Jump to content


Sign in to follow this  
  • entries
  • comments
  • views

Contributors to this blog

About this blog

Entries in this blog


Hotfix 5.16


  • Critical Damage Scalars on Defenses, Trap/Aura Balance Updates, Health Scalar Improvement Updates:
    • Critical Damage on all Defenses now scales with the same multiplier as the defense's Defense Power. 
    • EX: Tier 5 Flameburst Critical Damage receives the same 3.0 multiplier as it's Defense Power.
  • Increased damage on all defenses after Tier 1, but favors defenses with high Critical Damage ratios (Earthshatter, Ballista, Heavy Cannonball Tower, etc.)
  • Defense damage ratio adjustments:
    • Arcane Barrier
      • Increased health gain per upgrade ~+4% 
      • Reduced Critical Damage ratio 3.5 -> 2.0
    • Training Dummy
      • Increased health gain per upgrade ~+4%
    • Explosive Trap
      • Reduced Defense Power ratio 1.0 -> 0.925
    • Elemental Chaos Trap
      • Reduced Defense Power ratio 1.8 -> 1.65
    • Lightning Strikes Aura
      • Reduced Defense Power ratio 5.4 -> 5.0
    • Spike Blockade
      • No longer gains Defense Speed on upgrade
    • Geyser Trap
      • Increased Critical Damage ratio 0.8 -> 2.0 
      • Set maximum fire rate to 5.5 seconds

    • Poison Dart tower now stacks its poison rather than adding multiple instances of the dot. There are some known issues with this that will be resolved in a future hotfix. 
    • Fixed an issue where TIB could not sell golden eggs. 
    • Resolved an issue where Hero and Defense Critical Chance pet empowerment stats were displaying incorrectly. 
    • Hero and Defense Critical Chance is now displayed as a flat number instead of a percentage. 
    • Fixed an issue where the Splody Harpoon passive would damage your towers if you swapped heroes.

Daniel Haddad, Creative Director (Blacksmith)


Danny Araya, Creative Director (DannyAraya)

Going through the game and making notes of things that need tweaking. Mostly stuff related to UI, Interaction Icons, and NPCs.

James Reid, Software Programmer (Driscan)

Back in the office for the next two weeks!  You know what that means?  It means there’s a big push happening...and I’ll just leave it at that.  

In the meantime, here’s some pictures to look at:


Behold the revamped skill sphere UI, still might be some minor tweaks so [[5749,hashtags]]

I’m also putting the final touches on the interaction icons.


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week will be a lot of bugfixing and balance work! Onslaught mode is already feeling better and more rewarding, I’m excited to get this round of changes into y’all’s hands! Other than Onslaught, working on fixing a few issues with our levels.

Steven Collins, Level Designer (Esorath)

I’ve been perusing the forums looking at all the feedback about enemy schedules and where players want their attention during the combat phase. Taking this feedback and continuing the Nightmare and Solo balance work on all maps.

Chris Flores, QA Lead (likethatwhenigothere)

So this milestone may not have a lot of new features coming around but a lot of neat changes are going and are now starting to appear on QA’s plate. We’re wading through the bug mud trying to get the build to look like a game again. So many bugs. The merge of the PS4 seems to have put the game back in the bug stone age.

Abraham Abdala, Lead Tech Animator (Broham)

Figuring out a potential attack speed system with weapons. Fixing some minor animation and NPC related bugs.

Adam Stow, Associate Producer (TE_Stow)

What were some of your DD1 favorites for weapons?  Why were they your favorites, and what makes weapon variety work for you from item to item?  We’re asking these questions to each other (and you) and looking at solutions lately.

Jesus Diaz, World Builder (N3oDoc)

Been doing several fixes to some levels and now I’m polishing the new social Hub level a bit more

Daniel Diaz, World Builder (DanielKaMi)

After doing some more fixes on some levels I'm back working again on the social hub!

Philip Asher, Marketing Director (pmasher)

Have a massive to-do list I’m burning down. There are a couple of big announcements and blog posts coming soon about the future of Dungeon Defenders II, our next patch, and PS4 that we’re really excited to get out to all of you. We’re also locking down timing for the first DD1 update in a long time and much much more.

Josh Isom, Community Manager (iamisom)

Jon Santana, Community Associate (I_PASS_BUTTER)

While Josh is on vacation, I'm all:


I'm just kidding. Please hurry back, Josh!

I'm gathering all of your feedback, Defenders. All of it. Then I'm putting into my handy spreadsheets and chasing down Designers and QA and showing it to them. And they're looking at it like:


Armed with that knowledge they smack down bugs and problems  like:



Greetings Defenders! Our special Veteran Defender promo is coming to an end! If you own DD1 or DDE, you have until 9:00am EDT this Friday, August 21st to purchase DD2 and get 600 gems and an exclusive "Veteran Defender" title! Don't miss out.


NOTE: This reward was redeemed automatically in your mailbox when you first started the game or when you re-started the game after Wipeaggedon.


Hotfix 5.14

Hotfix 5.14 is now live! Here are the notes:


  • Added SFX for the Sploody Harpoon passive

  • Adjusted some elemental idle vfx to display correct idle media


  • Restructured the difficulty curve for the End-Game Playlist. There are now Normal, Hard, Insane, and Nightmare I-IV End-Game difficulties. Players can now use Insane to prepare themselves for Nightmare mode.

  • New Passives

    • Frost Fire: The  Frostbite tower’s slow area buffs defenses inside it giving them [X-Y]% of the apprentice’s Defense Power as Defense Speed.

    • Frosty Power: The Frostbite’s tower’s slow area buffs defenses inside it giving them [X-Y]% of the apprentice’s Defense Power.

  • New Skill Spheres

    • Frost Range - Increases the range of the frost tower by a percentage. This can stack.

  • New Legendary Weapon

    • A new legendary magic staff will now appear in End Game only. This staff will always have Frost Fire.


  • Defense Balance Updates

    • Modified the amount of Defense Power granted by upgrading some defenses:

      • 20 cost defenses now receive much more Defense Power per upgrade (~30%) - (Explosive Trap, Elemental Chaos Trap, Arcane Barrier, Training Dummy)

      • 30 cost defenses receive slightly more Defense Power per upgrade (~15%) - (Cannonball Tower, Lightning Aura, Heavy Cannonball Tower, Geyser Trap, Spike Blockade)

      • 50 cost defenses now receives slightly less Defense Power per upgrade (-8%) - (Ballista, Earthshatter Tower, Skyguard Tower, Blaze Balloon)

      • 40 cost defenses have no change - (Flameburst Tower, Flamethrower Tower, Lightning Strikes Aura, Poison Dart Tower)

    • Uber Defense Rebalance (mostly buffing)

      • Flamethrower Tower

        • Defense Power ratio increased 0.26 -> 0.3

        • Fixed bugs in Attack Rate data; Attack Rate is now 0.5

      • Heavy Cannonball Tower

        • Increased area-of-effect damage substantially (less damage falloff)

        • Increased Attack Rate from 4.16 -> 4.0s

        • Reduced Defense Power ratio from 1.0 -> 0.9

      • Lightning Strikes Aura

        • Reduced Mana Cost from 45 -> 40

        • Reduced Defense Power ratio from 6.1 -> 5.4 to account for mana cost change

      • Elemental Chaos Trap

        • Increased Attack Rate from 5.0 -> 4.0s

        • Fixed a bug that was preventing effects other than incineration from applying to enemies.

      • Fixed an issue where some Uber-Sphere Defenses were still gaining Defense Speed on upgrade.

    • Balance Updates to Non-Uber Sphere Defenses

      • Flameburst Tower

        • Increased Defense Power ratio 1.0 -> 1.2

      • Lightning Aura

        • Increased Defense Power ratio 0.32 -> 0.35

      • Earthshatter Tower

        • Increased Defense Power ratio 2.2 -> 2.4

      • Ballista

        • Increased Defense Power ratio 2.15 -> 2.6

      • Geyser Trap

        • Increased Attack Rate 8.33 -> 8.0s

      • Skyguard Tower

        • Reduced Critical Damage ratio 2.85 -> 2.0

        • Reduced Defense Power ratio 2.2 -> 2.0

      • Cannonball Tower

        • Reduced Critical Damage ratio from 2.157 -> 2.1

      • Explosive Trap

        • Reduced Critical Damage ratio 0.95 -> 0.4

      • Serenity Aura

        • Changed % Based Healing to Flat Healing

        • Flat Heal is now (Defense Power * 0.3)

      • Poison Dart Tower

        • Reset scaling on dart damage to be consistent with other defenses

        • Improved the PDT’s ability to hit its first target and fast-moving targets

      • Blaze Balloon

        • Increasing Blaze Balloon Attack Rate 8.33 -> 8.0

  • Set max Attack Rate for many defenses to 0.75. This will affect future builds that are added into the game.

