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Daniel Haddad, Creative Director (Blacksmith)

Working on the Defense changes, Stat Allocation System, and planning a cool upcoming event with the team.

Also here is a riddle:

I bask in the twilight

I strike from the shadows

The shadows writhe around me

I am the darkness

The darkness writhes

Twilight falls upon us all

What am I?”

Guess correctly and win a “correct!” reply that I will post! First to guess correctly gets an imaginary cyber cookie!

Danny Araya, Creative Director (DannyAraya)

Working on story outlining, Carl scripts and Carl storyboards!

James Reid, Software Programmer (Driscan)

Working on the SAS system as well as squashing some bugs.


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Continuing the prototyping work from last few weeks. Looking good so far, can’t wait to share more with you guys!

Steven Collins, Level Designer (Esorath)

Working with the world builders to make sure the updates to Little-Horn Valley are smooth.

Chris Flores, QA Lead (likethatwhenigothere)

Testing on the next milestone is in full swing. Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system. Fun times.

Abraham Abdala, Lead Tech Animator (Broham)

All about the Weapon Variety System. And new skins! Lots of testing and iteration to this new system that hopefully will be a big hit!

Joshua Javaheri, Lead Technical Artist (javahawk)

Spending some time this week on polishing our latest patch content and determining priorities for the next milestone!

Adam Stow, Associate Producer (TE_Stow)

Signing off on adjustments to Little Horn Valley.  Let us know if they work for you when this goes live soon.

Jason Yu, Associate Producer (urfyness)

We’ve started Stabilization Week which is where we take a look at all the work we’ve done for the Milestone, figure out what makes it in and doesn’t, and fix as many bugs as we can in a week. We may have found the bug that was causing our social taverns to poop itself (Bad social tavern! Bad!)  which in turn, is causing a lot of issues that are affecting all of our wonderful fans. Some possible bugs this may fix are the Daily/Monthly Missions improperly resetting, some instances of the game failing to save, and infinite black loading screen.

Javier Barreto, Lead Software Programmer (javo)

Stabilizing a.k.a. bugfixing/polishing.

We have found and solved some nasty issues with our servers. I can’t really say everything is fixed, but we are looking good. Having said that … part of my job is preparing the team for what is to come:  NEW COOL STUFF!!! a.k.a. new features. Thus I’m working my head around what we need and how can we do it....… Yes; sometimes I feel I know what the designers will require next. Sometimes I’m totally lost. =P

Last but not the least:  We are out on PS4!!! Check that out! I can’t find enough words of gratitude for the team responsible for that -- the Human Head Studios guys. Those guys are busting their a… ehhh … killing it! Thanks!

Ok … enough said. Thanks for your support (and reading this).Keep your eyes/ears open for incoming announcements… And enjoy the game!

PS: Don’t forget to check out the PS4 version!

Jesus Diaz, World Builder (N3oDoc)

Still doing some visual changes to the Little-Horn Valley level, adding some more details to the social hub level and checking out a new "whitebox” level, which is the next level we're going to be working on!

Daniel Diaz, World Builder (DanielKaMi)

Same as Jesus, we are really excited about the new level, can't wait to start working on it!

Dani Moore, Remote QA Manager (Dani)

Just like Chris: Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system.

Also organising and running our first playtest group, getting feedback on our next major release. Head to the forums and find the thread if you’re interested!

Philip Asher, Marketing Director (pmasher)

PS4 release. And… back to work!

Josh Isom, Community Manager (iamisom)

Helping Dani organize and setup the Remote Playtesting Group! This is a group of volunteer community members who will help us playtest new changes and provide feedback for the team. If you’re interested, email dani.moore[at]trendyent[dot]com.

And the PS4 pre-alpha is available for North American players! We’re working with Sony Computer Entertainment Europe (SCEE) to get the game to European players as we speak. As soon as we have a release date, we’ll share it with you.

If you find any issues with the PS4 version, or if you want to share feedback on the PS4 features, head to the PS4 Feedback forum!

For my riddle: Who has two thumbs and hates riddles?!



Greetings Defenders,

It’s finally here! Dungeon Defenders II pre-alpha is available now for North American PS4 players. Purchase a Starter, Defender’s or Collector’s Pack to get access to the game, and for a limited time, PlayStation Plus members can get these packs at a discount!

Some features, like Local Co-Op and controller support, will be ahead of the PC version, but other features and content will be rolling in after they are released on PC. Pre-Alpha Access will launch with Pets & Dragons content and be updated with the following PC Patches.

Pre-Alpha Access is available immediately with the purchase of any of the following packs:

Starter Pack - $14.99

  • Pre-Alpha Access

  • 2000 Gems

  • 4 Exclusive Hero Accessories

Defender’s Pack - $24.99

  • Pre-Alpha Access

  • 3000 Gems

  • 4 Exclusive Hero Accessories

  • 2 additional Hero Slots (will come in a future update)

Collector’s Pack - $74.99

  • Pre-Alpha Access

  • 10000 Gems

  • 4 Exclusive Hero Costumes

  • 4 Exclusive Hero Accessories

  • Exclusive “Dragonfall Defender” Title

  • 2 additional Hero Slots (will come in a future update)

European players will get access to the game in the coming days. We’re working with Sony Computer Entertainment Europe as we speak to get this to you as fast as possible. We’ll have more information right here on the website and on our social media channels (you can find the links to these in the Navigation Bar at the top of the site).

A PlayStation®Plus account is NOT required for online multiplayer. Find out more info, please read the PS4 FAQ!


Patch 6.5 Notes

Just a small update to prepare for October’s Monthly Quest. :)


  • October Monthly Quest has been added to the game. The event will start on October the 1st!

  • Happy Throne Room and Ramparts has new music!! Woot woot!

Bug Fixes

  • Plaguing Hulk and Reviving Skeleton can have their kill events be shared.

A strange celestial phenomenon is causing our pet eggs to hatch quicker than normal. Much quicker. Our Petrinarian is not quite sure what’s causing it.

