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This is a quick fix for the current issue with daily mission reset and completion, and we’ll have a better fix for this on Tuesday.

Bug Fixes


  • Fixed the daily mission refresh to continue giving new daily missions and map bonuses.


Known Issue


  • Anyone that comes into the patch with three existing quests, and you complete one quest, you’ll get another daily quest that was meant for the following day.  Then ON that following day, you will not receive a new quest.  It’s a little wonky, but we’re working on it.

If you’re playing on PS4, all of these changes will be in the Dark Altar Update on Tuesday.
iamisom

Dungeon Defenders II Early Access and Collector’s Edition are on sale! Head to the Steam page to grab your copy. Sale ends Saturday at 12:59PM EDT!

To celebrate our sale, let's make a [[4394,hashtags]]! Retweet this tweet to add more ingredients to the shake. Then on Friday at 5PM EDT, Multimedia Specialist Alex “Iron Stomach” Polefko is going to drink your mystery shake live on Twitch!

Have a suggestion for the [[4394,hashtags]]? Share it with us in the comments below, and we’ll pick our favorites!

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iamisom

Here are the notes for the second Carnival hotfix on PS4!

May Monthly Mission:  Big Hits

  • Requirements:

    • Get 2,000 Hero Ability Kills

    • Get 2,000 Environment Kills

    • Get 5,000 Hero Crits

  • Rewards:

    • Pets:

      • Dragolich

      • Scourge Dragon

      • Narwhagon

    • Title:  The Big Shot


Bug Fixes

  • The Scavenger should no longer duplicate items when he auto-collects them.

  • Fixed an issue where hitting “X” on Lockbox keys consumed them.


Major Known Issues

  • Font Size Too Small:  This is one of our top priorities to fix. We don't have anything definite for you in terms of timelines (milestone plans aren't finalized), but this is something we are actively trying to get on the schedule.

  • Jump Button Same as Pickup Button:  Same as above. A top-priority issue.

  • Maps Not Appearing on War Table:  We think this is a race condition that is exacerbated by the length of time it takes to load profiles. While we work on improving load times, we recommend making sure your profile has fully loaded and your gems have loaded in before attempting to open the War Table.
[CG] Mary

 

DEFENDERS,

We’re all so excited for the Steam Early Access release of Dungeon Defenders: Awakened on Feb 21st! We wanted to share some of the awesome work the team’s been working so hard on to get ready for the Early Access at the end of this week. This Dev Log will have some sneak peaks from different departments here at Chromatic: Art, Design, and Engineering! Also, if you haven’t and wanted any of the goodies that come with the preorder editions of DD:A, make sure to get them ASAP since they’ll be gone at 11:59PM EST 2/20! 

Some of The Team

Mary — Community Manager

Hi there! I’m Mary, the new Community Manager and I’ve been working for Chromatic for a little over a month now. I worked at Artix Entertainment previously for almost five years before coming over here. It’s been super fun and I had a blast at PAX South talking to everyone there about DD:A. I’ve been really enjoying reading all of your feedback and suggestions regarding DD:A, and making sure that your voices are heard by the team. I’ve also been working on ways to revamp some of our social media platforms like Discord and hopefully you’ll see those changes soon. I’ve also been getting together some little gif teasers together and getting feedback from the Discord community. Here’s some examples:

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I’m looking forward to hearing everyone’s thoughts on the Steam Early Access of DD:A! It’s only 2 days away!

 

Brent Caulfield — Jr Designer

Hello, my name is Brent Caulfield and I am a Jr. Designer at Chromatic Games. I first started game development about 6 years ago when a friend and I started making a FPS game with wizards and magic instead of guns and ammo. That eventually evolved into a commercial project called Grimoire: Manastorm which was released on Steam in late 2017. After that I started a design internship at Chromatic and then accepted a full time design position shortly afterwards!

There have been a lot of interesting tasks, but my favorite would have to be the final implementation of gameplay elements for all the maps. Placing the final parts to make the gameplay work and then being the first person to playtest it was really exciting. Seeing the waves of enemies all come out on the maps full of beautiful art was a great experience and one I’ll remember for a very long time. There were so many talented peoples’ work that went into making it all happen and to be one of the first people to see it all come together into a full gameplay experience was very special and was definitely my favorite thing I’ve worked on!

Reverse engineering and breaking down DD1 code to find out exactly how and why different systems work was definitely the hardest stuff I’ve had to work on. In order to create an authentic DD1 style experience the Engineering and Design teams spent a lot of time going back into the DD1 code to see how it all functions. One of our major goals with the project is to bring back that awesome gameplay experience that so many people love and while we have extremely experienced people on the team that know how it all works there were still some surprises along the way that we never would have figured out without digging into the source code. This was very challenging at times, but extremely rewarding at the same time.

After the initial hazing (Javahawk told me it was possible to beat DD1 Insane Deeper Well on a fresh character) things have been great! Gainesville is my hometown and game development is my dream job so I feel extremely fortunate that I was able to find a place at such a welcoming studio that is working on a game I genuinely enjoy playing! There are so many amazing people on the team and it's a great feeling to wake up every day and be excited to go into work. I am really excited about everything we are working on and think the community is going to love all the awesome content we’ll be putting out in the future!

 

Jade — Jr 3D Artist

I go by Jadeite in the art world and I have a slight obsession with video games and all things nerdy! So much so that I decided to make some kind of a career out of it through the art side of things. I've been practicing 3D art since my junior year of high school, and it's my favorite medium to date. My life basically revolves around games, whether I'm at work making them, or at home playing them! I'm also a big fan of tabletop games like King of New York, Boss Monster, D&D, and Necromonda just to name a few.

I've had a lot of fun working on the many assets I've been tasked with, but if I had to pin down my favorite it would probably be the pets! I'd say I had the most fun when making these little guys, they're just so cute! I wouldn't really say I'm a character artist, but working on them gave me a chance to essentially be one for a small time and I learned a lot from it. Besides that I also really did like making weapons and shields, super fun especially when I got to make my own spin on old weapons or even just remake them from the ground up. 