  • Frost Tower's Buff Range increased from 500 to 800 - related to the chill area of effect for the Frost Fire stats


  • Fixed an issue where towers would reset their attack time when their current target died.

  • Fixed an issue where towers would wait a minimum time before attacking enemies that came into their range.

  • Fixed an issue where towers would trigger a minimum wait period when they could not shoot their current target.

  • Fixed an issue where the Huntress sticky grenades did not disappear when an enemy triggered the explosion.

  • Fixed an issue where enemies oiled from the Harpoon Oil Targets sphere did not light on fire when hit with fire damage.

  • Fixed an issue where the Serenity aura was affected by Betsy’s curse.

  • Fixed a bug where Slayer Weapons were not marked as Custom.

  • Fixed an issue where the Ballista range increase did not only affect the Ballista.

  • Fixed an issue that prevented Defense Health and Hero Health from appearing commonly on armor pieces.

  • Fixed a bug that was still causing Defense Crit Chance and Hero Crit Chance to appear as a primary stat rather than a passive

  • Setup scaling so that the ignite combo from oil will burn at 40% of the tower damage stat of the hero.

  • Fixed an issue where enemies oiled from 2 straight poison debuffs did not proc with fire damage.

  • Fixed an issue where the number of pierced targets doesn't update for the Ballista with the Harpoon Pierce Upgrade skill sphere equipped.


  • Defense Attack Rate 4 & 5 skill spheres give the same value of +20

  • Premium Pets have issues. They'll be back online and normally priced in a future hotfix.



Prepare your defenses this weekend. Or more notably… your harpoons and blockades! The Old One’s forces have stockpiled a plethora of our new Squire build, Hearty Harpoon, this past week and will be dropping them aplenty. Even better, the Hearty Harpoon Legendary Sword has a x3 drop rate on Free Play AND Endgame this weekend. Here are all the passives you should look out for:


  • Hearty Harpoons:  Harpoon attack rate increased by [X-Y]% of your Defense Health.

  • 'Splody Harpoons:  Harpoons detonates on each enemy hit dealing [X-Y]% of Defense Health as Damage around it.

  • Healthy Blockades:  X% of your Hero Health also applies as Defense Health to blockades.

You'll be able to stack those with these Skill Spheres to complete the build. 

  • Harpoons Oil Targets:  Harpoons deal less damage but guarantee oil enemies.
  • Harpoon Pierce Increase:  Harpoon can pierce +X extra targets
  • Harpoon Range:  Increase Harpoon range increased

Or you can mix and match, to create your own unique build! To help your chances of finding these passives, the legendary drop rate has been doubled on Free Play only  this weekend. Happy Hunting Defenders! This event will run until 11 AM EDT Monday.

Edit: There are a few known issues about this build, you can find those in the Hotfix 5.12 Patch Notes.


Want to win an exclusive “Snapshooter” in-game title? We’re looking for the funniest screenshots! If yours is funny enough, that title can be yours!

From now until August 19th at 2 PM EDT, go on a quest for the funniest in-game screenshot you can take and submit it in this blog! We’ll pick three winners on August 20th!

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. You may submit as many screenshots as you want, but please only submit one image per post.

The Snapshooter Contest is judged by a panel of Trendy community team employees with zero sense for good taste or art. Here is a loose guideline on how we’re 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.

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

  3. Originality -- Don’t steal from other players. We’re watching you.

  4. Terminus -- If you can incorporate Terminus, the Roman god who protected boundary markers, into your photos, 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.

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.

Happy Snapshotting, Defenders!



Hotfix 5.12

It's time for another hotfix! Get all the succulent details below!


  • Added the next step in customizable builds to DD2 with new Passives and Skill Spheres! It's our hope to add Passives and Skill Spheres that change tower functionality to improve hero customization, player choice and hopefully Tower Defense satisfaction. Please play and let us know what you think of these. We’ll be adding more builds for all heroes in upcoming patches!

  • New Passives:

    • Hearty Harpoons:  Harpoon attack rate increased by [X-Y]% of your Defense Health.

    • 'Splody Harpoons:  Harpoons detonates on each enemy hit dealing [X-Y]% of Defense Health as Damage around it. (Edit: This also damages your blockades at the moment... We're working on a fix for a future update!)

    • Healthy Blockades:  X% of your Hero Health also applies as Defense Health to blockades.

  • New Skill Spheres:

    • Harpoons Oil Targets:  Harpoons deal less damage but guarantee oil enemies. (At the moment, the oil from the Harpoon does not activate the Ignite combo when hit with fire. We’re fixing this in a future update!)

    • Harpoon Pierce Increase:  Harpoon can pierce +X extra targets

    • Harpoon Range:  Increase Harpoon range increased

  • Special Enemies and Minibosses now have a chance to drop a new legendary weapon.

  • Weapons now have an equal chance to roll for all stats.


  • Removed fresnel effect from War Table button material (was resulting in ugly aliasing).

  • Added new sword idle animation.

  • Made minor updates to the Premium Currency purchasing screen.

Bug Fixes

  • Fixed an issue where, if the pet you have equipped gets the last hit and kills the Miniboss or Special Enemy, the Miniboss/Special Enemy will not drop loot.

  • Double-clicking the Pet Reroll item in your Inventory no longer destroys it.

  • Potentially resolved an issue where evolved Grumpy pet wouldn't retroactively get its ability.

  • Daily Mission Prerequisite Update:  Moving several daily missions to unlock upon completing later quests

    • Incursion

    • Specific Incursions

    • Onslaught

  • Fixed a bug where players can matchmake into group taverns instead of gameplay maps under certain conditions.

  • There was an issue where changing the “Session Type” in a Group Tavern was not actually changing the session (from Public to Private, or visa versa). We have temporarily disabled the ability to change session types in group taverns, and will be fixing the problem and re-introducing the feature in a subsequent patch.

  • Map Dots do not display the "New Map" arrow icon if the map is locked.

  • Fixed some potential audio memory leak issues.

  • Fixed other memory leaks.


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


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

Making icons and painting NPC portriats!


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

Controller support.  *mic drop*

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

Working on Contextual Cursor Icons, Premium Currency Purchase flow, Skill Sphere UI revamp, and maaaaaaaayyyyybbbbbeeee some Cosmetics UI changes to make it a bit easier to digest (all depends on time and my sanity).




(Final design subject to change [[5749,hashtags]])

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

My main focus this week will be on improving the Onslaught experience for y’all. I’ve spent a lot of time watching streams, reading forums, and testing different things out. I’m making it a point to make sure that Solo Onslaught players are shown some love too and working on getting rewards more in line with the amount of effort you have to put forth to reach later Rounds.


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

More balance updates. We are getting tons of great feedback from the forums and some observations from testing ourselves. Taking this feedback and making sure the bumps in Free Play are sorted out. What we did to make the transition better from Campaign to Free Play, we want to do for Free Play into End Game.

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

Lots of NPCs, skins and their implementation.

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


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

Starting work on some map-specific reward charts. No ETA. But we want to give every map its own unique reason to be farmed. What would be best for this -- weapons, relics, armor sets, pets? What motivates you towards a map in Endgame aside from iPwr?

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

Adding some nice touches to some released levels. I hope you guys will enjoy all the new stuff!

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

I'm fixing/adding new stuff in some of our already known released levels so expect cool changes on them!

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

We’ve been busy working on the hotfixes that have gone out in the wake of the previous big release. We want to make sure the remaining issues are dealt with and fixed as soon as possible. We’ve been listening on the forums and in game and hearing about common and not so common bugs. Hopefully folks will be aware that we are always listening and we’ll investigate each issue that comes along.

Every bug reported helps.

