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Our Commitment To You


As we get closer to expanding our Defense Council (which you’ll hear more about very soon!), we wanted to reiterate our commitment to you: Dungeon Defenders II will never offer gameplay advantages for real money. You will never be able to purchase shortcuts using real money. You will never be able to pay for power or stats in the game.

We will be working closely with all of you as we develop the kinds of microtransactions that will be available. We want our F2P model to be spoken in the same breath as other praised models, and with your help, we will achieve this.

What games do you think do F2P right? What types of monetization would you like to see in DD2? What types should we avoid at all costs? Please let us know! We’ll have more info on the Defense Council expansion for all of you next week!



The winners of our last blog are mblitzp and Scellow! Winners, keep an eye on your forum PMs for more information.

Answer the questions above about F2P monetization, and you could win a pre-alpha code for Dungeon Defenders II! We’ll pick TWO random posters and reveal the winners next week. You have a full week to leave a comment. Don’t have a forum account? It takes less than a minute to join the community!


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!


The feast is coming.

As you read on, you’ll learn about The Loot Update coming next Tuesday. [Update:  The Loot Update is now coming May 23rd. As we were going through our final playtests, we felt we needed an extra week to get it right. More information is available here.]

This update delivers the loot and progression improvements we’ve been cryptically teasing. We’re eager to share these succulent details, as we’re sure you’re eager to gobble them up. But soon, the feast will arrive. You’ll be treated to a five-course meal stuffed with details of our release plans. You’ll discover when we’re releasing and what we have planned between now and that fateful day. There are surprises in store for you, too, but we won’t spoil those now. Not yet.

As you saw with The Spring Forward update, and as you’re going to see in next week’s Loot Update, we’re working on more system improvements. More quality-of-life changes. More bug fixes. More polish. We’ve made a lot of changes to our game during our 2+ years in Early Access. After your feast, the guests will arrive -- the hungry masses of new and returning players -- and we’re going to make sure Dungeon Defenders II is ready for them.

Loot Updates

We’ve been working on a series of changes that takes the new loot system from the Trials update and tweaks it to make loot more interesting and more intuitive. It applies the feedback we’ve received since the Trials update and instills more of the spirit of the loot system from the original Dungeon Defenders. These changes will apply to all new drops once the update comes out; your current gear will be unaffected. We hope you’ll enjoy the following changes when they come out next Tuesday:


New Stat Rolling System

Before this update, rarity affected the stats on loot -- the higher the rarity, the higher the stat roll. This was intended to make higher rarities desirable, but this was actually making progression slower than intended and caused roadblocks in progression. Equipped Legendaries (and even Mythicals) would increase the time until your next stat upgrade, and in some cases, it stopped intended stat upgrades from appearing at the end of a Chaos tier. We’ve removed this, and in its place, we’ve made some exciting changes to rarities to make them worthwhile to find. You’ll discover these changes later in this blog.

Something else that’s plagued loot in DD2 is its lack of multi-dimensionality. When you look back at the first Dungeon Defenders, the loot system begged you to give every loot drop a chance. There wasn’t always a simple “yes” or “no” of whether an item was better for you. Stats on loot rolled individually, so there were vastly more implications when deciding if a drop was better or worse for you. Say an item rolled with Defense Power and Defense Health. Perhaps Defense Power rolled higher than your current gear, but Defense Health rolled lower. Is that a tradeoff you’re willing to make? Is power worth more than health for your particular build? Worth more at this point in your progression? Is it bad for one hero but better for another? This kind of decision making was a driving force in DD1 in both the main progression and in the endgame.

With that spirit in mind, loot stats will now roll independently from each other! This should instill more of those interesting decisions into loot, and at the same time, it’ll introduce sidegrade opportunities to improve your speed of progression!


4 Stats on Legendaries!

Legendaries are going to roll with an additional stat! If Legendaries are going to be rare, then you should mess yourself a little when you see that golden beam rising toward the heavens. Throughout our Early Access period, we’ve learned (and you’ve learned) that you don’t need that extra stat in order to succeed. But there was a certain joy in DD1’s loot when all of those beautiful stats rolled on a single item. It was that little extra push to keep playing and keep hunting. This change should make Legendaries feel just that much more special. Along with this change...

New Upgrade Ranges

Rarities have new upgrade ranges! Each rarity has its own unique range, which means a Legendary loot drop will always have more upgrades than a Mythical, which will always have more upgrades than an Epic, and so on. The final upgrade ranges are still being tweaked and will be available in the patch notes next week.