For this weeklong event, all pets will hatch in seconds instead of 8 hours. Seize the opportunity, Defenders! Go forth and hatch pets! Hatch ‘em all!

In other news, our Loot Cave 2.0 event was a huge success! Defender feedback was overwhelmingly positive -- so positive that these drop rates are now the norm! We’ve also made two additional changes to the new drop rate based on some of the feedback we received. First, we’ve removed loot drops on wave 1 in End Game playlists, and we’ve slightly reduced the Legendary drop rate in NM3 and NM4 from what they were in the Loot Cave 2.0 event (so higher than before the event but lower than during the event).

You’re amazing, Defenders! We’re thrilled at the enthusiastic response and looking forward to more collaborations in the future!



  • Inventory sorting:  Now you can sort the items in your bag! Click the Customize button on a bag to bring up the sorting options. The current sorting options are:

    • Rarity:  Sorts items from highest rarity to lowest rarity. Items will be sorted by their iPWR within the same rarity.

    • Type:  Sorts items based on their type. For example, all helms will be grouped together and so on.

    • Hero:  Sorts items based on which hero can use them.


Hero Damage, Ability Mana Regeneration, Ability Critical Damage Revamp

  • All Heroes

    • Ability Mana Regeneration Increased 1.0 -> 2.0

    • Ability Critical Chance Max Increased 30% -> 100%

  • Mana Regeneration Spheres

    • Ability Mana Regeneration Decreased from 1.0/2.0/5.0 to 1.0/1.5/2.0

  • Apprentice

    • Damage Scalar Increased 2.0 -> 4.0

    • Secondary Attack Damage Scalar Decreased 3.0 -> 1.5

    • Secondary Attack Has 20% Falloff Per Target

    • Secondary Attack Maximum Pierced Targets Decreased 7.0 -> 5.0

    • Lightning Rod Decreased Critical Damage Scalar 2.0 -> 1.75

    • Arcane Volley Increased Critical Damage Scalar 2.0 -> 3.75

    • Mana Bomb Increased Critical Damage Scalar 3.5 -> 8.0

    • Tornado Decreased Critical Damage Scalar 1.0 -> 0.5

  • Huntress

    • Hero Damage Scalar Increased 2.4 -> 5.0

    • Hero Base Damage Decreased 200 -> 100

    • Secondary Attack Increased Damage Scalar 2.5 -> 3.0

    • Sticky Nades Increased Critical Damage Scalar 1.5 -> 5.0

    • Oil Flask Increased Critical Damage Scalar 1.25 -> 3.5

    • Piercing Shot Increased Critical Damage Scalar 3.5 -> 8.0

  • Monk

    • Hero Damage Scalar Increased  1.4 -> 2.5

    • Hero Base Damage Decreased 125 -> 70

    • Pole Smash Increased Critical Damage Scalar 2.0 -> 4.0

    • Chi Blast Increased Critical Damage Scalar 2.0 -> 4.5

  • Squire

    • Hero Damage Scalar Increased 1.4 -> 2.8

    • Hero Base Damage Decreased 125 -> 60

    • Sword Beam Increased Critical Damage Scalar 2.0 -> 4.0

    • Empowered Sword Beam Increased Critical Damage Scalar 1.25 -> 2.0

    • Seismic Slam Increased Critical Damage Scalar 0.5 -> 3.0

Other Balance Updates

  • Significantly increased Malthius’ HP in the Malthius Incursion. He now has as much HP as a Tier 3 Ogre. Beware!

Bug Fixes

  • Fixed an issue where loot wouldn’t drop from Ogres/Special Enemies if the player is dead and the enemy died from the Poison Dart Tower or Blaze Balloon’s DoT.

  • Fixed an issue where updates to Skill Spheres would not appear until the player transition into a map.

  • Fixed an issue with skeleton HP in the Malthius Incursion (both Free Play and End Game).

  • Fixed an issue where the Defense Attack Rate IV and V Spheres provided the same bonus.

  • Fixed an issue where the Auto Collect “A” icon also appeared in the Bag Icons list.

  • Fixed an issue where double-click to change a Bag Icon could cause the bags to overlap each other or become smaller in size.

  • Fixed an issue where an Inventory Bag Icon would become unclickable if you changed Bag Icons.

  • Reduced bloom levels on the new current Throne Room level


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



Per bag sorting!!  Yay!!!

I’m also working on some SAS.

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

Iterating on the gameplay prototype from last week. We had our first office playtest of it last Friday. It has a way to go but is looking good!

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

Investigating some schedule updates. Still reading and reacting to forum suggestions. Looking into fixing the resists on bosses so it isn’t so punishing in Onslaught and Incursions.

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

Continued work on hotfixes and slowly ramping up on testing features for the next milestone.

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

Full swing on weapon variety implementation and two sweet new skins!

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

Getting caught up with some great Nightmare Mode visual tweaks and weapon variety work!

Adam Stow, Associate Producer ([[50332,users]])

Nothing super fun to report, just overseeing the combat prototype designers & artists. Spoilers:  You may want to tune into the Devstream this week.

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

It’s been a challenge hunting down all the server problems that came up recently. Thank you all for being so patient with us while we work through them. We’re still working out the kinks.

I’ve been mostly focused on build management this past week. There are a number of fixes that went into the hotfix; some that worked, others that needed more work. Testing has also started on some memory optimizations and other performance optimizations which will require some time to ship. These are some of the riskiest changes because it touches every asset in the game. Lastly, we’re stabilizing the development build so we can get all the cool stuff we’ve been working on out to you guys. Hope you enjoy next update!

Javier Barreto, Lead Software Programmer ([[72964,users]])

We’ve found one of the major issues with our servers, but there are still things failing at a very low level. Unlucky for us (all of us), many of these issues only happen when running with lots of users thus making it hard for us to detect. We are improving our logs and our user error messaging to try and flush out some of these problems

On a side note:  We have a new programmer in town (Will)! We are helping him get up to speed on what we do and how we do it. Feel free to welcome Will to the team. =)

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

Working on the Little-Horn Valley level, basically doing some visual changes to improve readability and gameplay.