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

Just got back from Montana from my cousin’s wedding! I never knew Montana was so beautiful. Now I’m knee deep into our next patch and PS4 planning. You are going to get some news very soon, so stay tuned! Also, playing one of the new builds [[48971,users]] is cooking up. It’s dope.


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

Continuing to help our team prioritize bugs and issues! Plus, I’ve been talking with [[48971,users]] about the new builds. Definitely like what I’m hearing. Can’t wait to try them out for myself!

Starting Friday, I’m going to be on vacation until August 24th. So if you need help, ping [[64025,users]] on the forums. I’m going to be venturing deep into the Virginia wilds on a quest for self-discovery and true enlightenment. Well, I’ll probably just sweat a lot and yell at the hikers on the trails. Especially those hikers who try to “run every trail.” Stop showing off with your fitness and your good health and your ability to run for a minute without dying. I get it. You work out. *grumbles jealously*



Hotfix 5.11

Hotfix 5.11 is here! Get the juicy details below.


  • Maps that have not been unlocked by a quest are shown with a locked icon.

  • The tooltip displays the name of the quest that unlocks the map.

  • Removed having to hit the gold unlock button to unlock a Skill Sphere slot. Skill Spheres auto unlock now when you hit the proper level.

Bug Fixes

  • Fixed an issue where Experience Bonus (M) spheres and Character Deck Bonus XP wouldn't grant any additional XP from wave/match completion.

  • Fixed an issue where Daily Missions were not showing up for people sometimes. There may be more issues with Daily Missions not showing up, and we’re continuing to investigate this issue.

  • Resolved an item duplication issue.

  • Fixed an issue where Grumpy wouldn't get an ability on evolution. (However, if you evolved the pet in a previous patch, the pet will not retroactively gain a pet ability. A fix for this is still incoming.)

  • Resolved an issue where XP Spheres were counting for all members in your deck if you select that hero then swapped off of them.

  • Fixed an issue where the Aura Strike / Siege / Conquest Daily Missions (Kill 500 enemies with auras; Kill 1,000 enemies with auras; Kill 2,000 enemies with auras) were not being tracked by the Daily Mission.

We’ve received intelligence that the enemy is clandestinely moving a shipment of Legendaries through Free Play. We must get our hands on these weapons, Defenders! It could be the difference between failure and total annihilation.

Our sources have confirmed that, starting right now until Monday at 11AM EDT, the drop chance for Legendaries in the Free Play, Incursion, and Onslaught game types will be doubled (this does NOT affect End Game game types). Many Wardens died to bring us this information. We must ensure their sacrifice was not in vain.

A raid behind enemy lines will be dangerous, Defenders, but we need that gear. Legendary gear will allow you to venture deeper into conflict and withstand tougher enemies.  

Success is not guaranteed, and neither is your survival. Do we have any volunteers for this mission? Step forward...


Hotfix 5.9 and 5.10

Hotfix 5.10

Just a quick hotfix this morning!

Bug Fixes

  • Fixed a bug where previously rotten eggs were not turning into Shellium Shards as intended.

Hotfix 5.9

Good morning! Here are the notes for Hotfix 5.9!


  • Removed Item Power requirements for public matches

  • Turned off Item Power downleveling.

  • Free Play Experience Change:  Increased experience earned on all maps in Free Play mode on all difficulties (also includes Onslaught and Incursion modes)

  • Increased portion of the experience earned for keeping subobjectives alive.

  • Reduced Campaign Wyvern Den experience from 60,000 -> 35,000

  • Reduced Free Play Easy and Campaign Easy Physical/Magical Resist to 5%

  • Reduced Free Play Normal and Campaign Normal Physical/Magical Resist to 15%

  • Reduced Free Play Hard Physical/Magical Resist to 35%

  • Adjusted Free Play Easy and Normal difficulty ramp.

  • Free Play now has more core health.

  • Nightmare Wyvern Den now has Tier 3 Ogres

  • Drop Rates adjusted for Free Play to focus moderately more loot drops from Special Enemies and Victory Chests

  • Drop Rates adjusted for End Game to mostly drop loot from Special Enemies and Victory Chests

Bug Fixes

  • Fixed some of the issues where a new Daily Mission would not be given to players. If you’re still seeing this, please let us know!

  • Rotten eggs now give Shellium Shards. Once you let an egg rot after this hotfix, all of your previously earned rotten eggs will turn into Shellium Shards, too!

  • Fixed an issue that may have been causing the Steam Authentication error.

  • Fixed an issue where the Tower Siege and Tower Conquest Daily Missions were not updating.

  • In certain resolutions the Create Hero menu does not extend the full height of the window has been fixed.

  • '!' should now actually appear over the Colonel's head during the "Speak to the Colonel" quest.

  • Fixed an issue where the stat comparison tooltips for items on the Item Enhancment Wheel would go offscreen.

  • The tooltips for the Skill Spheres in the Shop should no longer go off screen once you start scrolling down the list of spheres.

  • Skeleton Orcs and Goblins spawned in Onslaught Mode as part of the "Undead" round theme now properly drop Mana Crystals. This does not happen with Skeletons spawned by Dark Mages.

  • Updating Incursion-win tracking stats to count both Free Play and End-Game Incursions


  • Added 4 Daily Mission theme icons (Gold, Token, Egg, XP).


  • Added support so users will get a "Wait for Transaction” message while waiting for Steam/playverse callbacks.

Note:  It appears a temporary version of our currency purchasing screen has snuck its way into the build. It's not pretty, and it's missing all our final art, but if for some reason you're out of all those gems we gave you-- feel free to use it and let us know what you think!

This screen also snuck out with non-final pricing packages , so enjoy the deals! We’ll be updating this screen with the proper art and pricing next week. At that point in time, the gem packages will be:

$4.99 – 500 gems

$9.99 – 1100 gems (10% bonus)

$19.99 – 2300 gems (15% bonus) 

$49.99 – 6000 gems (20% bonus)

$99.99- 12500 gems (25% bonus)


Daniel Haddad, Creative Director (Blacksmith)

Working towards coming up with new builds for each hero. Working on a lot of cleanup and polish work based on all the feedback we received.

Danny Araya, Creative Director (DannyAraya)

Working on interaction icons!

Jay Twining, Senior Game Designer (TrendyJayT)

One of my hobbies is mountain climbing. There’s a certain introspective and highly personal quality to facing and overcoming that challenge. Your internal struggles, voices, and self talk will either push you to succeed or freeze and arrest all momentum. I’ve watched some of the most powerful people I know crumble and then push through their fears on their way to the top.  There’s nothing quite like climbing a mountain… except working on a live game.

These past months we’ve been climbing up the Loot and Survive mountain. We’ve reached the top, released that patch and we’re gathering feedback. Now we’re rappelling down the mountain. We’re gathering feedback, listening to our players and releasing patches.

We’re not done yet. We’re not even close. Games are never complete. We’re looking to the horizon and all the mountains we want to climb. We’re excited to continue on this journey together.  

This week I’m focused on the social aspect of Matchmaking. I wish I had a mock to show you, but you’ll have to wait until next week.

As always, keep that feedback coming in. Keep being awesome. Keep defending.

James Reid, Software Programmer (Driscan)

Oh man, where to start?  This week I’m scheduled to start work on a few things:  

Contextual Cursor icons (you saw these in the influence week videos). Essentially, we’ll be pulling actions you can do out of world space and into screen space. It’ll look something like this…VgBG5x788aVwYv8RXRtceOeIPEpBBZ4llKE-jsMc

I’ll also be tackling some changes to the Skill Sphere UI.

However, I’ve been putting out fires with hotfixes.  Still got quite a few things to tackle on that end.  Damn tooltips flying all over the place


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

It’s been great watching streams and reading the forums this past week - such a relief to see our work being enjoyed by you guys! There’s still lots of work left to do, though.


This week I’m taking y’all’s feedback for Onslaught and the NUE and working on polishing them up. If you have any comments, suggestions, or really any feedback don’t hesitate to post it - we’re listening.

Steven Collins, Level Designer (Esorath)

Working on a few different balance issues. After seeing the feedback on the transition from Campaign into Free Play, we will be smoothing out that transition so it’s less of a wall of difficulty. Also after watching a few streams, I’ll be fixing a few bugs with the Nightmares. I want to make sure they are the difficulty you need them to be.