Along with this, upgrades will now roll in all numbers across their range. Something we’ve heard from our min/max players is that it was just a little too easy to find perfect gear, which really is the driving factor to keep playing DD2 as it was in DD1. These upgrade changes should ensure that higher rarities retain their usefulness and power while providing just a little bit more to look for.

Increased Armor & Weapon Shard Slots to 3 

We’ve also increased the Armor and Weapon Shard Slots from 2 to 3! Even better, these 3 Shard Slots will appear on both Legendary AND Mythical loot! We can’t wait to see what new builds you’ll create with these changes.


Increased Loot Drops

We’ve increased the amount of loot that drops in Trials by about 50%!

Loot Rolls Based on the Most Powerful Hero in Your Deck

One of the most common confusion points of our new loot system was how loot generated. Before this update, loot generated based on the average stat power of every hero in your deck, so if you had heroes with worse stats than others, the generated loot would be worse. In this update, loot will generate based on the most powerful hero in your deck. You won’t have to remove your other 3 heroes before Combat Phase just to get the best loot. Based on our playtesting, this change alone removes a lot of the WTF moments from our new loot system.

Increased Stat Roll Ranges

Speaking of loot generation, loot is generated in a +/- range around your equipped gear. Currently, that +/- range is fairly small. There aren’t enough of those “wow” moments of finding a loot drop with big stat upgrades -- not enough of those “power spike” moments. We’re increasing this range so that power spikes happen more frequently. Another thing to note is that with the new individual stat rolling, items that would previously be an across-the-board “-” roll (since both stats rolled in identical numbers) could now become possible upgrades!

Higher Loot Cap Per Chaos to Help Bridge the Gaps

For some players, moving between Chaos tiers was easy enough. For others, the gaps felt like an impenetrable wall. That’s what we’ve heard over and over since the Trials update.

In the loot system introduced in Trials, each Chaos tier drops better and better loot up to a certain point. Once you hit that point, you’ll need to move on to the next Chaos tier in order to keep finding better loot. With this update, we’re increasing the maximum loot cap per Chaos tier. If you can’t survive the leap to the next Chaos tier, you can now progress higher in your current tier. This additional power potential should decrease the gaps and increase your upward mobility.

Coming Up:  Better In-Game Instructions

The above changes should make the system more intuitive, but we recognize that some elements need to be more explicitly stated. In the future, we’re going to include better in-game information to players about how loot works.

Coming Up:  The Return of Unique Legendary Weapons

In the coming updates, our unique legendary weapons will return! Keep an eye on our blog for more details.

Increased Gold Rewards

Players weren’t earning enough gold in earlier Chaos tiers. For rough comparison, Chaos 1 only awarded around 13,000 gold per victory, while Chaos 7 awards around 56,000 gold.

So in this update, we’ve increased the gold rewards in all Chaos tiers below Chaos 7, with significant increases in the early Chaos tiers that taper off into the higher tiers. For example, Chaos 1 should now award closer to 21,000 gold, which is around a 60% increase in gold per victory! This should greatly help with the gold squeeze in earlier difficulties. It’s also worth noting that our increased loot drops will leave players with more gold than before. We’ll continue to monitor the gold-per-hour and gold-per-difficulty players achieve at these new values and make more adjustments if needed.

As a result, players will see an increase in gold earnings with this new patch, and that’s not even including the following change:

Consecutive Win Gold and XP Bonuses

In this update, we’re rounding out our Consecutive Win feature by introducing Gold and XP bonuses! You’ll begin to earn these bonuses on your 1st consecutive win (so on your 2nd overall victory), and these bonuses will grow up to a cap. The more you play, the more you’ll earn! (Also, we’re actively working on Matchmaking fixes. Several fixes will come out in this update, which includes possible solutions for being unable to continue after the end of a match, and more fixes are on the way soon. We’ll continue to make the Consecutive Win bonus and Matchmaking feel better and better!)

Experience and Ascension Updates

We’re happy with how fast players are earning Ascension levels when they’re playing at a challenging difficulty. But some players are farming much, much lower difficulties to earn Ascension levels at very fast rates, and it’s thrown off our estimate on how fast players would earn Ascension levels.