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I haven't had to make anything that frustrated me to the point of thinking it wasn't fun in the slightest. But for the hardest thing I’ve worked on I guess I would have the pick the new version of Ancient Aegis. From the start I just had no idea where to go with the new concept, and then actually carrying that out in 3D form was a bit of a challenge. I've also had a few issues come up with this particular model, having to add more or fix things in regards to texture, smoothing issues, etc. It was still a very interesting take on a "sword" and I learned quite a bit from it.

My time here has been nothing but enjoyable! I was more than thankful when I first got my internship position here just a few months after graduating, and it's been a blast ever since. One thing my university always said was that you never fully learn this art form until you land your first job, and man were they right! I've been practicing this art form for about 5 years now and I definitely struggled my first week here. I kid you not, I took an entire week making a bench haha. But I've learned a great deal of information, new techniques, and even made some friends along the way! I'd say this is an experience I'll never forget :D

(Also here's some more of my work)

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Derek Stroud — Sr Programmer

One of my favorite things that I’ve worked on was setting up our abilities using Epic’s own AbilitySystem, which is a very neat and robust system to work with. Abilities are such a key component to the game as they include everything from placing towers to the Genie pet giving you mana. Setting up our core flow for this and making some of the base abilities was very satisfying and fun as it is one of the very direct means of adding fun interactions to the game. In previous development on the original Dungeon Defenders and Dungeon Defenders II, this was a lot more difficult. Swapping to Unreal Engine 4 is like a dream come true when it comes to setting up abilities and being able to do a lot more in a shorter amount of time.

With any project, there’s always going to be that mountain to climb, and it’s usually the hardest thing you work on. For Dungeon Defenders: Awakened, we needed to mimic the original Dungeon Defenders stats on every piece of gear and balance for gear, enemies, difficulties, you name it! Due to Dungeon Defenders evolving beyond its original scope (especially post release) there were a lot of tacked on additions to various formulas that became very hard to translate into an easy to work with system for DDA designers. Tracking down all the various additions and small stat tweaks that could happen in DD1 and making sure we incorporated them into DDA but also trying to keep the new systems intuitive and manageable was quite an undertaking... not quite sure we hit intuitive but I think we got manageable down. 

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My favorite thing that has been added to Dungeon Defenders: Awakened that wasn’t in Dungeon Defenders (2012) is double jump! Anything that makes navigation feel better, also every game should have it cause it is the best. As someone who worked on both games, you should take this as a fact — double jump is best jump.

What’s Next?

Everyone has been working so hard on polishing things up for the Steam Early Access release of Dungeon Defenders: Awakened on February 21st and working on getting it ready for the full launch in Q2! A few of us are also getting ready to head out to PAX East at the end of the month, will we see any of you there? If you go, make sure to stop by and visit us, we love to hang out with some of our brave Defenders whenever we get the chance!

Social Defenders

To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media:

For Etheria!

Chromatic Games

iamisom

AgaaKwb.gif


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

We’re working on figuring out how this Enemy Squad thing is going to happen and how it will affect the different parts of the game. We’re also taking a look at campaign and what can we do to all the cool maps we have to cluster them to make for a more entertaining experience that just gets you to level 50 by the end, getting rid of pesky Free Play and that senseless grind.

Last week, the focus was on executing some massive balance changes to the four original heroes that will soon go back into the game. (We kinda released some of them already, but we took them back for further testing!) I’m excited to see how you all feel about all those changes! You can find a list of those changes here.

Also, that GIF above? That's the latest state of our melee combat. We're removing Root Motion, which is what causes that automatic forward movement every time you swing your weapon. The goal is to give you full movement freedom while melee attacking, so it should feel a lot closer to the way melee felt in the first Dungeon Defenders. Hoping to have it out in the next update. It'll only be available on a few Squire weapons as a test to see how this feels, so when the update comes out, check it out and let us know. If you like it, we'll extend it to the rest of the Squire's arsenal, and then to the Monk and any other potential melee heroes in the future.


Josh Isom, Community Manager (iamisom)

Working on the next update preview blog with Phil. You’ll see it later today along with a brand-new Gun Witch trailer!

Also, that root motion melee change is the #2 most requested community change in DD2's lifetime. The #1 most requested change? The return of the server browser-esque match finding system in DD1, which is happening in the next update! I'm excited to see all of these changes that you guys and girls have been asking for come into the game. I'm hearing whispers of armor sets and endgame changes in the wind...

Final note on the new melee change:  Ice, our IT master whom some of you may remember from our old livestreams, is a staunch DD1 player. His words:  “This is a million times better. **** yes. I have freedom again!”


Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

The Buried Bastille is out for PS4 and the door had barely closed before we doubled back down on the next major update coming out in a few weeks. There is a hotfix planned for Tuesday of next week that will contain all the changes from the PC hotfix that went out Wednesday PLUS some extra special love from the PS4 crash department (Matt and Javo say hi, btw).  
Live team 

side, we’re on that stabilization week bug fix grind. As you got a preview of earlier this week, there is a lot of interesting stuff coming down the pipe and we do actually plan to polish and complete these features before we release next time… unless QA gets tired, then we’re just shouting YOLO, setting that ship out to sea, and relaxing on the beach. (Just kidding.)


Jesus Diaz, World Builder (N3oDoc)

We are almost done with the out-of-bounds areas for the Endless Spires remake level! So this week, we are polishing a bit more of the level and adding some nice player-only paths.

9FBpjym.jpg


Daniel Diaz, World Builder (DanielKaMi)

Still having fun working on the Endless Spires remake level. Now working secretly on a secret explorable area, suitable only for intrepid adventurers, but don't tell this to anyone!