Chris Flores, QA Lead (likethatwhenigothere)

Surprisingly still have a job. For now… Let’s see here. Still plowing through hotfix build after hotfix build. Getting out fix after fix while finding new bugs from the fixes. Also going through some of the user reported issues, fixing your profiles as quickly as I get to them.

Beyond that, we should start getting to work on some of the new stuff for the next milestone hopefully by the end of the week or the beginning of next. But….


Abraham Abdala, Lead Tech Animator (Broham)

Working on new content for our next milestone. More pets, more costumes, more NPCs, weapons, you name it! Also on some new rigging tools to speed up some processes.

Joshua Javaheri, Lead Technical Artist (javahawk)

Focus this week is on Nightmare Mode visual tweaks with the Tech Art and VFX teams, as well as improvements in the cosmetics and skill spheres UX.

Adam Stow, Associate Producer (TE_Stow)

Jason will be out for a little while, so you’re stuck with me. We wish him a speedy and healthy recovery from his surgery.

The biggest thing I’m focusing on is making sure we’re scoping appropriately for these hotfixes and the next patch. While we might want to throw out and completely redo the cosmetics screen, that’s not on the table short term. Can we make it less painful for you guys to use until then?  Probably!  But, team, DON’T LET YOUR DREAMS BE DREAMS.

Javier Barreto, Lead Software Programmer (javo)

This week I'm performing a massive merge from the PS4 branch... which means you could be getting controller support on the next update! Patrick Calhoun will be taking over after I finish the merge so you guys can have a good experience with the controller.

After the last milestone release, we’ve been pathing live almost daily, which has compromised our feature development process quite a bit. Given the size of our team reacting to users while making new features is somewhat of a challenge…. quite a challenge…. it’s a BIG CHALLENGE.

I’ll be traveling to Argentina next week as my brother is getting ordained; big family event with lots of asados, family gatherings and events…Do we have fans Argentinos?

Hope you are enjoying the game… there’s a lot of our skin on it! (Based on the expression: “Put some skin on it.”)

Dani Moore, Remote QA Manager (Dani)

If a tower is invisible and shoots invisible projectiles at an invisible Ogre that is charging an attack, does the invisible attack destroy the visible tower and if so, does it make a noise?

We discovered the answer.

Yes. It does. And yes, it does.

Philip Asher, Marketing Director (pmasher)

So much this week. We hit our highest concurrency and our highest daily active users -- which is fantastic. One of our goals with DD2 was to build a game and grow it, and it’s fun to see that continually happen with each patch. Of course, with the magnitude of changes in this patch there came a whole host of bugs. Quite honestly, some of our worst yet. But, I’m really proud of everyone at the studio working around the clock to get hotfixes while continuing on production for our next patch.

Personally this week I’ve been working really closely with Brad, Blacksmith, & iamisom to make sure the team is aware of the high priority bug and balance issues with Loot & Survive. We have a lot of work left to do for Free Play and beyond difficulty modes -- difficulty, rewards, power spikes, and more -- and are looking a lot to the feedback coming in on where to go next. Also some of these bugs prove tough to squash and some are ghosts…. downlevelling, you’re supposed to be gone!

On a side note, I really want to thank all of you that provided positive constructive criticism on the patch. It makes it a lot easier to digest, adjust, and react quickly. We try our best, but it’s hard not to let your emotions get the best of you and disrupt that process when you read feedback that is… less than positive. We try to provide that filter for our development team and I thank all of you for making that easier on us. Part of being in Early Access is releasing broken stuff, and having you guys provide feedback on it sooner rather than later helps us get it right quicker. I imagine with this complete rebalance, it will take a while to get the game back at a steady state -- but with all of your feedback and our iteration, I can already tell it will be better than before.

Josh Isom, Community Manager (iamisom)

My goodness. There’s so much feedback. I_PASS_BUTTER and I are running around like headless chickens trying to write everything down for the team. Thanks for taking the time to share your heartfelt thoughts and heart-wrenching bugs. I believe Phil covered this subject quite thoroughly, so I’ll just say how amazing it’s been to see so much activity in our community. But sleep is a precious commodity now.

If you didn’t see it yesterday, we’re now showing off our tentative Upcoming Patch Notes! Keep in mind that all notes on this thread are subject and likely to change before the final patch is in your hands. This thread will be updated whenever we get more notes for the new patch, so check back often to see the latest updates. Thanks to Naneek on the forums for the great idea!

Now if you’ll excuse me, I have to get back to the feedback!



Hotfix 5.8

Greetings, Defenders! Another day, another Hotfix. 

Bug Fixes

  • Fixed an issue where sometimes Pet Rerolls were consuming the whole stack of Reroll items, instead of just one.
  • Fixed an issue where players could not ready up past the end game timer after defeating Betsy.

  •  Fixed an issue where the Mission Screen was showing up during the build phase. 

  • Fixed an issue where the Mission Screen was displaying improperly. 

  • Fixed an issue where some Special Enemies were not counting for "Kill Special Enemies" Missions and Challenges. Intro enemies are not counted for this. 

  • Fixed an issue where some Skill Spheres were named incorrectly or with the wrong tiers. 

  • Fixed and issue where End Game Betsy was not dropping enough loot. 

  • Fixed an issue where the Forge spline was not showing when the Colonel's Quest was active. 

  • Fixed an issue where player names were not showing properly in the Social Tavern. 

  • Fixed an issue where double-clicking on the Item Enhancement Wheel was broken.

  • Fixed several tooltips that were wandering all over the screen. We broke others. So it goes. 

  • Fixed an issue where stat comparison tooltips for items on the Item Enhancement Wheel were going offscreen.

  • Fixed an issue where Pet reroll numbers were not displaying properly. 

  • Fixed an issue where some Nightmare maps did not have their proper waves set up. 

  • Fixed an issue where the valve caps in Dragonfall Sewers were able to push bosses off the map. 

  • Fixed an issue where drench on weapons was too powerful. 

  • Fixed an issue where the threat ramp on Nightmare Mode was incorrect for 3-4 players. 

  • Fixed a bug where air lanes on Nightmare Gates of Dragonfall were not setup properly. 

Known Issues

  • The Corrupted Whelp now has evolution recipes but won't gain an ability when evolved. 
  • Several of the tooltips in various UIs go off screen. 
  • Not all Ogres in Nightmare mode are Tier 3. 
  • Fire Cart trap in Gates of Dragonfall doesn't damage enemies. 
  • Background for the character creation screen doesn't extend the full length of the window in certain resolutions. 
  • The "!" icon is not displayed over the Colonel during his quest. 
  • The text on the tooltips for pets overlaps.
  • If you equip a pet at the Stable by click and dragging it, you won't be able to feed the pet unless you exit and re-enter the Stable screen. 
  • When pets gain an ability after evolving , the pet ability will not display on the pet evolved flash screen. Unequipping and then re-equipping the pet will cause the screen to update correctly. 
  • The Stable screen in general won't update ina lot of areas unless you exit the UI and unequip/re-equip the pet. 
  • The All Heroes section in the costume shop doesn't show the costumes for all heroes, just the hero you're playing as. 

We're actively investigating some other hot button issues -- like the difficulty and XP levels of Free Play as well as various bugs with Daily Missions and Shellium Shards, and will be addressing those in future patches and hotfixes.  



Defenders, it’s time for our first event! We’ve received reports that the enemy has found the Madwick nests around Nimbus Reach and Little-Horn Valley. Wardens in the area have confirmed sightings of mythical creeper eggs being carried off by high ranking enemies, even some Ogres. We don’t know what they want with those eggs, but there have been some rumors of...omelettes.

We’ve only got the weekend Madwick eggs, Defenders! After that they may become goblin breakfast. Once picked up, they bond to the owner. They last forever and hatch much faster than normal eggs. The Madwicks they’ll hatch into will be powerful allies in our struggle against the Old Ones.

Madwick Madness Weekend Event:

  • Egg drops from Special Enemies and Ogres in Nimbus Reach and Little Horn Valley (Free Play and End Game).

  • Egg can only hatch a Mythic Madwick

  • Egg hatches in 3 hours, cannot be sold, and does not rot.

  • Egg has higher drop rates on harder difficulties. Drops on Free Play Easy and beyond.