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

Working on some important gameplay/visual changes for the Little-Horn Valley level.

And this pic is from last week work on the social hub, bringing more love to the background areas! (Remember, it’s a work in progress, so there’s not a release date yet.)


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

Workin on yet another hotfix - bringing in more fixes and updates, and doing interesting hardware optimization checks.

Philip Asher, Marketing Director ([[14,users]])

In San Francisco showing off the PlayStation 4 build of Dungeon Defenders II. Split-screen is a blast. About to head to IGN for a livestream, so make sure to watch us play there!

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

Had a blast on last week’s Devstream! Split-screen and controller support felt really good. Can’t wait to play with my PSN friends from my couch.

Prepping for the next patch update. Can’t wait for per-bag sorting and, eventually, our future Inventory 3.0 updates.


Greetings Defenders,

On September 29th you’ll finally be able to get your hands on Dungeon Defenders II for the PS4!  Some features, like local Co-Op and controller support, will be ahead of the PC version, but other features and content will be rolling in after they are released on PC. Pre-Alpha Access will launch with Pets & Dragons content and be updated with the following PC Patches.

Pre-Alpha Access will be available immediately, with the purchase of any of the following packs:

Starter Pack - $14.99

  • Pre-Alpha Access

  • 2000 Gems

  • 4 Exclusive Hero Accessories

Defender’s Pack - $24.99

  • Pre-Alpha Access

  • 3000 Gems

  • 4 Exclusive Hero Accessories

  • 2 additional Hero Slots (will come in a future update)

Collector’s Pack - $74.99

  • Pre-Alpha Access

  • 10000 Gems

  • 4 Exclusive Hero Costumes

  • 4 Exclusive Hero Accessories

  • Exclusive “Dragonfall Defender” Title

  • 2 additional Hero Slots (will come in a future update)

A PlayStation®Plus account is NOT required for online multiplayer. Find out more info on the on the PS blog!


Greetings, Defenders!

Today we begin our first weeklong event -- Loot Cave 2.0! Are you ready?

Loot Cave 2.0:  9/18 - 9/25

So much more loot will be dropping, we can’t even give you a number! For this weeklong event, you’ll get higher rarity loot from special enemies and Victory Chests, and even more (more more) loot from normal enemies. This event will take place across Campaign, Free Play, and End Game game modes. (Did we say more loot from normal enemies in End Game? Yes, yes we did.)

You can find more information in this week’s Devstream, where we reveal some of our new weapon variety system and give you a sneak peek at the PS4 version of Dungeon Defenders II.

Stay tuned to the PS Blog this Monday for our next PS4 announcement!



Patch 6.3 is here! This patch contains the first of our planned Inventory 3.0 changes that Dan mentioned in his blog last week. Expect more improvements in the near future!


  • Bags can now be marked for Auto Collect!

    • At the end of the match, all items left on the ground will attempt to go into any bags marked Auto Collect.

    • Items of the highest rarity are collected first. Items within the same rarity that have the highest Item Power are then grabbed.

    • When you manually pick up an item, it goes into bags that are not marked Auto Collect until full. When those bags are full, items are sent to the Auto Collect bags.

  • Added HUD elements to display when Auto Collect bags are 70% full, 90% full and completely Full.

  • Added Auto Collect popup messages on the Matchmaking UI warning players if their bags are 70%, 90% or completely Full.

    • Added a “Do not show me again” toggle to these popups

    • Added an option on the Options menu to reset hidden popups.

Bug Fixes

  • Improvements have been made to prevent an issue where players faced long loading screens before erroring while matchmaking. We're still working to fix all of our matchmaking/server issues!

  • Potentially fixed an issue with the Flameburst Tower VFX.

  • Fixed an issue with the Serenity Aura.

Known Issues

  • Network instability is our #1 technical issue focus. Our team is working to fix the lag, disconnects and loading screen issues. We’ll have more updates in future patches/hotfixes.

Daniel Haddad, Creative Director (Blacksmith)

CatFaerie keeps yelling at me to do this thing unbenounced to her I was in meetings all day, @#$% it.

Investigating what are some things we can do in terms of balance and composition to make the early part of DD2 a little more enjoyable and entertaining and also some other more nebulous yet maybe soon-to-be cool things I can’t really talk about just yet probably…

Danny Araya, Creative Director (DannyAraya)

Cinematic outlines! 

James Reid, Software Programmer (Driscan)


Working on that Auto Collect.

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week, I’m working on the gameplay prototype for Carl*. Carl? CAAAAARRLLLLL!


*Name subject to change.

Steven Collins, Level Designer (Esorath)

Balance and bug fixing. Working through some known bugs and issues. Working towards making Onslaught more rewarding.

Chris Flores, QA Lead (likethatwhenigothere)

More hotfixes, some new changes to old man Scavenger, and once the newest PS4 merge is complete, try to see how our main Dev build survives.

Joshua Javaheri, Lead Technical Artist (javahawk)

Spending the last bit of time improving the visuals in Nightmare Mode to be %$#@%$ terrifying! =O

Adam Stow, Associate Producer (TE_Stow)

Trying to figure out who has been naughty or nice for the holiday season upcoming. There may be gifts & themes for the holidays! :)

Jason Yu, Associate Producer (urfyness)

Bouncing between hotfixes and development has been keeping me busy. Also debugging problems that pop up as time permits. I solved a screen flickering issue that a number of people were seeing. Felt good.

Jesus Diaz, World Builder (N3oDoc)

Still polishing the social hub level, trying to bring more color to the scene. (Remember, it’s a work in progress, so there’s not a release date yet).


Daniel Diaz, World Builder (DanielKaMi)

Working on large buildings for the background areas of the social hub. (Remember, it’s a work in progress, so there’s not a release date yet).

The next pic shows the spawn zone area.


Dani Moore, Remote QA Manager (Dani)

Poring over the changes to the Scavenger and working up a sweat on other projects. Reviewing the future and opening the doors once again to recruit more members to the RQA team.