By the way, hope you guys get some fun exploring the Buried Bastille level


James Reid, Software Engineer (Driscan)

I’m hunkering down into bug fixing mode. Also having a lot of meetings ranging from the UI plan for the next several months, the Lavamancer, and how to bridge the Inventory experience gap on PS4 and PC.

Work continues on the Game Browser. Brys has been doing a fantastic job there. We had a big meeting today to figure out our integration plan to get into our dev branch. We also began talking about Game Browser Phase 2.

Sorry I don’t have any pretty pictures today. I mean...I could take a screenshot of a bug report...but I don’t think that’s too fun to look at...


Steven Collins, Lead Level Designer (Esorath)

Now that Buried Bastille and the Incursion are out, it is time for us to look at the next level we are sending out to you guys! Go ahead and vote in the Influence Initiative for either Molten Citadel or Frost Keep. Also, be sure throw in your own ideas about neat incursions you would like to see on these maps.


Dani Moore, Remote QA Lead (Dani)

In the trenches with RQA and RPG testing and giving feedback on our latest hero, the Gun Witch. Really happy with the testing and feedback that helped polish The Buried Bastille Update that just went out - our playtesting and QA folks did a stellar job.

iamisom

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Josh Isom, Community Manager (iamisom)

The Halloween Update comes out tomorrow! Maldonis has reclaimed the Temple of the Necrotic, and it’s up to you to defeat him and his henchmen. Look carefully and you might find a few hidden treats...if you’re lucky. Once you’re done raiding his iPWR 750 versions of the Spooky Weapons, stop by the extra spooky Heroes Marketplace and make everyone green with envy!

Along with the Maldonis Incursion and some bug fixes from our new Bug Reporting site, we’re releasing some new Halloween packs on Friday for PC, including the Burning Souls Pack with these wicked new skeleton costumes:

nOr7kw4.jpg

The Burning Souls Pack for the PS4 will come out in a few weeks -- just in time for Thanksgiving. ;)

Oh, and if you’re waiting for news on The Big Thing, you might not have to wait much longer...


Steven Collins, Lead Level Designer (Esorath)
Getting hyped for the Halloween Update! The new skeleton costumes are sweet, and I’m ready to go fight Maldonis yet again. Keep your eye out for any secrets as some thing may be lurking around during the combat phase!


Jesus Diaz, World Builder (N3oDoc)

Hello, Defenders! As you might know already, the Halloween Update is coming out tomorrow! I've taken some shots of the Halloween themed creatures you'll have to deal with in the two spooky levels! So take a look of those fierce enemies! Do they look scary enough for you?

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If those are not enough for you, just look at this!

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Treet just killed the Squire, and he's going straight to smash the core! You have to stop that!


Daniel Diaz, World Builder (@Danimix1983)

So... it's almost here! The Halloween Update is coming into Etheria. Don't be scared! Here are some more shots of the spooky Heroes Marketplace!

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James Reid, Software Engineer (Driscan)

Finally, while it's not in the Halloween Update, I wanted to show you some updates I'm making to the My Heroes UI to make it easier to organize your deck:

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And here's how it looks in split-screen!

DTi7NEk.jpg


[CG] LAWLTA

 

DEFENDERS!

This is just a brief check-in to talk about preorders for Dungeon Defenders: Awakened. We’ve received a lot of support from a ton of you, and want to make sure we reward that where we possibly can. There’s two big things to go over, being preorder upgrade options for Kickstarter and BackerKit supporters, and preorder window coming to a close. Let’s get to it!

Preorder Upgrades

We’ve been working tirelessly with our shop partner to enable upgrades over the past few weeks. Without getting into the details, we unfortunately have not been able to get upgrades going, and don’t want to let people know very last minute that they can upgrade, if at all.

Instead, we’re going to do the following. ANYONE that preordered through BackerKit or backed us on Kickstarter will receive the $60 Prestigious Edition bonuses shown on the preorder store, that are preorder exclusive. This includes:

  • Forum Titles

  • In-game Titles

  • Digital Soundtrack, Strategy Guide, and Artbook

  • Awakened Phoenix Pet 

  • Crystalline Skins 

  • Rift Skins

At Chromatic, we want to do everything we can to reward all of our players who support us, as fairly as we can. We announced the ability to upgrade, and since we are not able to deliver, we are taking the high road and providing the bonuses to those who would have been able to upgrade for FREE. We chose these tiers because it’s equivalent to how much the retail price is for the game. This serves as a big THANK YOU to all of our supporters who joined us early on this adventure, and to help show that we’re focused on making a great game.

Preorder Availability

With Early Access coming on February 21st, we’re going to be closing our Preorder Store the same day. This is to ensure that all our sales for the PC version of Dungeon Defenders: Awakened goes through Steam. With the Preorder Store closing, the Preorder Bonuses will no longer be available for ALL platforms. If you want to grab the Preorder bonuses, you only have until February 21st.

Kickstarter and BackerKit Changes

Starting on February 21st, we will no longer be able to change the platforms that people have selected, as we need to make sure that orders are locked and ready to fire for when we release on each individual platform, ensuring that people receive their correct copies.

What’s Next?

We’ve got a Dev Stream that we’re going to have tomorrow, February 14th at 3:00 PM ET, where we answer questions that we’ve seen posted everywhere, answer questions that all of you have for us, and show some gameplay as well! Please join us, and potentially win a free Prestigious Edition of Dungeon Defenders: Awakened.

That’s all for now, just a quick check-in. We’re hard at work to make sure that Early Access feels as great as possible, and cannot wait for you guys to tear it apart!

Social Defenders

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

The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future Defenders are sure to enjoy, because our games are made for YOU!

For Etheria!

Chromatic Games

iamisom

We’ve just released a maintenance patch to help us prepare for our Foundation: Part 1 update, which is scheduled for later this week. This patch contains some minor backend adjustments. We’ll have more information on the release date of Foundation: Part 1 later this week.

iamisom



Today at 5PM EDT on our Twitch channel, be the first to see the Molten Citadel update! 