  • Runs from now until Monday at 11AM EDT!


Hotfixes 5.4 to 5.7

Hotfix 5.7

Thanks for all your feedback these last few days! We've gotten so much valuable information on the game and its difficulty that we can't wait to iterate and make the entire game as rewarding and fun as possible.

It's recently come to our attention that some of you (thanks so much!) have already found some exploits in Nightmare Mode. In order to continue to obtain good feedback on the difficulty of Nightmare Mode through the weekend, we will temporarily be restricting loot on Nightmare mode to only Special Enemies. 

  • Temporarily restricted loot in Nightmare Mode to only Special Enemies.

Thanks again Defenders, and keep the feedback coming! We'll have fixes for your other issues and a more long term solution for this one in the future.

Hotfix 5.6

Bug Fixes
  • Fixed an issue where shop prices were too low 
  • Added in the ability to drop special event items. If all goes according to plan, we'll run our first event this weekend!

Hotfix 5.5

Hotfix time! We’re working really hard to investigate Free Play & End Game issues, so please keep providing feedback to us on our Forums, Steam, or Reddit. It’s really helping us get these new difficulties to where they need to be both fun & challenge wise.

Bug Fixes:

  • Fixed an issue where players with the correct Item Power could not join matches they qualified for. This should help alleviate some of the Free Play Normal progression issues.

  • Significantly increased the drop rates of Epic and Mythics in Free Play.

  • Reduced the drop rates of Sturdy and Worns in Free Play.

  • Significantly increased the drop rates of Epics, Mythics, and Legendaries in End Game.

  • Significantly reduced the drop rates of Sturdy and Worns in End Game

  • Added name and description for “Squiddy McSquidlington” Squire Accessory. You can obtain this accessory by visiting twitch.tv/lovindatacos

Thanks everyone. Please let us know what you think of the progression and loot through the new version of Free Play Normal & End Game!

Hotfix 5.4

We were so excited to get this hotfix out we forgot to add the funny. We’re sorry. We do however have a fix for the Quest Log disappearing issue, so we hope that makes up for the lack of humor.


  • Created additional Creeper pet projectile and impact VFX.

  • Corrected coloring for some Creeper pet projectile and impact VFX.

  • Fixed sizing issues for all pet VFX.

  • Fixed an issue where premium Shinobi Kitty was not displaying proper projectile VFX.

  • Created unique projectile and impact VFX for some pets.

Bug Fixes

  • Added a check that will re-enable your Quest Log after transitioning maps or restarting the game by checking your last completed Quest. While we haven’t been able to find the exact issue yet, this should solve the problem for those of you stuck with an empty Quest Log but more Quests to complete.

  • Fixed an issue where Maps locked by the party were not shown as locked at the War Table.

  • Added a unique tooltip for maps that are unlocked or locked by the party.

  • Fixed an issue where some lanes on Throne Room were not working.

  • Revised the Boost Aura inspect defense spec tooltip to display + Defense Power and not + % Damage.

  • Fixed an issue in the Loot & Survive patch notes where we forgot to mention the changes to the Boost Aura!

    • Boost Aura adds +Defense Power to affected Defenses by 10% of the Monk's DP stat. (If you have 100 Defense Power on your Monk, your Boost Aura will add +10 Defense Power to defenses.)

  • Fixed an issue where some pets’ evolution requirements were not setup correctly.

  • Fixed a bug where items were worth more XP than expected for the Item Enhancement Wheel.

  • Fixed a bug where the gold costs for the Item Enhancement Wheel were lower than expected.

  • Added a delay in the Tutorial before goblins break through initial defenses.

  • Added a delay to the dialogue in Forest Crossroads to prevent overlapping with the intro cinematic.

  • Fixed a bug where players who would disconnect from a game would remain in party, by removing players from a party when they are on the title screen.

  • Fixed an issue where the Item Enhancement Wheel did not identify used items properly.

  • Fixed an issue where maps or playlists that were unlocked weren’t always immediately updating on all clients.

  • Fixed an issue where preplaced towers in the Tutorial did not display as Tier 3 in the live build of the game.

  • Fixed a bug where you could begin an Onslaught map before choosing an award type.

  • Fixed an issue where defeating Betsy in Nightmare mode didn’t complete the map. Common, it’s Nightmare Mode, what’d you expect?

  • Fixed an issue where Betsy would not spawn if you pressed G while she was flying into the map. She hated that.

  • Fixed an issue where stacked items were not stacking.

  • Fixed an issue where the pet bag could hold more pets than it could display.

  • Fixed an issue where you could get more than 40 pets. I think. Test and see what happens.

  • Fixed an issue where pet food and evolution reagents text was showing as red. This was because it looked to see if your hero could equip it… and you couldn’t because you are not a pet. That is all.

  • Fixed an issue with login for players with special characters in their names.

  • Fixed an issue with matchmaking via a Steam friend game invite.

Known Issues

  • Hero names no longer appear when targeting another player.

  • ‘G’ to skip to summary does not function after defeating Betsy. You must wait the full 2 minutes to exit the map or press escape and leave.

  • Item enhancement indicators are missing when double-clicking.


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


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

Working on the Intro!

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

This week:

Seriously though, looking through the balance, specifically for solo players. Making sure the transition from campaign to Free Play gets smoothed out. Got some minor tweaks going into the sewers maps to make them less death pits.

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


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

We were running at mach 50 speed to cram weeks’ worth of testing into about 8 days. We knocked some out of the park, swung and missed horribly on others, and sometimes got knocked clean out with a fastball straight to head. But when it’s gotta live, it’s gotta go live.


Now we await the bug reports.


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

Lots of meetings. Planning for our next milestone. New pets, new NPCs, new weapons, new skins!

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

Making sure all the pet media is where it needs to be with our VFX team at the moment!

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

This week in pictures:




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

Jeeez, I’ll say that I’m just proud of this patch. A lot of us are killing ourselves proverbially over it, and it’s showing in the results. No funny gifs here :p

But we can’t rest now, we have to start work on the items going into the next patch. Onward!

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

This week, we’re kicking off different teams to start up our next milestone. There are still tons of features we want to make better, change or add, but we’re focusing most of our efforts on bug fixing.

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


There… I said it.


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

I’ve been polishing the new social hub level and doing some fixes to previous levels.

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

Working on the new tavern for the social hub!

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

Doing our best Sonic the Hedgehog impression, except we’re trying to be more like Sonic 3 and Knuckles and less Sonic 06.

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

So proud of our entire team for this patch. We’re currently at the highest concurrent users for Dungeon Defenders II yet! Everyone’s a little burned out and working like crazy fixing (and repro’ing) the bugs you’ve reported. I hope we get through all of them quickly!

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

Running around gathering up your feedback and bugs for the team to address! To everyone who has submitted feedback, thanks for taking the time to do so! You da real MVPs.

The community team worked 15 hours on Tuesday trying to hatch as many eggs as possible. Hopefully that issue has been fixed for you in the latest hotfix! My eyes are super bloodshot right now, but this weekend, I can finally get some rest. (And hopefully I can play the newest update with you! I’m so jealous of everyone playing right now. I just want to bring back my DPS Squire, Sir Cadogan!)

I don’t really have the time to pick out my favorite threads, but I would encourage everyone to watch The Casters Guild on Twitch! They’re doing an amazing job of showing off the new update, and they have free code giveaways to boot. Also, a shoutout to indrooo on Reddit for making an awesome new banner!


Hotfix 5.2

Good morning, Defenders! Hotfix 5.2 will be live soon. In it, you'll find a bunch of fixes, including one for that pesky egg bug! Here are the patch notes:


  • Added a Persistent Trail VFX to Katkarot.

  • Updated some Creeper pet VFX.

  • Added unique VFX for some pet attacks.

  • Updated some Dragon pet VFX.

  • Fixed an issue where Golden Pixie was rendering the wrong iconography.

Bug Fixes

  • Fixed the Hatch button in the hatchery. It was just stuck, see?

  • Fixed an issue which was causing the incorrect loot to drop in Free Play Normal.

  • Changed all “Equip” Quests to “Open the Forge” quests. This fixed an issue where the player could delete an item they were required to equip by a Quest and become permanently stuck on the Quest.