Josh Isom, Community Manager (iamisom)

Prepping my trigger finger for this week’s Devstream. You read that right:  If all goes according to keikaku, you’ll see my ugly mug on the stream! I’m pretty stoked for what we have planned this week. Tune in at 5PM EDT on Friday!

I’ve been talking with design, programming and production about some of the biggest issues we’ve seen since our Early Access launch, which includes the feedback brought up since our Alpha & Beyond release. We also put out a satisfaction survey last week to help tune in on how our community at large feels about the game. If you haven’t already, please fill that out! It should take about five minutes to complete. I’m talking with Phil about sharing the results of the survey with everyone. We don’t normally do that, but I think the results are pretty enlightening.

Also, weapon variety! Finally. I played DD1 for a few hours last night, and while DD2’s combat feels smoother and more accurate, there’s a certain joy to the weapons in DD1.


Greetings, Defenders! This weekend we'll be recapping all of our Hero Focus events! It's a mashup!

From Friday to Monday, all Hero Focus Weapons will have 3x the drop rate, and Legendaries will have their drop rates doubled. If you haven't tried any of the new Hero Focuses, now is the time! We want to see what you come up with!

This event will run from Friday 1 PM EDT to Monday 11 AM EDT. Hero Focus weapons will drop on all maps in Free Play and End Game modes. 

Have fun this weekend, Defenders! May the RNG gods smile upon you!



Greetings, Defenders!

In this post I’ll be addressing some of the more recent topics that have been on a lot of your minds. The goal of this post is to give you a sense of where we are going with these changes and gather some feedback from all of you as we continue to work on these updates. With that said, let’s dive into it!


The Temporary Item Box (TIB for short) was a fantastic system that served many purposes. Instead of micromanaging your loot in the middle of a match you could trust your TIB to collect it for you, so you could sort through it later keeping your inventory nice, clean, and organized… It even saved items that fell out of the world! However, the infinite free space this provided could be a serious problem when Dungeon Defenders II went free as inventory space is one of our two sources of monetization.

When we removed the TIB, we created the Scavenger to do one job. His goal was to collect items that you rightfully earned but could not collect. So the Scavenger is meant to do half the things the TIB used to do… but what about the other half?

The truth of the matter is, we really didn’t know how bad interacting with loot was because the TIB was functioning as a bandaid for everyone (us included). We decided to rip it off and see what happened, hoping that it would expose the exact inventory issues we have to fix. Now that we’ve gathered enough feedback we are working on all the things Scavenger does not do. While it is still heavily under development, I’m going to walk you through the vision of what we are trying to achieve hoping that it will help alleviate some of your concerns.

Inventory 3.0

We would like to refine the way you are interacting with your inventory to make it more streamlined and less daunting. Additionally, we want everyone to be able to enjoy the game without purchasing inventory space. At the same time, we want inventory space to be something players value and enjoy purchasing. Here are the changes we are considering:

  • Bags can hold a much larger amount of slots (think the size of 4+ bags)

    • individual bag purchases will likely cost more to match the amount of space you receive

  • Players can open only one bag at a time (no need to worry about pesky scrolling issues)

  • Players can customize bags with Sorting Options

    • The first Sorting Option will be the ability for you to flag a bag as “Auto Collect”

      • When a bag is flagged as Auto Collect it will automatically pick up items you did not collect when the game ends

      • There will be a LOT of visual feedback to let you know when your Auto Collect bags are almost full

    • In the future we’d like to add even MORE cool Sorting Options

      • Example:

        • Auto Collect Squire Only

        • Auto Collect Legendary Only

        • Auto Collect Weapons Only

      • Note:  Don’t hold your breath, it might take a while

  • We are also investigating auto collecting items sooner than the end of the game as well as the possibility of expanding the size of a bag. How important are these two features to you?

We think this effectively returns the rest of the functionality of the TIB, but with more control and no timers. Instead, your only limit is inventory space. What do you think?

Please keep in mind that this is the long term vision of the Inventory. We are currently working on allowing you to flag an existing bag as “Auto Collect” as well as the feedback you need to know how full those bags are getting. After that we will be taking a look at the bag size points I mentioned above and in the long term, more Sorting options.

The Nightmare of Nightmare!

When we released Loot & Survive, the majority of our focus was on getting the Campaign feeling right. We also wanted to make sure our new loot systems were functional and allowed interesting conversations to form in the community. Our long-term goal was to provide you all with cool tools under the new system to allow you to shape the meta as the game evolves! As a result, we made a quick pass on Nightmare and left it be.

With Alpha & Beyond we took our first stab at really balancing Nightmare to be difficult. This time around we opted to make Nightmare the ULTIMATE CHALLENGE! We wanted to pull the difficulty back instead of push it forward, because you guys are always better at the game than we (or you) think. And we DID IT! Yaaaay! Except it was a little TOO ultimate…

Why did this happen? Welp, the truth is because we were going fast. We wanted to get you Nightmare I-IV and 4 hero builds as quickly as possible to iterate on your feedback.We had a handful of hardened defenders play an early version of Nightmare and while their reaction was positive, it didn’t give us the quantity of feedback we needed to get the balance right. That requires all of you. And honestly, this is why we’re in Early Access. Over the weekend we gathered all your feedback and decided to make some more changes to N1, N2, and N3. Once we get a good gauge on if you N1, N2, and N3 feel satisfying, we will then transition to figuring out N4.

Our Vision for the DD2 Endgame!

Our vision for DD2 has two sides to it: the Challenge and the Tools.

The Challenge is all about continuously challenging you with more and more content. We don’t want to eternally increase enemy stats and call it a day. We want to reduce the iPwr growth, challenging you to go and combine passives and skill spheres on your heroes to become badass enough to take on the toughest of challenges. We want to create new unique encounters, enemies, and experiences that start appearing in future Nightmare levels. Then, the early Nightmare levels will transition you from focusing on gaining iPwr only to thinking about what you want your hero to do and how to combine that with other heroes.