We're showing off the Molten Citadel map, Demon's Lair Incursion, the Lava Guardian enemy, new Abyss Lord Weapon and more. We're also giving away 10 Guardian of the Molten Citadel Squire costume codes to lucky viewers. Tune in to win!

niugget

A Very Trendy Halloween

From what Ive gathered around the office in the month of October, I think its safe to say that Halloween is one of Trendys favorite holidays, filled with pumpkin flavored treats, bags full of candy, and spooky costumes. Oh my!
This year we held our first pumpkin carving contest! There were supposed to be two categories, artist and non-artist, but only Rodrigo and Laura entered. The rules didnt mention that the pumpkin had to be real, so it became a battle between the two of them for the gift card.

pumpkins



Lets not forget about the best part of Halloween, the costumes! With all the excitement of Dungeon Defenders II taking up most of our time, some of us opted for more simple costumes like our Associate Producer Ben Craven who dressed up as Ben Craven from 2011. Then there were other people like our Lead 3D artist, Jordan Kerbow, who just didnt have enough time to make his Khal Drogo this awesome.



Halloween group



Last year we added a new Spooktacular challenge to Dungeon Defenders along with a whole bunch of spooky goodies. What would you like to see us make for Halloween next year in Dungeon Defenders II? Let us know in the comments below!



 
Blacksmith

Enemies are a big part of Dungeon Defenders. As we began to develop Dungeon Defenders II one of the areas we thought needed some attention was enemies and how they think, behave, and react to both players and the environments around them. One of the first things we decided to add is a little something called Cluster Targeting.



Cluster Targeting is a means by which certain enemies can pick their targets a little more intelligently. Remember those little Kobalds from DD1? Well picture this scenario, imagine you were a Kobald, you wake up in the morning, have your blend of coffee, pick up your explosives and head to the nearest spawner. After you spawn in the level you have three options:



  1. Explode near two towers perched alongside a path?

  2. Explode near 3 tower and 2 barricades clustered nicely together blocking the way to the objective?

  3. Explode near a single idle tower?



ClusterT1



What would you pick? Well ideally if you wanted to do the most damage, youd charge towards the largest cluster (option 2) because:



  1. It is blocking the armys way forward

  2. Thats where you are guaranteed to do the most damage



Councilt2-1024x578.jpg



Cluster Targeting in Dungeon Defenders II allows enemies to think along those lines. It is a system by which defenses are clustered into groups and each group has a score or targeting desirability based on certain factors like:







  1. Cluster Composition



    1. what type of Defenses are in this cluster

    2. are there any high priority targets?





  2. Which cluster is more relevant?



    1. Is a cluster obstructing the main path towards the objectives?

    2. Can the enemy reach the objective?

    3. Is the cluster too far away?





  3. Enemy Damage Type



    1. Does the enemy do splash damage?



      1. How big of a radius?

      2. Whats the range?





    2. Does the enemy have a chain attack that bounces from target to target?



      1. How many bounces?

      2. Can it target the same target more than once?

      3. How large of a gap can the projectile jump?









  4. Etc...



ClusterT3



Each enemy that does some sort of area/chaining damage or effect can then pick the cluster based on what is more relevant to it, him, or even her(yes there are some lady enemies on the horizon more on that in a future post!).



Now that enemies have a bit more thought behind some of their actions they will immediately appear to be more threatening which will encourage players to plan their defenses a little more carefully or react to certain enemies as they enter the battlefield. This will also allow us to use less enemies to achieve the same goals.



Some of the most exciting moments in Dungeon Defenders happen when your defenses are failing and you and your friends fall back and work together to make your last stand. Those sort of clutch moments are something we are really keeping an eye on and we are doing a lot of interesting things to replicate such moments as often as possible But that is a conversation for another day.



Thats all I have for you this time Defenders of Etheria! I would like to hear what our fans think of this and which enemy could definitely use this mechanic. Who knows, your suggestion could send one of our enemies back to school in order to make them smarter and deadlier.
iamisom

Here are the notes for Calling All Heroes Hotfix 1!


Bug Fixes

  • Fixed multiple crashes and improved performance in the Options menu.

  • Fixed an issue where the Skeleton Costumes were missing.

  • Improved UI layering in split-screen.

  • Improved scrolling in the costume and weapons shop.

  • Tooltips now properly display in the item enhancement screen.

  • Rerolling Daily Missions can now be canceled.


Known Issues

  • While in split-screen, going to Throne Room or Ramparts will cause the game to crash.

  • Selling items in the Inventory that have a confirmation box (i.e. items that are mythical/legendary tier or lockboxes) will send you back to the main page of the Inventory.
iamisom

You read that right -- The PS4 pre-alpha is coming to European players (and to players in Australia, Russia, New Zealand and the Middle East) on Wednesday! It'll be priced similarly to the American version of the game, but Sony Computer Entertainment Europe has the final say in pricing. 

The Defender's Pack (retail of $24.99 USD) will be available on Wednesday, and the Starter Pack ($14.99 USD) and the Collector's Edition ($74.99 USD) will be available on Friday. PlayStation Plus subscribers will receive a discount on these packs similar to the American discounts. The American discounts are 20% off for the Starter Pack and 30% off for the Defender's Pack and the Collector's Edition.

[CG] Mary

 

DEFENDERS,

Today we posted our release announcement trailer for Dungeon Defenders: Awakened. If you haven’t seen it yet, click here to check it out! To celebrate the release of this trailer, and to check in with all of you, we’re going to give a preview for our next update as well as talk about new release information and where we are as a studio. Let’s get into it!

Activating the Goblin Mech Update

This update is coming so close, you can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity. This is the update preview, there’s going to be more information provided on the post that goes live with our update.

