the Necrotic:  Deep in the woods of Etheria, there exists a temple built in the space between life and death. A powerful artifact has appeared inside of the structure, throwing the forces governing the living and the dead into total chaos.

New Event:  Spooky 2015

  • Cut a hole in your chair and grab a bucket because you’re gonna s*** yourself with our first Holiday event. Maldonis the Dark has invaded Etheria, and he brought some ghoulish new friends with him. Be on the lookout for some seriously spooky secrets in each of the new maps!

Steam Trading Cards

  • Added 15 Steam Trading Cards. Collect them all for Steam badges, emoticons, profile backgrounds -- the whole shebang. (That word seems a lot dirtier when you see it on paper.)

Spooky Challenges

  • Complete the 8 new Challenges for a spooky surprise. You’ll need to act fast as these Challenges are only available for a limited time!

Four New DPS Weapons

  • Added four new weapons, each with a unique DPS-focused passive.

Auto-Collect Filters

  • Become the Bag Master. You make the rules now.

  • Tell your bags to filter in certain types of loot automatically during Auto Collect. For example, tell a bag to filter in all Legendary loot. All Legendary loot that is Auto-Collected from the ground will automatically go into that bag. That’s right, Champ. You’re the boss. The Bag Boss. That’s higher than Bag Master. You were promoted just by reading the patch notes.

  • Added 13 Auto-Collect filters to bags. The sky's the limit within these 13 specific filters.

New Tavern Decorations

  • The tavern has been spookified. The Grumpy old man isn’t too pleased, but what do you expect.

Dark Arts Apprentice Costume

  • 1600 Gems

  • 4 Mythical Accessories

  • Unique Heal, Spawn, Death and Mana Bomb Animations

November Monthly Quest Going Live on 11/3/15

  • Title: An Etherian Pilgrimage

  • Description: This month's mission is stuffed with adventure! Go forth and gobble up tokens and pet food to get this month's pet!

    • Condition 1: Win 30 maps without losing a sub-objective!

    • Condition 2: Find 40 Turkey Legs From Pet Food Boxes

    • Condition 3: Earn 50 Wyvern Tokens!

  • Rewards

    • New Monthly Pet: Narwhagon!

      • Type: Dragon

      • Ability: Unified Defense - Create a shield that does damage to nearby and attacking foes.

      • Tier: Legendary

    • Wyvern Tokens: 40

    • Gold: 30,000

New Premium Pet:  Autumeow

  • Available on Thursday!

New Main Menu w/ New Music

  • Updated the Main Menu to reflect the current festivities.

Updated War Table

  • We’ve added some quality of life improvements specifically for events.

  • New Quick Jump event icon found in the top right hand corner of the War Table. Click the Quick Jump to the event playlist.

  • New Spooky Event difficulties for the new Spooky maps.

Skip Tutorial

  • Players now have the choice of skipping the tutorial on the first playthrough.

Extra Notes

  • Pet Reagent Boxes now have proper mesh and texture representation in world. Still no loot beams.

  • Costume shop mannequins have new costumes displayed.

  • Changed costume shop lighting.

  • Renamed Lightning Rod to Concentrated Cyclone.

  • Renamed the Tower Range stat to Defense Range.


  • Rebalanced the Squire Provoke Duration Skill Sphere to 2.0 / 4.0 seconds

  • Thorns Skill Spheres are now unique.

  • Mark Targets Skill Spheres now increase mark target maximum by 1 / 2.

  • Updated Steiner’s health in the Incursion.

Bug Fixes

  • Fixed an issue where sometimes the Lane Billboards were showing the incorrect information or were placed onto the wrong lane.

  • Fixed an issue where the Immediate Message for server/patch maintenance caused the whole screen to blur.

  • Fixed an issue where pressing K wouldn’t change the message at the top of the screen.

  • Fixed an issue where the Flamethrower Tower caused less loot to drop from Special Enemies.

  • Fixed an issue where the Losing Social Score message would appear when a player attempted to leave after Victory or Defeat on a map.

  • Fixed a bug where cutscene sound wouldn’t play after the first play.

  • Fixed a render thread crash.

  • Fixed a crash related to a missing sound notification.

  • Changed the wording on Error 2003.

  • Fixed a few typos and reduced the length of Empowering Beam description.

  • Fixed an issue where some pet eggs that were hatched weren’t being removed from the Inventory.

  • Polished up some map collisions to make sure walking through the lanes is an easy and enjoyable experience.

  • Fixed an issue where some Ranged impact sounds were playing inconsistently.

  • Fixed an issue where the Mana Node interaction collision didn’t cover the little green spirit dude who floats above it.

  • Spelled reservoir correctly in Siphon Site D. Now you defend the RESERVOIR in Siphon Site D. That’s right, THE RESERVOIR. The RESERVOIR needs defending people….

  • Fixed a hole in Forest Crossroads.

  • Skeleton Goblin now has correct iconography in game.