The Tools are about providing you with a multitude of ways to customize and express your lineup of heroes. Getting the right passives, getting the right power on those passives, and combining them with other heroes… but most important of all, it should be about all of you banding together to theorycraft ideas and evolve the meta. Whenever you one-up our challenges, it will be down to us to come up with newer challenges (and tools to take those on).

That is the (hopefully) bright future we want to push towards with DD2. We have a ways to go. We are currently working on many more passives and skill spheres to add to the game. With this next patch we plan on adding at least one full set for each hero. We also have several feature proposals that will provide you with even more tools in the works. And finally, we need to fix a lot of the issues that are making the loot grind a bit too grindy… We know it is getting harder and harder to get the right passive with the right stats and we’re working on some systems to fix that.

Controller Support Soon!

So uh… Controller support is coming soon… sooner than you think actually! I see this come up a lot in your feedback so I just wanted to throw it out there.

Closing Thoughts!

DD2 has come a long way over the past couple of years. A lot of blood, sweat, and love is going into this project but none of it would have been possible without all of you and your feedback. At the end of the day we are making this game for you and hopefully MILLIONS of other soon-to-be Defenders!

The next few months are going to be very exciting for both of us as we gradually start opening the floodgates. An influx of new players will gradually make their way into DD2 and it is up to all of you to act like awesome senpais and show them the ropes!

At Trendy, we are moving super hard and super fast to do everything we can to prepare for when that day comes. Sometimes we move so fast that it might feel like we are releasing things prematurely or that we are ignoring your requests and feedback. Please understand that we are releasing things prematurely -- that's the point of being an Early Access game. The faster we get something to you, the sooner we get your feedback and the quicker we get to react. In the coming months I encourage you all to focus your feedback and give us as much as possible. Constructive feedback drives us and helps focus on what you want to see in Dungeon Defenders II.

I can guarantee that on the other end of the screen is a small but devoted group of passionate developers whose sole purpose in life is to make the coolest game for all of you. And if it isn’t too much trouble, remember... we are human too.


Hotfix 6.2

This hotfix brings Nightmare balance updates and more! 


  • Nightmare balance updates

    • Reduced Wave Count to 7 on all End Game difficulties to reduce the time of a Nightmare run

    • Reduced enemy levels across NM1 - NM3

    • Reduced Orcs and Drakins in all threats for Nightmare

    • Reduced number of groups coming out in early threats

    • Added breaks into the groups coming out to match other schedules’ functionality

    • Adjusted threats to be more solo friendly on EG Insane

    • Fixed Special Enemy and Ogre spawns on all End Game difficulties.

  • iPwr range distribution chances in Nightmare were changed to have higher iPwr items appear more often.

  • Victory Chests across the entire game (minus campaign) should now drop items within the upper half of the reward iPwr Range. This will hopefully make Victory Chests more rewarding.

  • Victory Chests should now spawn with higher tiers more often.

  • Victory Chests now drop items as follows:

    • Normal Chests: drop 5 items

    • Win of the Day Chests give 2 extra items

    • Super Win of the Day Chests give 4 extra items

    • Pet consumable quantity from Victory Chests reduced by 1

  • Chance to see items for other heroes increased. This was done to help players that use DPS heroes in Nightmare get gear for their builders.

  • Adjusted the amount of loot that drops from Minibosses and Special Enemies slightly to compensate for the Victory Chest change. Players should get less loot from enemies and more from Victory Chests with better qualities.

  • Adjusted the buildable area around spawn locations on some maps.


  • Added ability to resize launcher. If you were unable to see the Play button on the launcher, you should now be able to resize the launcher until you see it!

  • In a private game, when the leader selects Replay or To Tavern on the Summary Screen, the game will now immediately transition to that option.

Bug Fixes

  • Fixed an issue where some players could not proceed past the Defend the Ramparts/Defend the Throne Room quests.

  • Fixed an issue where Xpadder support wasn’t working properly. Please let us know if this is working properly for you now!

  • Fixed an issue where Frostbite Towers built backwards near other tower clusters would grant a damage bonus to those towers without having to fire.

  • Fixed an issue where dragging pets from the All My Pets inventory in the Stables to the equipped slot sends pets to the Scavenger.

  • Fixed incorrect evolution recipes for gold versions of the gato (fledgling) and dragon (elder) stages.

  • The Monk's Betsy Polearm weapon no longer drops with Hero Damage as both the primary and secondary stat or with Defense Speed as a secondary stat.

  • Fixed an issue where the Elemental Chaos Trap’s placement footprint was not properly mirroring the same placement rules as the Proximity Mine.

  • Fixed an issue where the Recruiter and Magical Interference 2 challenges were rewarding XP as challenges should only be rewarding gold.

  • Fixed an issue where the Gran Master said she was rewarding the player with a Movement Speed IV Skill Sphere when she actually grants a Movement Speed V sphere.

  • Fixed an issue where the Gran Master was not properly rewarding the correct Critical Damage spheres for the fourth quest.

  • Fixed an issue where pet reroll numbers were sometimes off by 1 point.

  • Fixed another issue where a rerolled pet’s stats were not as high as the reroll process said it would be.

  • Fixed an issue where the "G up to continue" message slides off screen at the start of the end game countdown.

  • Fixed an issue where the Power Pole and Spiral Energy passives were not working.

  • Fixed an issue where the player is slowed if attacked by an enemy affected by a Serenity Aura with the Idle Flow passive activated.

  • Fixed an issue where the doors near the southern spawns in Throne Room did not have collision.

  • Fixed the spelling of “exterior” on a lane billboard.

  • Fixed the billboards on each Special Enemy and Miniboss spawner to say “Incoming!”

  • Fixed the ability to build inside a few spawners.

  • Fixed each lane’s spawn zone to have better tower prevention radiuses.

  • Added a potential fix for a Concussive Shots explosion decal issue.


Jay Twining, Senior Game Designer (TrendyJayT)

New enemy prototypes for Nightmare and beyond. New event proposals.

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Working on some VERY EXCITING things that aren’t quite ready to come out into the light. Soon! Other than that, assisting our Nightmare balance changes.