When we released Chaos 6 and Chaos 7, some players had steamrolled way ahead of our Ascension estimates by farming earlier Chaos difficulties. In essence, we had two audiences -- one that was at or near the target Ascension level for Chaos 6, and another group that had pulled way, way ahead. Balancing new difficulties for these two different audiences became quite challenging, and we realized we needed to close the gap between them a bit if we wanted to keep releasing new difficulties.

So, to help hit that goal, we’re making the following changes:

New Difficulty XP Bonuses and New XP Curve

Each higher Chaos difficulty gives much more experience. Chaos 5, by comparison, now awards several times more experience than it used to. This means that playing at higher difficulties gives much more experience than playing at lower difficulties.

But we’re also increasing the amount of experience required to earn each level. These changes combined mean that if you’re currently playing Chaos 5, it’s more efficient to farm Chaos 4 or Chaos 5 for experience rather than going all the way back down to Chaos 1. This change won’t alter your existing Ascension level, but it will update the amount of experience you need to reach the next level.

The time-to-level should not increase if you’re playing at a challenging difficulty, but it will increase if you’re playing at a difficulty way below where you should be. In practical terms, this means Chaos 1 will no longer be the most efficient difficulty for every player to earn Ascension levels, especially if you’re well over Ascension 200.

New Ascension Power Caps

While our first change is targeted at smoothing out the rate of progression and encouraging players to play harder difficulties, this next change is intended to limit the overall power of players who are many times over the target Ascension level for our hardest difficulty.

With Chaos 7 being our current hardest difficulty, we are lowering the cap on powers from 999 to somewhere in the mid-100s (roughly 140). Powers that were capped at 10, 15, or 20 are unchanged; only the powers that had 999 caps are affected. As we release harder difficulties, the cap will go up.

If you’re under Ascension level 400, this won’t affect you at all as you wouldn’t have enough points to hit any cap. But if you’re over Ascension 420 (roughly), you may notice you’re starting to hit caps that will require you to diversify your points rather than stacking them into a single power.

Accompanying this change will be a reset of all Ascension points, allowing all players to freely update their Ascension Powers. Our intent is to shrink the power gap a bit between our most dedicated fans (some of whom are over Ascension 1,000!) and the vast majority of our playerbase (most of whom are less than Ascension 300), so we can continue to release content that challenges both audiences in a timely fashion.

New Ascension Level Rewards

We didn’t want this update to be all redos and system updates, so we’ve included some new rewards for reaching higher Ascension levels!

Starting with Ascension level 100 (and continuing up to 1,000), players will earn rewards for hitting Ascension milestones. One of the rewards will be new titles, available to our more dedicated players who push the upper ends of Ascension.

We’d like to close by thanking all of our players who are helping to make DD2 a great game. You guys have totally amazed us with your dedication, and we hope you continue to support DD2 as we approach our official release!

The Trendy Team


Greetings, Defenders!

Before any of the lush environments, gnarly villains and dashing heroes step into the third dimension, we need to make them look like something -- preferably something cool! So how do we create concepts for new additions to the game? I figured we could go back to one of our recently revealed enemies, the Javelin Thrower, and see what it took for this abomination to come into fruition. (I also want to use this blog post as an excuse to melt your eyes with tons of art.)


Design, Reference, Brainstorming

So where do we start? Usually there is a to-do list for each development milestone for things that need art -- animation poses, VFX, environment paintovers, and weapons to name a few -- but my favorites are the enemy concepts. Usually we work on those that need priority first, but most often we pick the fun things! So when we first start, we need to know the enemy’s role in the game. At this stage, a design document has already been approved by the higher-ups with the information we need. Below is just a brief excerpt from the Javelin Thrower’s doc:

Design Goals
  • Ranged, smaller version of the Orcs
  • Uses massive javelin that pierces through targets and damages them
  • Varies minion wave composition
  • Switches to melee on close range

Makes sense. After we have a clear grasp of what our goal with this guy is, we start gathering reference and spend some time thinking of our design goals. Our main job as concept artists is to solve visual problems, so in this instance we ask ourselves a few questions: What would a heavy ranged enemy look like? How do you throw a javelin? Is he intimidating, or can we inject humor? At this point my mind is already brewing with endless possibilities. I start going through the list of ideas in my head, exploring different shapes and personalities while still keeping in mind the design goals.

Our initial goal is to generate enough ideas and concepts to get people talking. Sometimes we hit the nail right on the head, and the first concept we make is the one that everyone likes. We celebrate, shake hands, and party. Unfortunately, this is not one of those times. After we’ve exhausted our brain and poured our initial concepts onto digital paper, we usually gather with our Creative Director Daniel Araya, our Art Director Rusty Drake, and the rest of our art team, and pitch ideas back and forth until we are clear on what the game needs.