  • Fixed an issue where heroes wouldn’t play their full spawn-in animation after death.

  • Resolved an issue with Griblok's "I'm out" animation not playing.

  • Resolved a bug where the Liferoot Forest Incursion Special Enemies would not spawn.

  • Fixed and updated several Skill Sphere descriptions.

  • Fixed an issue where there were duplicated stats in the stat manager.

  • Fix issue where some decals were not being applied to meshes.

  • Fixed an issue where the glow on the proximity mine was too dark in its deactivated state.

  • Fixed an issue where the outline effect when targeting certain objects was displaying incorrectly.


Here's our first PlayStation 4 hotfix!

Hotfix 1:

  • Background music and new art assets for the content information screen.

  • Can activate tower interactions while holding R1.

  • Inventory now properly displays previews while scrolling over filters.

  • Unlocked costume embellishments should now be properly purchasable.

  • Collector's Edition titles now able to be redeemed and used.

  • In-game item inspection pop-up controls are now more visible.

  • No more black screen when player 2 logs out of PSN while in the process of loading into the game.

  • Fewer crashes (we hope)

  • Added four new spooky costumes to the Costume Shop

Warning:  This patch will seem very large for how few changes are in it.  We are actively investigating ways to reduce patch sizes and keep download times to a minimum.  We appreciate your ongoing patience with us as we iron out some technical issues.

Hotfix 7.7 for Steam

Today’s hotfix is focused on putting the Monthly Mission requirements back to their intended values. We're still working to fix the Invite issue and are hopeful to have a fix in later today, but we're not quite there yet. We’ll have more news soon.

Bug Fixes

  • Reduced the criteria numbers for the October Monthly Mission back to 35 Legendaries, 35 Skeleton Special Enemies and 10 Incursions.

  • Fixed an issue that was preventing some players from launching the game.


  • We’ve heard you, Defenders. You don’t want to sit through the tutorial. Even though it’s educational and good for you. So go ahead, skip it. Players who skip the tutorial will be sent to the Easy version of The Gates of Dragonfall without the tutorialized elements. If you select Play and not Play Private from the Main Menu, you may have other players in your first match.

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.


Patch 7.6 for Steam

Here are the notes for Patch 7.6!

Free Gem Offer

  • As thanks for being patient while we work through our Open Alpha growing pains, we’re giving everyone 100 free gems! In order to receive the gems, you’ll need to login to the game between now and Tuesday, Oct. 27th.


  • Item icons in the Inventory now have colored frames depending on its rarity. For example, Legendary icons now have orange frames. Hipster icons have black, bold frames. [[7869,hashtags]] [[7870,hashtags]]

  • You can create characters in the group tavern now.

Bug Fixes

  • Put in a potential fix for the issue where the matchmaking service was doing wonky things when we hit a high number of concurrent users. We wanted to get this fix in before the weekend, so the speed at which we needed to get this in has a side effect. We are dividing our matchmaking into three different regions:  Oceanic, United States and Europe. For a short period of time, players will not be able to change regions or matchmake with a friend who is in a different region. Tentatively next week, we plan on releasing a way to change regions manually, and shortly after that, a way to change regions dynamically based on a friend invite (this work is in-progress now).

  • Fixed an issue where Bearkira’s slowing effect wasn’t wearing off on some enemies.

Known Issues

  • You won’t be able to skip the introductory cutscene on the first viewing. If it shows up again, you’ll be able to skip it.

  • Fugazi is still on indefinite hiatus. Not a known issue with the patch. Just a known issue with life.


Are you tired of your Hero having boring old flesh? Do you long to feel the wind on your ribcage? Do you believe that thin is in? I mean, really, REALLY believe it? If so, then take a look at our Grave Danger Costume Pack!

From now until Novemeber 2nd, you can pick up the Grave Danger Costume Pack. It includes:

  • 3000 gems

  • 4 Skeleton Costumes [Limited Edition Costumes]

  • Headless Horseman Premium Pet

  • Exclusive “Bone Collector” Title

Shake a leg bone, Defenders! This pack won't last long!


Our team worked over the weekend and into today to fix the server issues occurring on Steam. We have a solution that will go into a Steam patch targeted for Wednesday. As thanks for being patient while we work through our Open Alpha growing pains, we’re giving everyone 100 free gems! You rock, and we can’t wait to keep squashing these bugs together. 

In order to receive your gems, you’ll need to login to the game on Steam between Wednesday (after the patch goes live) and Tuesday, Oct. 27th. 

Since we’re in Early Access, here’s a little more information on what happened with our service: 

It wasn’t the actual servers (we have plenty of those). The problem was our matchmaking service bottlenecked while handling the requests for new server instances. And oh boy, there were a TON of requests for new instances coming in very fast. We tested for this before launch using way higher numbers than what happened over the weekend, but the organic behavior of live players is unpredictable and exposed bottlenecks our testing didn’t show. What we’re releasing should solve the immediate problem, but there’s more work to be done, so expect further improvements in the future.

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