  • Moved “Open the Forge to get Item” Quests to “Interact with the Colonel to get Item’s” Quest. The Forge magically giving you items just didn’t make sense. Plus, it can’t talk to you!

  • Fixed an issue where to unlock Dragonfall Bazaaar you had to open, close, and reopen the War Table.

  • Some buy & sell formulas we’re jumbled. We’ve unjumbled them. Now buy and sell items are more correct. Sometimes.

  • Fixed an issue where pet reroll items looked like they were rewarding more than one at a time, but were actually rewarding none. Now they reward one and look like they reward one. [[5102,hashtags]]

  • Water Bubble projectile for pets can no longer trap players in its epic bubbles.

  • Fixed an issue where you could complete the Monthly Mission, but it didn’t look complete. Now all bars fill up properly upon completion of the Monthly Mission.

  • NPCs will now wait for UIs to close before they talk to you. + 5 points patience.

  • Fixed an issue where “0” in the loot table did not actually mean “0.” Now some items that shouldn’t have been dropping will no longer be dropping.

  • Fixed an issue we didn’t release publicly. We’re tricky like that. Thanks for all those bug reports!

  • Stuffed Betsy full of weapons & armor. She now drops loot properly.

  • The Token Shop will now display the price of the item you are purchasing on the confirmation screen.

  • The Create Hero button in Private Matches is now greyed out. In the future, this will work, we promise.

  • Fixed an issue where transforming standard eggs to premium eggs during incubation would put the egg in your inventory instead of transforming them. So those of you with incubating eggs -- Transform away!

  • Fixed an issue where totems were dropping as rings, medallions as totems, rings as medallions, totems as rings…. TL;DR Relics drop with their proper meshes now.

  • Fixed an issue where we asked you to go to the War Table when you were actually supposed to be doing something else.

  • Fixed some typos. Created new typos.

  • Removed the concept of “Leader” from the Group Tavern. Now any player can select a map from the War Table in the Group Tavern. In a future patch, we will be removing the Group Tavern and simplifying the matchmaking flow further.

  • Fixed a bug where some towers had insanely high crit damage. INSANELY HIGH.


Loot & Survive is our largest update yet. Many of the changes in this update come from the feedback you’ve given us. When you load up the game, expect to see more content, more green mana, better solo play balance and so, so much more. How much more? Scroll down through this monster list of changes!

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


Wipe Rewards

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

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

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

      • 20-39 Tokens = 150 Gems

      • 40-79 Tokens = 300 Gems

      • 80-119 Tokens = 500 Gems

      • 120+ Tokens = 1,200 Gems

  • If you do not receive your rewards, please go to this form and fill it out. Under the “Support Type,” select “Wipeageddon Rewards.” In the description, please mention what you were supposed to receive. We will be looking at your account information to verify your request.

The Wipe

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



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

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

    • Hatchlings

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

    • Fledgling

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

    • Veteran

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

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

    • Elder

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

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

  • Added Pet Rarities.  

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

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

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

  • Added new evolution reagents and containers.

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

    • Open containers to collect evolution reagents.

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

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

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

  • Added new Pet Reroll Items.

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

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

  • Added new premium pets!

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

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

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

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

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

  • Changed Feed to Powerup for clarity.

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

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

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

  • New Pet Abilities

    • Added 25 new pet abilities! These abilities are unlocked when you evolve your pet into a Fledgling. Activate these abilities using the default X keybind.

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

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

    • Exciting new abilities such as the following:

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

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

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

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

War Table

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

  • Match Type:  Quick Match and Private.

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

    • Private:  No change in functionality.

  • Game Mode:

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

  • Difficulty

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

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

  • Map Selection

    • New: Select any Map

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

  • Queueing

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

    • Players can hit K during the countdown to leave the queue.

    • Countdown timers are disabled for private matches.

  • Minimum Party Counts

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

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

    • Players can exit this queue at any time.

Onslaught Mode and Onslaught Loot

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

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

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

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

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

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

Additional Difficulties

  • Campaign - Easy, Normal

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

  • Freeplay - Easy, Normal, Hard

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

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

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

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

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

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

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

    • End Game NIGHTMARE I

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

    • End Game NIGHTMARE II

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

    • End Game NIGHTMARE III

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

    • End Game NIGHTMARE IV?!?!

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

Billboard Update

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

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

NPC Dialogue Boxes

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

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

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


  • Tutorial Map

    • To help all your friends learn to use their green mana before hitting ‘G.’

  • Quests

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

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

Daily Missions

  • You can now stack up to three Daily Missions!

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

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

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

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

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

Hero Deck

  • Added a fourth Hero Deck slot!

  • Hero Deck slots are unlocked as you progress.

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

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

New Ubers

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

  • All Heroes:

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

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

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

  • Huntress:

    • Sticky Grenades

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

  • Squire

    • Empowered Sword Beam

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

  • Apprentice

    • Empowered Tornado

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

  • Monk:

    • Shielding Wave

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

  • Hero specific Ubers can be purchased with Betsy tokens.

Loot/Item Revamp

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

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

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

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

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

  • Maps now have a suggested/required Item Power number

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

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

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

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

      • Common: lower end

      • Uncommon: mid range

      • Rare: higher end

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

  • Secondary and Primary Stats on items have been reworked

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

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

  • Stats on items have been reworked:

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

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

    • Four new stats were added to the game:

      • Defense Critical Damage

      • Defense Critical Chance

      • Hero Critical Damage

      • Hero Critical Chance

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

    • Defenses and Heroes have a Crit Chance cap.

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

    • Critical Damage can appear on Skill Spheres as well.

    • Critical Damage is additive rather than multiplicative.

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

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

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

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

Resistance Rework & Trait System

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

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

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

    • One Primary Trait

    • Multiple Secondary Traits

  • Primary Traits are always resistance buffs

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

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

  • This update has the following traits:

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

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

    • Grounded: enemies that spawn cannot be knocked up

    • Speedy: enemies that spawn move X% faster

    • Healthy: enemies that spawn have X% more health

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

    • Chrome: you all know what this is!

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

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

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

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


  • I for inventory is now in the game! We maintained the functionality for going to the Forge so it cannot be accessed during Build Phase, nor can you access it during cutscenes.


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

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

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

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

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

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

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

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

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


  • Cannonball Tower (Squire)

    • Damage increased by 28%

    • Minor adjustments to projectiles

  • Flamethrower Uber (Apprentice)

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

  • Heavy Cannonball Tower (Squire)

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

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

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

  • Lightning Aura (Monk)

    • Scaling for upgrades adjusted to match other defenses

    • Damage increased by about 10%

  • Lightning Strikes (Monk)

    • Adjusted scaling for upgrades to match other defenses

    • Damage reduced by about 50%

    • Has higher Crit Damage scaling

  • Explosive Trap (Huntress)

    • Damage reduced by 25%

    • Has higher Crit Damage scaling

  • Elemental Chaos Uber (Huntress)

    • Base Damage Buffed by about 18%

    • Crit Damage scaling is high

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

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

  • Napalm Balloon (Huntress)

    • Damage increased by 20%

    • Crit Damage set to moderate

    • Upgrade scaling adjusted to match other defenses

  • Poison Dart Tower (Huntress)

    • Damage increased by roughly 50%

    • Crit Damage is very low

    • Fixed some upgrade scaling issues

  • Geyser Trap (Huntress)

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

    • Crit Damage is very low

  • Skyguard Tower (Monk)

    • Skyguard Damage buffed by 100%

    • Crit Damage is high

    • Upgrade scalars fixed to match other defenses

  • Earthshatter Tower (Apprentice)

    • Damage increased by 76%

    • Crit Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Arcane Blockade (Apprentice)

    • Damage increased by 100%

    • Critical Chance high

    • Upgrade scalars fixed to match other defenses

  • Training Dummy (Squire)

    • Damage reduced to 25%

    • Critical Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Spike Blockade (Squire)

    • Damage increased by 55%

    • Critical Damage is moderate

  • Harpoon (Squire)

    • Base damage increased by 72%

    • Critical Damage high

    • Range increased by 10%

    • Upgrade scaling reduced to match other defenses


  • Arcane Volley (Apprentice)

    • Damage reduced by about 10%

    • Crit potential set to high

  • Tornado (Apprentice)

    • Damage reduced by 50%

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

    • Crit Damage potential is high

  • Mana Bomb (Apprentice)

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

    • Crit potential is moderate

  • Concussive Shots (Huntress)

    • Damage increased by over 50%

    • Crit potential is low

  • Oil Flask (Huntress)

    • Damage increased by 23%

    • Crit potential is low

  • Piercing Shot (Huntress)

    • Damage increased by 250%

    • Crit damage set to high

  • Pole Smash (Monk)

    • Damage increased by 47%

    • Crit potential is low

  • Chi Blast (Monk)

    • Damage increased

    • Crit potential is moderate

  • Sword Beam (Squire)

    • Damage doubled (almost)

    • Crit potential is high

  • Taunt (Squire)

    • Duration scaling reduced slightly

    • Damage buff increased slightly

  • Seismic Slam (Squire)

    • Damage increased by 250%

    • Crit scaling pretty low

    • Stun duration reduced to 2.5 seconds

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

  • Frostbite Tower (Apprentice)

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

New Passives

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

  • Slayer passives appear on hero-specific items.