Steven Collins, Level Designer (Esorath)

Working on Nightmare balances. Reading threads and getting some solid notes on the next steps for End Game balance.

James Reid, Software Programmer (Driscan)

I left the office on Friday after three weeks of intense balls to the wall programming with very little sleep to fly back home to good ole San Diego. I’ve pretty much been sleeping ever since. Now it’s Wednesday and I’m starting to feel a little more human.  

I’ve been reading forums, watching dev streams, and all that jazz. Got some ideas on some stuffs on how to get some action items. I’ve also got some bugs I’m trying to clean up in time for the next hotfix. [[6351,hashtags]] [[6350,hashtags]]

Danny Araya, Creative Director (DannyAraya)

Catching up on what’s been going on after having been out of the office for the past week!

Chris Flores, QA Lead (likethatwhenigothere)

Continued work on the hotfixes, some PS4 work, and trying to squeeze in some DD1 update stuff.

Abraham Abdala, Lead Tech Animator (Broham)

Working on new pets, skins, and weapon variety system. Lots to implement and test with the animation team, and always fixing bugs as they come.


Joshua Javaheri, Lead Technical Artist (javahawk)

Going to begin shortly on weapon variety tasks! Are you ready for spreadshot staffs and bows? Are you ready for homing staffs? ARE YOU READY FOR DIFFERENT MELEE FIGHTING STANCES? I’m ready. I’m like Kyle Katarn in Jedi Outcast, I’m going to wreck your face with my awesome weapon variety lightsaber and stats and homing projectiles woo wooo and then I’m going to stop DRINKING COFFEE IN THE MORNING!

The views represented do not necessarily reflect the views of Trendy Entertainment. But seriously, this is shpretty shcool shtuff.

Javier Barreto, Lead Software Programmer (javo)

After a milestone stabilizing the game during which we encountered some very interesting stuff, we are slowly getting back into feature development and/or feature tweaking. The community can be very outspoken about stuff …  One of the biggest challenges of game development is that, ”Nothing is set on stone.” Both our designs and systems need to be flexible enough to accommodate for changes.

We, as a team, need to keep our ears open as changes happening now can potentially break the things I’m working on right now.

In any case … back to development. This milestone will be about (optional) gamepad support; during the last milestone we realized some of you guys are using third party applications to simulate controller support; we will try not to conflict with those of you who are using those. This means we will have another pull from our PS4 branch which could lead into new bugs or conflicts. I can’t really say we accounted for platform specific features (like different key mappings per UI basis); part of this milestone will be laying out a framework or an open communication channel for this issues; aka: meetings.

We have new programmes on the floor! A data analyst and a new engine programmer. That means: welcoming them to the team, helping them get up to speed on our systems and processes and schedule and redistribute task accordingly. That last part has been getting more challenging as more and more users join the game; the pressure raises proportionally: stability, server performance and downtime reflect directly on our costs… should we add a “donate” button?

“Your friendly developer needs a hand, please donate =)”

Ok… thats enough. I have some code to write, or some meeting to be, or some info to gather.

Jesus Diaz, World Builder (N3oDoc)

Still working on the Social Hub level, polishing out-of-bounds areas. (Remember, it’s a work in progress, so there’s not a release date yet.)


Daniel Diaz, World Builder (DanielKaMi)

Polishing the out-of-bounds areas of the Social Hub with new buildings and more stuff!.

Also, I would like to show you the new tavern in the social hub. (Remember, it’s a work in progress, so there’s not a release date yet).


Dani Moore, Remote QA Manager (Dani)

Getting hands on with the latest hotfix, reviewing additional test cases for future testing, and considering expanding our RQA family in the direction of a regular community playtesting team.

Kyle Katarn is no longer Star Wars canon. =/

Josh Isom, Community Manager (iamisom)

Before I begin, I’m so happy to see Kyle Katarn mentioned three times in this Dev Log. Dark Forces II is my favorite game ever. I spent so many hours as a kid dueling other people on Battle Ground Jedi and failing miserably to make my own levels.

That perspective is what makes this job so rewarding. It’s thinking of people, children and adults alike, spending their time playing the game you work on. Having fun. It’s important to keep sight of that and always head towards that goal. We make video games because we want to provide some creature comfort to escape from the troubles of the world -- or maybe just to escape to a place where having fun is the whole point of existing. That’s a beautiful world, and I’m happy to work on something that provides that.

I want to thank everyone in the community for your patience. I know sometimes it feels like we aren’t focusing on the things you want to see improved -- or maybe it’s making a change that feels like a step back -- but this is a process of iteration. Some things will be iterated on sooner. Improving the Fun Factor is priority number one. I know some people will read that and dismiss me. But it’s the truth. We make games to make fun. We need to feed our families, too, because the whole “starving artist” thing stops being cute when you hit your mid-20s and you have children to feed. But I see comments where people assume that a developer is focusing more on making money than making fun. People spend money on games they’re having fun with. People want to spend money as a thank you to the people who gave them joy that day, and that is the goalpost we’re working toward.


Our "boldest" contest is over, Defenders! Thank you to everyone who participated. Here are you winners!

  • Shiruettomiraju:  Because Thunder-O has no fear. None!
  • jmartinbsu:  Monk takes on Betsy, solo. In the air, no less...
  • Kenzo:  It takes real guts to stand this close to the Gra'an Master. I wouldn't do it...

Congratulations to our newest Snapshooters!

Next up: Derpiest! We want to see silliest screenshots you've got. From now until September 15th at 2pm EDT, go on a quest for the derpiest in-game screenshot you can take and submit it in this blog. We'll pick three winners on September 16th! 

To enter, take an in-game screenshot and upload it to Steam. Embed the Steam image in a comment below, along with a link to the image on Steam. Screenshots without Steam links will not be chosen.  You may submit as many images as you'd like, but please limit them to one per post. 

The Snapshooter Contest is judged by a panel of Trendy Community Team employees with absolutely no taste. Except for me, of course. But really, I just think  I have good taste. 