Goblin Mech Plows Through

The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts through the doors on Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. He’s available for all difficulties.

UI Updates

One of the biggest focuses of this entire project has been to get UIs into a functionally better state compared to previous Dungeon Defenders games. As a lot of the UIs are wrapped up and getting their final touches, we’re able to finally start arting up the UIs. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game!

New Bonus Map — Endless Spires

Locking away from of Etheria’s most heinous criminals, the Endless Spires is going to be coming back as the bonus map for Act II. A fan favorite, Endless Spires is available to play on Campaign as well as Survival. Conquer the spires to receive an all new pet!

New Pet — The Monkey King

Climbing the Spires and fighting off the hordes of enemies that encroach upon the great prison rewards you with primate royalty, The Monkey King. Using his legendary bo staff, this pet attacks fast, gaining strength with each hit, all from the comfort of his floating cloud.

Delays

One of our goals regarding the development of this project is to be as transparent as possible about this project. We’ve had delays from initial releases and have tried to communicate why, ultimately being that we want Dungeon Defenders: Awakened to be a great game and set the standard when fully released as the first game for Chromatic Games. We sat down, made a road map that was realistic for the work we’re able to provide, and got to work. Everything was going smooth in development land, and then COVID-19 hit. This has been an unprecedented event, and as we’ve previously stated, our first priority was (and still is) making sure everyone of our employees was safe and healthy. This has affected development in multiple ways, and we’re doing our best to be responsive and ensure a quality game. Here’s how it’s affected multiple areas and where we’re at as a studio.

Nintendo Switch

Developing for a Nintendo platform is something new that we were excited to take on. The Nintendo Switch has a lot of awesome tech crammed into their console. Dungeon Defenders: Awakened can be a bit of a resource hog, so it’s important to make sure we do everything we can to make sure it runs smoothly, especially when playing 4 player split screen Wave 25 Survival. What happens on the Switch also sets the precedence for all of the other platforms we release on. There’s a ton of work that goes into making all of this happen.

Working in the studio with our Switch development kits allowed us to be quick with testing. One of the biggest hurdles with a game like ours is making sure that what other players are doing, including host and client connections, provides proper replication to everyone playing. You start local to make sure connections work, and slowly start playing over networks and doing larger network tests. Having to change to an entirely remote setup has caused a bit of trouble doing this. We are currently working through various solutions to emulate the process we planned to follow, but it comes at the cost of time. If we were in the studio, this would be moving along faster and we’d be in a much better position. Unfortunately that’s not where we’re at.

Ultimately this means that we’re going to have to delay our Nintendo Switch release to Q3 of this year. The above is not our only requirement, as there is a certification process that we must go through with Nintendo that takes some time to make sure it will work perfectly across their networks and platform. As a studio we believe you deserve the best experience. If we were to force something through, it would be incredibly rushed, not perform properly, and be a flawed product.

We’re going to keep working as hard as we can and keep you updated on our progress.

Pure Strategy and Challenge Maps

These were originally slated for our Activating the Goblin Mech update, but were pushed off to our release on May 28th. While we’re working on progression throughout the game, we wanted to make sure the additional mode and challenge maps (Act II introduces a brand new challenge map) provided a great experience. A lot of that is going related to our Massacre work, so we held on it for the moment so you don’t receive a lackluster experience that is going to be changed when everything is said and done. With these two changes to our schedule, the goal is consistently to not curb quality in order to meet deadlines.

What’s Next

The update is coming out VERY soon. There’s a lot of hard work that has gone into this update, and we’re working with all our might to provide an amazing experience at the end of next month when Dungeon Defenders: Awakened FINALLY Releases! Thank you for all your support, there've been a lot of ups and downs, but through it all we’re going to have a game to you that we’re very proud of. We’re almost there!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!
Chromatic Games

iamisom

Devstream 57 Recap



Missed Friday's Devstream? Here's a recap!

Series EV2 Full Gameplay

Throughout the stream, we showed off EV2’s full defense and ability kit, as well as a look into some of her passives and Skill Spheres. Check out the Devstream archive above!


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New Hero Vote: Round One

Now that Series EV2 is finishing up, the Gun Witch and Lavamancer are on their way! Only you can decide who will come next -- The Barbarian, The Man & Machine, or The Mystic.

The first round ends Friday, so go vote!


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Deal of the Week

New sales begin every Monday! This week, get 50% off on the Ramster Knight Squire costume. Head to the Costume Shop to save!


May Mission Madness

Each weekend in May, get a new Daily Mission every 8 hours! There are only two weekends of the event left (May 20th - 23rd; May 27th - 30th), so be sure to take advantage of the event in order to get new heroes and Skill Spheres.


PS4 Roadmap

And finally, we’re working hard to get the PS4 version caught up with the Steam version! Here’s our most recent PS4 roadmap, which is subject and likely to change:

  • Early June:  Calling All Heroes + Unholy Catacombs update release

  • Late June:  Series EV2 + Buried Bastille update release

  • July:  All caught up!

[CG] LAWLTA

DEFENDERS

It’s finally time for a Dungeon Defenders: Awakened Developer Check-In! We have a ton of information to share today that covers our post-Kickstarter work, studio changes/improvements, and Dungeon Defenders: Awakened as a whole. Let’s go ahead and start getting into it!

Enter Chromatic

First things first, we want to apologize for a couple of bumps that we ran into. The first thing is something we’ve covered quite a bit, that something being Kickstarter shipping for our approved regions. We’re not going to dig into it more (the conversation can be seen here), but understand that it is not something we will have happen again with any future projects in regards to fulfillment. It was our first foray into this area, and we learned quite a lot.

Second is that we have been silent for a little over a month. We want to have more regular check-ins with where our progress is, show off some of the new art (something we just started this week on social media), and more info to share on our plans. As for the why, it’s all based on growing the team out, foundational setup, and working with outside partners.