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

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

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

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

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

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

Passive Bug Fixes & Changes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


  • Various optimizations across all maps.

  • So, how about that War Table? Viewable in all of its 3D glory (no WASD camera motion, sorry to those of you spoiled by the Azeroth trailer) and you’ll be able to select maps from there or from the UI on the left. We can’t wait to expand the world further!

  • Pets!

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

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

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

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

  • Premium Pets!

    • Table Flip Demon

    • Kakarot

    • Shinobi Kitty

  • New Costumes!

    • Cap’n Monk

    • Farmboy Apprentice

    • Tiguar Monk

Bug Fixes

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

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

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

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

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

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

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

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

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

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

Important Known Issues

  • There are multiple issues with the pets system. Most of them can be fixed by closing and reopening the Pets UI.

  • The Quests and Daily Missions UI can pop up randomly. They just really like you.

  • Monthly Missions do not give out rewards. We’d make a joke here, but we don’t feel it’s appropriate. This will be fixed very, very soon.

  • Players can easily obstruct the cosmetic preview, causing some really hilarious situations.

  • Gold Bonus Sphere IV Skill Sphere will activate for heroes who do not have the Skill Sphere equipped. You’re welcome.

  • Special Enemies killed in two of the Liferoot Forest maps don’t contribute to the “Special Delivery” challenge. This is because they’re extra special. On the other hand, new Special Enemies don’t count at all, because they aren’t special enough.

  • BOOM HEAD-SHOT CHALLENGE DOES NOT BOOM if you use the Huntress’s secondary attack.

  • The “Use the Boost” challenge is challenged. This is becoming a pattern.

  • Stun VFX only display when they want to. Unfortunately, this is pretty much never.

  • Enemies like each other a little too much. This is causing some stuckage and clumping. Clumping is one of those words that sounds pretty dirty is you don’t know its definition. “Are you clumping in there, Bobby?”

  • Players can’t rebind the Inventory key. Why? Because the Influence Vote was “I for Inventory.” Duh.

  • Some pet abilities don’t have sounds. Others don’t have VFX. The rest are generally awesome.

  • Sometimes heroes do not stay in the equipped Hero slot when joining a map. These heroes are cowards.

  • Opening a mana node can erase mana on the map if there’s too much mana on the floor already. Proceed with caution.

  • This known issue doesn’t matter. Or maybe it did. We don’t know anymore.

  • Immediate Messages are a little too immediate. Also, this list is too long.

  • Matchmaking is not finished yet.

  • Unlock UI text for shop vendors will never disappear.

  • The Fire Cart environmental trap is just for show. Damage coming soon. Some men just want to watch the world burn without doing any real harm.

  • “Transform Egg” malfunctions on eggs that are currently incubating.

  • The prices for items in the Token Shop show up as “0” in the purchase confirmation screen.

  • Drench on weapons can become super OP.

  • The Life Leech passive can be exploited. Go figure.


  • If a player in your party swaps heroes while you have items selected for sale, their sell values will become negative. Who knows what will happen if you click sell after that. Please don’t. But if you do, videotape it. Off-screen, shaky cam, standard def.

  • Small Melee goblins from “Just Grate” can’t seem to find the core.

  • Clicking the Play button on the Title Screen while joining a friend’s game is a good way to lose a friend.

  • Tooltips don’t display on the Missions or Hero Deck screens.

  • Tier 2 Provoke Duration and Provoke Speed Spheres are listed as Tier 1. Only some of us can count.

  • The Etherian Hero challenge does not update its tracker when you complete a map.

  • Inspect Defense only half works. Skill Spheres do not apply.

  • Lots of passives are broken. Also lots of them are fixed, so that’s something.

  • Don’t press G in Onslaught Mode before you select a reward type. We warned you.

  • The “Not Enough Gems!” prompt is ugly.

  • Witherbeasts can be blindingly bright. We chose to view this as a feature, not a bug.

  • Some tooltips are showing up as red for no reason at all.

  • In a Private Tavern, you can try to create a hero, but it won’t do anything. This will be fixed when there is only one tavern.

  • Apprentice Flamethrower Uber hits further than its VFX extends. It’s hot folks.

  • There are misspelings and hippos.

  • When you “Transform” an egg, it doesn’t look cooler. It should. We made the art for it.

  • NPCs can’t read your keybinds. They just learned to talk, what do you expect?

  • Pet Evolution items do not stack correctly. At least they work now.

  • Re-rolled pet stats don’t display as whole numbers.

  • Some descriptions for the Uber Skill Spheres are too long and refuse to display.


Greetings Defenders,

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

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

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

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

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

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

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

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

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

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

  • And so much more!


Daniel Haddad, Creative Director (Blacksmith)

Been working insane hours for the past three weeks (including weekends) with most of the design team to make sure all the changes we are introducing in MS16 go down swimmingly. Making some adjustments to Crit Damage and Crit Chance as it turns out Crit Damage was insanely insanely powerful across the entire game, and we want there to be a more meaningful choice… So yeah, stuff like that and other such cool things...

Jay Twining, Senior Game Designer (TrendyJayT)

There’s a magical time in game development where we see all the awesome Ideas and Effort coalesce into a game/patch/release. Game development is an exciting and intensive process. We regularly take imagination, hallway conversations, images, UI docs ,and paragraphs to convert them into hours and hours of game play. This week is specifically that polish time where we’re crossing our Ts and dotting our Is. Everyone has their nose to the grindstone. Excitement and anticipation are the descriptors for this week.

Specifically I’ve been focused on the final touches to Economy Rebalance (making gold great) and iterating on the Pet UIs. There are some quality of life improvements that we’re adding to the Stable and Hatchery that we think you guys will really enjoy.

This is an exciting time for everyone. New Items, new stats, new pets, new map progression, and more. I can’t wait to see what you guys think!

James Reid, Software Programmer (Driscan)

Fixing all the things. (At least trying to!) Lots of things coming in hot….so this week is trying to put out all the fires that we can!

Sorry I don’t have any pretty pictures ::puts on his fireman’s hat and heads back into the fray::

Javier Barreto, Lead Software Programmer (javo)

Stabilizing and wrapping up … one of the tougher things about game development.

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Content lock is on, so it’s fixing bugs from now until this patch hits. I’m very excited to see how you all enjoy everything we’ve been working on!

Steven Collins, Level Designer (Esorath)

Bug fixing time! I’ve been over to the buffet of bugs and filled my plate to the brim. Time to take a dive into the bug list and start fixing away.

Chris Flores, QA Lead (likethatwhenigothere)

We’re at content lock for the next update so QA is pounding away at all the new features and difficulties. Bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs. Oh did I mention bugs already?

Adam Stow, Associate Producer (TE_Stow)

On the front lines as we approach the next major patch, ensuring we don’t break too many things as we add things is priority one. This is probably the biggest patch that isn’t Pets & Dragons yet -- so brace yourselves. There will be some bugs. But it’ll be glorious.

Jason Yu, Associate Producer (urfyness)

Putting out as many fires as possible. Huge patch. There will be some bugs. Gotta run, kthnxbai.

Jesus Diaz, World Builder (N3oDoc)

After adding the final touches to the “Wartable” level, now it’s time to revisit previous levels in order to fix some visual elements. Also this week I’m going to start polish the social hub level!