Here is a loose guideline on how we'll be judging the screenshots:

  1. G.U.T. -- Genuine, Ultimate Tummy-feeling. If the screenshot tickles something inside our abdominal food synthesizers that makes us say “wow” or “good gravy,” chances are we’ll pick it as a winner. It's going to be very difficult, because nobody actually says "good gravy" anymore. I'm not even sure I want to say "good gravy."

  2. No HUDs -- Screenshots with the Heads Up Display activated will score lower than HUDless shots. Press “H” to let the game shine. For real, Defenders. No HUDs.

  3. Originality -- Don’t steal from other players. We’re watching you. In the event that a bunch of you have the same brilliant idea, we will only consider the first one. 

  4. Alecto -- If you can incorporate Alecto the Relentless, one of the ancient greek goddesses of fury and retribution, into your screenshot,  you’ll earn extra points. How you’re going to do this with an in-game screenshot is beyond us, but we like to be surprised. A lot of extra points. SHOW US WHAT YOU GOT. 

You must have your Steam account linked to your forum account. All screenshots must be taken by the Steam account that’s linked to the forum account. Any entry that is stolen from another player will result in the permanent removal of your forum account.


Hotfix 6.1

Welcome to our first Alpha hotfix! Please keep in mind, all items obtained with the bugged Serenity Auras that have an Item Power of 341 or greater were re-rolled to 340 with this hotfix.

Bug Fixes

  • Fixed a bug that was causing the Serenity Aura to slow substantially more than intended. Serenity Auras no longer stack their slow effects.

  • Fixed an issue where special stats were displaying as .01 of what they should be.

  • Fixed an issue where players were not receiving the Nightmare accessories who should have received them. Anyone with an item that, unupgraded, was Item Power 241 and above, should now have the accessories.

  • Made a change where Ogres and Special Enemies do not drop loot on Wave 1 in End Game Nightmare. It's our current plan to remove these enemies on Wave 1 altogether in an update very soon.

  • Fixed another server crash.

  • Fixed an issue where Free Play Hard, End Game Insane, and End Game Nightmare had the rounds that would end before Betsy died.

  • Fixed an issue where the music track from Town Entrance would play behind the intro cinematic.

  • Fixed an issue where the Apprentice's charge shot did not activate traps.

  • Fixed an issue where curtains were blocking enemies from getting out of their spawn point. (We got new curtains.)

  • Fixed an issue where Incursion Ogres did not count towards Monthly Mission progress.

Known Issues

  • Players have reported on our forums that some passives are either too low or too high from what they should be. We’ll be addressing this in a hotfix next week.

  • We’ve received a lot of feedback about the Scavenger since the update released yesterday. We've made a post about the feedback on our forums and spoke about it in our Devstream.
  • We're still looking into the issue where players' Xpadder profiles are no longer working. 

In this week’s Devstream, Pmasher and Blacksmith talk in detail about your feedback on Alpha and Beyond. Tune in next week for your first sneak peek at our next patch.

And remember, this weekend, the Monk finally gets his chance to shine with his own Hero Focus Weekend. From Friday to Monday, the Purging Evil Monk Weapon is dropping at 3x its normal rate and Legendaries are piling up at 2x the normal rate! Combine these items, your Skill Spheres, and other heroes to create your own unique builds and battle your way into Nightmare!

We’ve also updated our Weekend Event list. Here are the upcoming events!

Event List

  • Weekend of 9/4 - 3x Purge Evil Monk Weapon Drop Rate + 2x Legendary Drop Rate

  • Weekend of 9/11 - Hero Recap Weekend (3x Monk, Huntress, Squire and Apprentice Build Weapons) + 2x Legendary Drop Rate

This weekend the Legendary Drop rate will apply to Free Play and the Weapon Drop Rate will apply to End Game! All events run from Friday to Monday 11 AM EDT.


Alpha & Beyond Released

Dungeon Defenders II is growing up! Gather around as it emerges from the primordial ooze and turns into an Alpha. With a big bang, the Alpha & Beyond update adds story, a rebalanced Nightmare mode, freaking rocket boots and so much more to the Etherian universe. Okay, we couldn't figure out which "getting better" metaphor to go with, so we went with all of them.

What's beyond? We're going to rapidly iterate on and improve the core feature set of the game. New feature work will still be ongoing in Alpha (insert obligatory controller support tease here), but we will also be focusing on bug fixing and balancing on a near weekly basis. 

Want to know what’s different in Alpha & Beyond? Click here for the all-dressed-up version of the patch notes!

With this update, we get one step closer to Open Alpha when the game is open to everyone. If you’re eager to play the game before the Open Alpha and still get a good value, we’ve added a cheaper version of DD2 to Steam today!

Starter Pack (New $14.99 Version):

  • Access to Alpha (and all of the delicious Alpha ants!)

  • 2000 Gems

  • Four Steam-exclusive Hero Accessories

Defenders Pack ($24.99 Version, renamed from Dungeon Defenders II):

  • Access to Alpha (and its crunchy ant delights!)

  • 3000 Gems

  • Four Steam-exclusive Hero Accessories

  • Two Extra Hero Slots

Thank you all for your support. We can't wait to hear what you think of Alpha & Beyond!



A long, long time ago, a bug appeared in Dungeon Defenders II. Our question for you is… should we fix it or not?

In the original Dungeon Defenders there was a “tower prevention radius” that went around each crystal. This prevented players from building RIGHT up next to the objectives and maximizing DU/space between choke points. Turtling strategies were viable, but required more… creativity.

This tower prevention radius also exist in Dungeon Defenders II, but a bug currently means they aren’t functioning. We’ve seen many players building right up next to objectives as this is currently a viable strategy. So our question for you is about fun -- Should we fix the bug and re-enable the tower prevention volumes or should players be able to build right next to the objectives?

To vote, head to the Initiative page!


Daniel Haddad, Creative Director (Blacksmith)

Dancing with some pygmies in the eternally warm summer nights.