Dev Level Up!

As a studio, we’ve been incredibly busy with getting our team bolstered by additional teammates to really make Dungeon Defenders: Awakened an amazing game, and also set us up for success on any additional projects. A good portion of the team was involved in tons of interviews and tests to make sure that we only brought on high quality LEGENDARY additions to our ranks. We’re still growing the team out more, but we’re a developer power house with the people we’ve brought on!

Hardware Upgrade!

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We’re wanting to make sure that we’re employee-owned while also making sure we have all the tools necessary to create awesome games. We’ve been working with partners like nVidia to bring some awesome graphical opportunities, Azure PlayFab to bring out awesome features (like Cross Saves!), Nintendo to provide an optimal experience on Switch, and so many more! We’re wanting to blow it out of the water with Dungeon Defenders: Awakened, so that we can then knock it out of this world with future titles. And so far — it looks really, really good!

Art — What Is It Good For?

Absolutely everything. What would an update be without some awesome art to show off! Heroes, enemies, and Maps, are some of the many amazing creations that we’ll be including in this and future updates.

Character Updates!

As we showed on social media this week, we have revealed the concepts for our four main heroes, which you can see the Apprentice, Monk, Squire, and Huntress below:

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We’re going to be revealing enemy concepts as we’re working on finishing the Heroes animations, but we wanted to show off the new Goblin model for the first time here, which has been fully animated! This is the awesome quality that our animation team has put out, with so much more coming:

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Excited to destroy some cores!

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What they lack in finesse, they make up for in ferocity

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It’s electrifying!

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Oh no, he was poisoned!

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Even goblins know, if you’re on fire: STOP, DROP, and ROLL!

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Death came to take him, all things go, all things go

There’s a lot of models we’re currently working on/with, but for a SNEAK PEEK, we wanted to show a model we’re currently animating. Striking fear in many, check out the WIP (that’s just a quick way to say Work-In-Progress, which with this explanation, maybe it would have just been easier to say that in the first place, but we’re committed already, and don’t have a backspace) Dark Elf Warrior:

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All of these new hero and enemy models are going to also be receiving some epic animations and VFX to really bring Dungeon Defenders to modern standards. We can’t wait to share more, so we won’t — Next up, MAPS!

Maps, Maps, Maps!

Many of you have seen the Deeper Well map showcased in our Kickstarter and during our dev stream. Well get ready for MORE Deeper Well. Or maybe we’ll show some different maps? Actually, that sounds like a much better idea. We’re not going to be showing the entire maps just quite yet, but here’s the kind of diversity and quality you can expect:

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Oh the places you’ll go! Dungeon Defenders: Awakened is going to have a lot of familiar locations, including a lot of fan favorites, but also new places in Etheria that you’ve never seen before!

Design — The Blueprints of DD:A

Creating Dungeon Defenders: Awakened has been a very enjoyable experience, but not an easy one! Really digging into the original Dungeon Defenders and emulating what made it fun is a noble quest, but not a very easy one. Our designers have been working hard to breakdown Dungeon Defenders into formulas and building blocks, so that we can build a skyscraper of awesomeness!

The overall goal is to recreate that Dungeon Defenders feeling, while giving it the same treatment we’re giving art — bring it to modern standards. Let’s get into some of the things we’re doing.

Hero Swapping

This has been a hot topic between many Defenders, and we’re ready to share what we’re doing. Hero swapping was something introduced in Dungeon Defenders II that affected the gameplay greatly. It helped streamline gameplay, and while we love it, we also understand it’s not necessarily the best thing to be able to do all the time if we’re wanting to go back to our roots.

In Dungeon Defenders: Awakened, you WILL be able to swap between four of your pre-assigned heroes on the fly ONLY during the Build Phase. You’ll still be able to access your other heroes in traditional methods (only during Build Phase as well). We wanted to bring back some of the strategy when it came to swapping heroes, especially with the challenge that later difficulties bring with timers. These timers will be adjusted to ensure that difficulty is still there and that strategy is rewarded!

Camera Improvements

We’re going to be bringing plenty of camera options in Dungeon Defenders: Awakened. One of those features is something that Defenders of old and new will enjoy: Perspective Swapping. In Dungeon Defenders, the camera was placed top down when placing towers, which gave a good perspective of how close you could get your towers placed. In Dungeon Defenders II, this view was traded for an over the shoulder view to see where the actual effect of longer range towers would be.

In Dungeon Defenders: Awakened, when you are placing a tower, you will be able to toggle between BOTH of these modes. You’ll be able to select a default mode within the options, but with this addition you now have an even better understanding of placement and efficacy than ever before!

New Abilities

We’re not looking to overhaul our heroes entirely, but we did want to give attention to some weaker abilities, or some that just are overall not enjoyed. We’re adding some cool functionality to some of these abilities, but we’re also adding a new ability: Elvish Agility.

Elvish Agility is a new ability for the Huntress that increases movement speed, jump height, reload speed, and rate of fire. The Huntress is an agile ranged fighter and we wanted an ability that reflected that. We polled hundreds of our users, and the least liked ability (it wasn’t even close) was Invisibility, something very few used, and that there were very few situations to justify using it. Our goal was then to bring an ability that felt great to use for Defenders who wanted to use her. The internal tests with this ability have been a ton of fun and really give that feeling of hunting down your enemies with agility and efficiency!

HUD

One of the weakest points in the Dungeon Defenders franchise has always been UIs. In UE4, we are given a lot of options to setup a UI the way we want, which is why when we grew the team out, we made sure to bring on a UI/UX expert to make an awesome experience. We’re making a sleek, modern HUD, arted up with that Dungeon Defenders charm. We’re making sure that the HUD looks amazing from every way you’d play — from on-the-go with the Nintendo Switch, at your desk on a PC, or on the couch playing split-screen with up to four players.