Daniel Diaz, World Builder (DanielKaMi)

I'm doing a visual pass to some of our levels. There are some visual elements that don't fit anymore. In addition to this, I'll start polishing the social hub in the next few days along with Jesus!

Dani Moore, Remote QA Manager (Dani)

Advising, playtesting, eating, bug-hunting, replaying, reporting, sleeping, updating, verifying, checking.

Philip Asher, Marketing Director (pmasher)

Getting everything ready for Loot & Survive. I’m so excited. Props to the whole team to really improving the game over the last couple of weeks. It’s coming in hot (and there will be bugs [[4884,hashtags]]), but I’m really excited for everyone to get their hands on all the new stuff on 7/28 and provide us feedback while we continue to work on it all. Now to finish this update video...

Josh Isom, Community Manager (iamisom)

Making sure that as many of your reported bugs and balance concerns get fixed as possible. Devising cool ways of making a “progression” flow through the official Dungeon Defenders community site. We’ll see what happens. :)

My Favorite Threads This Week:

  • Another Amazing Devstream Recap:  It’s Super Effective posted another fantastic Devstream recap video. I dig the effort he puts into visually demonstrating our discussions, like his Daily Mission visualization. Nicely done. Keep up the great work!

  • Sara Strikes Again:  SaraNeko continues her amazing fan art streak with this rainbow-wielding Huntress!

  • Complete Noob - Where to Start Learning the Basics:  jmac started a thread asking for information about the game, and our community went above and beyond on helping him out. This thread plus another started around the same time helped us decide to create a Players Helping Players subforum. This will be a place where players new and old can ask questions or find help in a safe, judgment-free environment. What do you think? Would you like to see that on the forums?


Our next patch, Loot & Survive, is coming July 28th. It's a massive patch, with a new levelling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and so much more.


Because of the scope of these changes, we have to wipe some of the profile data for the game. This data will simply not exist after the update. While all of you have been voting on the kind of wipe you’d prefer for Wipeaggedon, we’ve been furiously reading your comments and opinions. We’ve noticed some confusion over the reward structure for the upcoming wipe, and decided to make some changes:

Corrupted Welp

Everyone who has leveled up at least one hero to level 25 will be awarded a unique, custom pet. To obtain this award, you must complete this challenge by 5 PM EDT, July 26th.


4 Survivor Hero Costumes [updated 7/18]

Everyone who has leveled up at least one of each hero class to level 25 will get a unique hero costume for that class. To obtain these awards, you must complete this challenge by 5 PM EDT, July 26th.





It’s our hope that everyone will log in post-Wipeaggeddon, ready to level up anew with their new costumes and pets!

Wyvern Token Rewards

Finally, for the past week, all of you have been using your Influence points on which kind of wipe you’d like to see -- a Full Wipe or Partial Wipe. As of the writing of this post, Full Wipe is 7000 points ahead -- but, we recognize this could change at any moment.

We’ve received a ton of feedback from the Partial Wipe camp, asking us to create a reward for the hard-earned Wyvern Tokens they’ve obtained. Well look no further! IF the Full Wipe wins, we will be awarding the following amount of gems based on the amount of Wyvern Tokens you’ve earned by 5 PM EDT, July 26th:

Wyvern Tokens Earned

Gems Rewarded

20 - 39


40 - 79


80 - 119


120 +


Thank you for all of your suggestions over the course of this Influence Vote! At Trendy, we believe that this will reward players who’ve earned Wyvern Tokens while keeping with the spirit of those voting for a “Full Wipe”.

Watch our last Devstream below for some exciting reveals about Loot & Survive -- including a sneak peek at new pets, our first premium pets, and how Wyvern Tokens will be easier to obtain. Also, tune in next Friday at 5pm EST for the complete unveiling of the Loot & Survive patch, launching July 28th!


Jay Twining, Senior Game Designer (TrendyJayT)

The vast majority of my time, this and last week, has been tweaking the economy numbers. Things to note:  We’re making awards and dailies far more meaningful than before. You’ll want to check them out next patch! My goal is that you guys should feel an immediate improvement but be relatively invisible. Don’t be too surprised when you see gold values change everywhere in the game.

Otherwise I’ve been supporting the new War Table and new Pets. The new War Table is crazy exciting. The entire process of getting from the HUB to a match is much better. The War Table is more than a UI facelift. Let us know what you think when it’s out!

Pets are coming together super nicely. We’ve got active abilities, new pets, and stat rebalancing.  Pets can be focused towards a specific playstyle. So some species will be more suited to defense, primary attack or ability playstyles. We also have some hidden and secret shiny pets. Let’s see if you can find ‘em!

James Reid, Software Programmer (Driscan)

Wrapping up the matchmaking UI. Let’s see how far I progressed from last week….


Pretty significant progress if you ask me. Still gotta tighten up the graphics on level 3 a bit, but it’s getting there.  

You know that “coming soon” button over the upgrade option when hatching eggs?  Yeah, well I’m working on making that not “coming soon.”

Danny Araya, Creative Director (DannyAraya)

Dialogue Dialogue Dialogue Dialogue Dialogue Dialogue Dialogue Dialogue

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Testing, polishing, iterating our New User Experience. We’ve got some first-time players focus testing this week. It’s going to be great to get their feedback and continue to iterate on the NUE.

Steven Collins, Level Designer (Esorath)

Testing and iteration is the name of the game this week. Not literally, Dungeon Defenders II is the name of the game. You get it.

I’m testing and iterating on the difficulties we showed off on the last Devstream. Got some focus testers getting in and giving feedback. Really nice to make sure this difficulties pass goes off without a hitch.

Joshua Javaheri, Lead Technical Artist (javahawk)

I’m hard at work with all the teams to deliver on a multitude of UI/UX improvements as well as working with the naming committee to get all the flavor text and item names hashed out!

Adam Stow, Associate Producer (TE_Stow)


Because that’s important to me.

Jason Yu, Associate Producer (urfyness)

All our hard work is finally getting to a point where we can evaluate them in-game. The next few weeks are going to be full of getting builds over to QA, making sure we’re executing on the changes we can get it (as opposed to want to get in), playtesting the new changes, and developing the schedule for the next Milestone.

Jesus Diaz, World Builder (N3oDoc)

Still working on the same level than previous week, just adding the final touches!

Daniel Diaz, World Builder (DanielKaMi)

Still working on the matchmaking level. Yeah, this is the special level we were talking about last week. At this point we're almost done with it in terms of visuals. All the visible areas are fully polished now (it will be expanded in the future!).

Philip Asher, Marketing Director (pmasher)

Getting focus testers into the office and learning all sorts of new things about Dungeon Defenders II. Most notably easy and normal are way too hard. Finalizing details for the release of Loot & Survive and working on the launch plans for our next two patches. What YouTubers and Twitch streamers do you think would enjoy playing DD2?

Javier Barreto, Lead Software Programmer (javo)

It feels like it’s been awhile since I’ve been here. I’ve been swamped for the most part working on Pet abilities and rerolls while also interviewing candidates to join our team. It has been exciting and exhausting ….. game development, amirite?

This week we’re wrapping up our features in preparation for the next release. There’s a lot coming in last minute and designers don’t like to compromise even the smallest detail; I can only hope you understand how much that entails.

For the programmers out there, you may find it interesting to know that maintaining and constantly updating a live game can be incredibly complex. Here are a few of those complex things:

  • Recursively updating users’ profiles from version to version (unless a wipe happens!)

  • Staging dynamic tables for the various versions of the game: live, dev, PS4, QA, etc.

  • Complying with API/Platform changes

  • Refactor systems to allow further changes and extending their life

  • Making sure newer features don’t change the min specs and the service still runs under the same constraints

  • Optimizing our servers and increasing capacity to reduce maintenance cost

  • … and more … It’s painful to think on all the things we do. I better get back to pets!

As always, thanks for all the support!

Josh Isom, Community Manager (iamisom)

I’m at the Trendy office running around and helping out in any way that I can. I’m working on quest names and descriptions, costume/accessory naming, playtest feedback gathering and making sure that the major community bugs/concerns are on schedule to be addressed in the next few updates.

No community threads this week, but It’s Super Effective created an amazing video recap of Wipeageddon. Check it out!

Sign in to follow this  
  • Create New...