Jay Twining, Senior Game Designer (TrendyJayT)

Working out the details on a new Gold bonus event. No ETA. Adjusting item enhancement and item sell values. Play Private button.

I also heard that River Song is returning for the Doctor Who Christmas special.


James Reid, Software Programmer (Driscan)

Fixing bugs and polishing all the things and not sleeping. PATCH WEEK HYPE!


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Last minute bug-fixin’ and polish! After that, I’ll be workin’ on secrets.

Steven Collins, Level Designer (Esorath)

Last push for getting last-minute balance updates before the patch goes out. Making sure all the End Game content and Nightmare is as polished as it can be.

Chris Flores, QA Lead (likethatwhenigothere)

Killin’ bugs



Abraham Abdala, Lead Tech Animator (Broham)

Lots of future milestone planning, scheduling. Lots of tool developing, wrapping up some bugs and getting everything ready for Open Alpha… Ohh and some prototyping stuff as well!

Joshua Javaheri, Lead Technical Artist (javahawk)

Healing my back up a bit. Working on some fun new costumes with our art / vfx teams. Solving some last-minute patch issues.

Adam Stow, Associate Producer (TE_Stow)

Looking to contract / hire a concept artist that can do things in our style (open to anything, environment, character, pet, weapon etc). Know someone who fits the bill? Send an email to jobs[at]trendyent[dot]com!

Javier Barreto, Lead Software Programmer (javo)

Bug fixing, crash handling, addressing matchmaking issues, and last but not least, performance issues. The team is kicking their buts to get this game as polished as possible. There’s a lot of skin put into this game. I hope you enjoy it.

Jesus Diaz, World Builder (N3oDoc)

Still polishing the new Social Hub. We are very excited about this level! (Remember, it's a work in progress, so there's not a release date yet).


Daniel Diaz, World Builder (DanielKaMi)

Still working on the social hub, been adding more details to the pirate ship and polishing the cabins. (Remember, it's a work in progress, so there's not a release date yet).


Dani Moore, Remote QA Manager (Dani)

Playtesting and bug hunting as always. Real happy to see the Monk come up to speed with the other heroes new passives and build potentials.

Nightmare is really starting to earn it’s name. Very few modes have managed to kick our asses so hard since we’ve begun testing. Looking to expand our playtesting in future to include more community folks.

Josh Isom, Community Manager (iamisom)

Helping the team get feedback on the new Nightmare changes. Keep in mind that balancing is a continuous act. This won’t be perfect on the first pass, but it should be far more challenging than it was before! Also, preparing for the Alpha & Beyond update launch. Going through what’s currently 80 pages of patch notes in Google Docs. It’ll be 30 by the time it’s done (and so will I).

Working with Victoryoftheppl and Ryster, our two Casters Guild managers, on improvements to the structure of the guild.

Shoutout to Lewp for helping out with the Wiki! There’s still a ton of information missing, so if you’d like to help out, click the link above and edit away!

I’m still in Free Play Hard. I need to hurry up and move on to End Game. I’ve been waiting for the Daily Bonus feature to see how it feels to progress through the mid-30s, as that’s been a big complaint on the forums. I really want to stream on the TrendyEnt channel more often. How would you feel about a daily stream? Is that too often?


Lots of great words start with A. My favorite can’t be posted here without getting fired. My second favorite is anteater because it’s hilariously to-the-point. Somewhere down the list is another great word -- Alpha.

Dungeon Defenders II is going into Closed Anteater, no, wait, Closed Alpha on Thursday! Prepare to stick your two-foot tongue into a hill of delicious new content, balance changes and more. Use your beady eyes to watch our new intro cinematic! Steel your four wobbly legs to re-enter our improved Nightmare Mode! Ditch your furry hide and find some new costumes in the Costume Shop! The Alpha & Beyond update will have all of this and more, so come back here on Thursday for the full patch notes.

With this update, we get one step closer to Open Alpha when the game is open to everyone. If you’re eager to play the game before the Open Alpha and still get a good value, we’re adding a cheaper version of DD2 to Steam on Thursday!

Starter Pack (New $14.99 Version):

  • Access to Alpha (and all of the delicious Alpha ants!)

  • 2000 Gems

  • Four Steam-exclusive Hero Accessories

Defenders Pack ($24.99 Version, renamed from Dungeon Defenders II): 

  • Access to Alpha (and its crunchy ant delights!)

  • 3000 Gems

  • Four Steam-exclusive Hero Accessories

  • Two Extra Hero Slots

Both packages start with four premium inventory bags. For the full timeline on our Road to Free to Play, check out this blog!

Thanks to everyone for your feedback so far. Together, we’ll continue making the best Action Tower Defense game possible!


Greetings, Defenders! This weekend, a phoenix is burning through Etheria, leaving Huntress build items in its charred path.

From Friday to Monday, the Phoenix Call Huntress Weapon is dropping at 3x its normal rate, and Legendaries are falling from the sky at 2x the normal rate! Combine these items, your Skill Spheres, and other heroes to create your own unique builds. And then share those with the community! We can’t wait to see what you come up with.

We’ve also updated our Weekend Event list. Here are the upcoming events!

Event List

  • Weekend of 8/28 - 3x Phoenix Call Huntress Weapon Drop Rate + 2x Legendary Drop Rate

  • Weekend of 9/4 - Purging Evil Monk Weapon Drop Rate + 2x Legendary Drop Rate

  • Weekend of 9/11 - Hero Recap Weekend (3x Monk, Huntress, Squire and Apprentice Build Weapons) + 2x Legendary Drop Rate

Also, this weekend the Legendary Drop rate will apply to Free Play AND End Game! This way, you can grab as much iPwr 240 gear for the upcoming Nightmare changes!

All events will run from Friday 1 PM EDT to Monday 11 AM EDT. Weapon Drop Events will take place on all maps in Free Play and End Game modes. Legendary Drop Events will only take place in all maps on Free Play mode, with the exception of this weekend’s event which is also on End Game.

Tune in to this Friday’s Devstream at 5 PM EDT for a sneak peak at our new Monk build!

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