Everything currently icon and text-wise is placeholder until we take our art pass over it, but so far it’s been performing really well, and has been a ton of fun to use on internal play. Without showing TOO much WIP, here’s a picture of our build so far:

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Oh also, it’s our first picture of the game running on Switch! This isn’t the final HUD at all, and we don’t think the stats in the middle of the screen are going to be covering gameplay. Probably not. Probably. (spoiler alert: it won’t, we’re just being a little cheeky :> )

Engineering

There has been a HUGE amount of work of getting just the base functions of Dungeon Defenders into Unreal Engine 4. The Engineering Team has been making some amazing strides helping to capture the feel of the original so that the rest of the team can build upon their incredibly sturdy and efficient codebase foundation. They’re the binary heart of bringing some amazing features to Dungeon Defenders: Awakened!

They’re currently working on making multiplayer and split screen work as best as possible, making sure we squeeze out as much performance as possible. They’ve made great strides, to where our performance on the Switch, with multiplayer, has been surprisingly very good right off the bat. It’s because they’re wizards.

Another feature they’re working on currently is Cross Save functionality. Making it so that you can use saves between platforms is no simple feat, but our engineers are legendary, so they’ll make it happen! Lastly, they had a secret message they wanted to pass on:

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What’s Next?

Our goal is to do monthly check-ins to show off our work and progress, similar to what we’ve done here. There’s a ton still left to do, but we’re getting through things at breakneck speeds! We’re also currently working on additional end-game content for Dungeon Defenders II. As a studio, it’s our goal to make incredibly fun games that you want to play. Thank you for your support so far, we have a lot more to come!

In regards to Kickstarter Digital Rewards, we’re continuing to get the Dungeon Defenders 2012 Complete Collection codes out to backers who purchased the appropriate tiers that included them. Our next step is to get the Dungeon Defenders II costumes (Gold, Crystalline, and Corrupted Gunwitch) out in our next patch. This patch is currently planned to come out next week with those costumes included. After the patch is out on all platforms, we will begin getting codes sent out!

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

iamisom

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The Dragonfall Carnival update comes out on Tuesday! This week, we’re polishing the update and looking ahead to the next one:


Elliot Cannon, Creative Director

We’re wrapping up the Dragonfall Carnival, checking every detail we possibly can. Art and Level Design knocked this event out of the park! Collins took the map from multiple blockouts to fun-ready with uncanny speed and passion. Everyone on the art team rocked with tons of amazing details and flair. So much fun stuff in this release. Can’t wait to see new folks trying Normalized Play. Right now, it’s polish, polish, play, polish, play. Behind the scenes, we’re working on detailed plans and schedule for future releases, estimates, gear sets, and hero designs!

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Daniel Haddad, Design Director (Blacksmith)

Helping with the wrap up of Dragonfall Carnival but mostly focused on the future. I’m working on figuring out our upcoming lineup of Heroes. What makes them special? Why would you all be excited about them? How will they make the game better? Also spending a bit of time looking at other aspects of our game that need help and writing proposals on how to fix them, namely pets, enemies and the like. We finished building the Abyss Lord’s functional bits and now we’re playing around with him as the content team continues to work on his aesthetics and VFX.


Tim Shannon, PS4 Producer (TimmyTrashTier)

Working on cleaning up the remaining major issues with the Ascension patch and getting the new dev team spun up on Dragonfall Carnival. Also looking at how we are handling and displaying text on item descriptions. If you are confused about auto-collect and the scavenger on PS4, check out my posts on the forums (bruh, it's fiyah)!


James Reid, Software Programmer (Driscan)

This week is all about polishing everything up.  So my UIs look prettier now (yay)!  Now it’s all about that bug fixing.

PRICES/DETAILS ARE NOT FINAL AND ARE TEMPORARY PLACEHOLDERS TO SEE HOW EVERYTHING LOOKS!

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Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Came back from vacation feeling refreshed and energized, putting that energy right back into the game. This week I’m squashing bugs and polishing as much as possible - not much time left before we’re putting this Carnival into your hands!


Steven Collins, Lead Level Designer (Esorath)

It’s bug fix week here at Trendy. Going through and making sure all the wires are hooked up properly for the carnival. Can’t wait for everyone to jump in and win some sleek prizes on the Bling Wheel.

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Chris Flores, QA Lead (likethatwhenigothere)

Testing everything about everything and hoping it works when it comes done. Finito!


Jason Yu, Associate Producer (urfyness)

Making sure all the pieces fit together, adding bugs to the database, assigning those bugs to people, and prioritizing the bugs for the first couple days of my week. The next few days are spent planning for the next milestone. I spend time going through the design docs, breaking these down into individual features, and assigning rough estimates. When we get this close to the patch, I continue assigning bugs and playtesting the build when I go home.


Jesus Diaz, World Builder (N3oDoc)

Finalizing everything world building related for the Carnival and Heroes Marketplace level.

We’ll start to work on a new level soon.


Daniel Diaz, World Builder (DanielKaMi)

I have been working mostly on fixes and new stuff for the incoming Heroes Marketplace level!

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 (Psst. The Abyss Lord isn't in this update, but it looks so cool in the Marketplace!)

TrendyBrad

Yup, our office has been hit by the winter plague! Over the past week, scores of developers have been out sick, including myself! We’ve been trying to limit the impact, but just like the Corrupted Blood plague of old, we haven’t been that successful. kobold.png I myself have been out a few days this week and am still on the road to recovery.

Sadly, this means our Influence Report will be delayed for this week. But fear not, we have some awesome stuff coming up, and we can’t wait to be back next week with a fresh new report. In the meantime, we hope you’re all avoiding being sick yourselves, and have a terrific weekend!

bienvenido3

You’re gonna lava the Herald of Embermount update when it erupts August 16th for PC and PS4! 

This update contains our first truly flaming hero - the Lavamancer. Lavamancer enjoys long walks on volcanic ash, magma puppies, and using his transformable magma arm  to simultaneously wound his enemies while cauterizing their wound! He’s a sweet sweet man, really. If you haven’t already, meet the Lavamancer in his official trailer below:



Want to see the Lavamancer in action? Tune into our Devstream this Friday at 5PM EDT! We're also giving away his costume to several lucky viewers!

The HoE update also heralds (see what we did there?) an option to display massive amounts of damage in a more streamlined way. With this option turned on, you’ll be able to see more of the beautiful world of Etheria as you hashtag rek AF (or whatever you kids are hashtaggin these days). See the handy GIF (that’s GIF with a hard G) below for an example!

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Here’s what we’re working on this week:


Daniel Haddad, Design Director (Blacksmith)

The Lavamancer is nearly complete. There are a few concerns we’re running some tests on, but otherwise he is ready to rumble. I am now out of the engine and back in documents. Working with the Mystic team as they start building her assets and animating them. The Lavamancer looks fantastic. The team did a wonderful job bringing that volcano to life. We hope you enjoy using him.


Daniel Diaz, World Builder (DanielKaMi)

We're giving more love to the Crumbled Bulwark level. Visuals are turning into the right direction now! Only true defenders without fear will see the light on this dark place…

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Jesus Diaz, World Builder (N3oDoc)

We are still redoing the visuals of the Crumbled Bulwark level. At this point, it has even become more dark and gloomy...the perfect place to feature a new enemy, a really dangerous one.


Steven Collins, Lead Level Designer (Esorath)

The Demon Cache has been found! Congrats on hitting the books and getting some extra loots!

As for the next map, Crumbled Bulwark. The level design team was rather unhappy with the original theme that was done on this map. It lacked the character and depth that we want to push forward with our levels. So we decided to give Crumbled Bulwark a makeover. (Keep in mind the gameplay layout will remain unchanged.) This visual update will give the map more character as well as some of the updates will allow for a much more robust Incursion that we have planned for this map.


Brian Goodsell, VFX/Technical Artist (Other titles pending)

Wrapping up the last of the extended Lavamancer VFX work for the milestone. Had some time to modify my workflow in a way that allowed me to capture more gifs.


Oil Geyser Attack/Eruption

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Charge VFX

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Currently Listening To: Bonobo - "Nothing Owed (live version)"


John Muscarella, Digital Puppet Master

Finalizing the Lavamancer means that I have been full swing on our next hero, The Mystic!  I am extremely excited for this character, and hopefully you will be too.  Here is some of what I have been up too.


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Keep an eye out for this lady in the future, she will be joining our cast of heroes soon.



iamisom

Devstream 61 Recap



The Land of Uhz

  • Our new guy Benny said Uhh a lot. He has been admonished for his vocal crime. 


Power Surge Update

  • The Power Surge Challenge

    • Storm’s a-brewin’ at Dragonfall Bazaar! While the storm rages, towers gain supercharged attack speed, instant upgrading and instant build time during Combat Phase, but the intensity causes towers to explode after a short time. Can you survive the storm?

  • Glaive of the Storms Monk Weapon 

    • Ride the lightning with the Glaive of the Storms! The alternate attack lifts the Monk into the air and lets him ride in style on his own personal cloud. With the power of the cloud, the Monk can synergize and maximize his damage output for peak fiscal performance.

    • Uhh, we mean, become a lightning god! His cloud corvette drenches enemies that walk underneath it and periodically strikes them with lightning.

    • The main attack unleashes a powerful lightning attack!

  • Mark 3 Costume for Series EV2

    • Remember the days of dressing up like a Bounty Hunter? EV2 remembers.

  • Balance Changes

    • This update brings additional balance changes, including an Earthshatter buff, Skeletal Ramster buff, Skeletal Archer nerf and a Poison Dart Tower nerf.

  • And more!


New Map Influence Vote:  Least Votes Wins!

  • In recent months, several dungeons have been defeated at the hands of the Influence Vote. It’s time for one of these losers to finally win… but we’re switching things up. For this vote, the map with the LEAST amount of votes will be the one you see next!
  • Will you choose Frost Keep or Crumbled Bulwark? Vote now!


What We're Working On Now

  • Strategy Revamp:  New Enemy Abilities and Roles:  We're giving enemies new abilities and roles to increase the difficulty of the game and to provide more interesting encounters. These changes are going to take awhile to complete. It's a big task that we're working on, and it'll need a lot of iteration time before we get them right. If you're interested in testing these changes before they go live, join the Remote Playtesting Group! Email dani.moore[at]trendyent[dot]com if you're interested.
  • Campaign Revamp:  Leveling, Loot, Reward and Structure Changes:  Step one of getting the enemy changes into the game is restructuring our Campaign and laying the groundwork there. Part of these changes is changing the way we handle enemy spawning so that as we make squads and these new enemy changes, we can implement them into the game. While we're diving into Campaign, we're also taking a look at the new user experience and making rewards and experience more frenetic and enjoyable. After we're through with these changes, it shouldn't suck to level heroes to 50! Yay!
  • New Map:  Molten Citadel:  Our remake of Magus Quarters from the first game. It's real pretty. 
  • More DD1 Map Remakes:  Oh yeah, baby.
  • New Hero:  The Lavamancer:  We'll have more details for you in our next Devstream!
  • New Hero:  The Mystic:  You'll have to wait a bit longer for those details.


PS4 Online Update

  • In the update after the Power Surge update, multiplayer online play will only be accessible to players with an active PlayStation Plus account. If you do not have a PlayStation Plus account, you will still be able to play single player or local co-op online. When Dungeon Defenders II leaves Early Access, all players will regain access to multiplayer online play. To all of our PS4 fans, thanks for playing Dungeon Defenders II in Early Access on PS4. We're excited to continue to get your feedback as we continue to improve the game!
  • We're also working on PS4 Trophies. You should see those really soon!
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