Form Follows Function

One of the great things about games is the amalgamation of so many talented folks coming together to illustrate a single idea. Oftentimes, if done really really well, you know what that idea is by glancing at it, without guessing or having someone explain it to you.

With the Javelin Thrower, we really wanted that to be apparent. We wanted the player to have a sense of what this character was just by looking at him. Hopefully we did our job right. In the initial concepts, everyone really latched on to the idea that his throwing arm is all he uses, so it’s ripped and huge! If this guy throws something at you, it will obliterate anything in its path. We wanted that to be the focus, so he is extremely out of shape, disfigured and malnourished in certain parts. He has basically neglected everything else… but that arm, though.


We are getting close! So at this stage, we couldn’t decide what to go with exactly in terms of personality. Should he be angry like the Orcs? Alarmed? Mysterious? Perplexed?

Ultimately, we agreed to have him be a little more fun and show more personality than his angry and intimidating Orc counterpart. B3 (see illustration above) was definitely the way to go. He seems super excited to get into the map and just throw things with wreckless abandon.


So there he is: the Javelin Thrower! He is perfect, the kind of enemy Etheria deserves -- except we are not quite done yet.


Tiers and Tears

So here is the part where we take the design and break it only to mold it again into perfection. Most enemies in Dungeon Defenders II have tiers, which means this guy goes from tough to tougher to ridiculous. Visually, one of the things we really care about when it comes to tiers is the character’s silhouette. Will you be able to tell this guy apart from the others? If so, how much will his silhouette change when he is in a higher tier? Is he still visually interesting, or is it boring?

Normally enemies need to look more aggressive and intimidating. With the Javelin Thrower, it needed to be that plus we had to maintain his essential dorkiness. There is a lot of back and forth in this stage. We move things around, try a lot of different shapes, armors, colors, and horns, lots of horns, until ultimately…


Like Brad Pitt in Troy

Bear with me here! We have a bit more time just before our deadline. Now after the design and the tiers have been approved, we need to make sure that all of our ideas are clear for everyone to be on the same page. We make a call out sheet to go over a few details and ideas we might have missed to make the 3D modelers and animators’ lives easier.

Now this little guy is ready to step into...


The Third Dimension

Our buddy Dan Pingston made sure of that, and he turned out very presentable, wouldn’t you agree? After this comes rigging, animation, materials, and finally those ones and zeroes can run through their veins. We have a ton of cool things to show you, so until the next one! Cheers!

The random winners of our previous blogs are:
  • Early Access Blog: Wyldbill
  • Early Access Blog: Ramzilla
  • Concept to Creation Blog: TehOwn
  • Concept to Creation Blog: xPi
  • A Bold New World Blog: Basston
  • A Bold New World Blog: Ratiasu

What did you think of the concept art process? Tell us in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick a random poster and reveal the winner next Friday. Don’t have a forum account? It takes less than a minute to join the community!

Defenders, our second Beastmaster Contest has come to a close. Are you ready for the next one? Bring out your Serpentinys. Go forth, and find the mightiest little dragons! You have until May 20th at 11:59 PM EDT to submit your Serpentiny in this thread.

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

There was a lot of awesome participation for these contests. Thank you to everyone that got involved! Another huge thank you to Mapatti for corralling data and answering questions!

This contest was especially interesting, with one clear winner and a three way tie for second place! The newest Beastmasters are:

Thank you to our winners for being such good sports! Keep an eye on your PMs for your title code. 

For full contest rules, see the original contest post.


In Dungeon Defenders II, were exploring new ways to create a fun and engaging cooperative experience. Instead of focusing your attention on one or two main objectives, youll now have the option of protecting sub-objectives that can drastically alter the flow of the game.

Good Co-op Play Comes From Variety

In DDI, many players told us that the best strategies involved clustering defenses around crystal cores.

This style of defense is known as turtling.

Its a valid strategy, but one that shuts down mobility across the map and encourages players to remain in one location. We believe a strong co-op experience benefits from multiple stimuli that call for dedicated attention from players. In the original game, so long as you protected the crystal core there was little incentive to do much else as a coordinated team. Moving forward, we want to encourage a greater variety of co-op experiences, and we believe that starts by giving players some reason to spread beyond the core.

Sub-Objectives Divert Resources and Draw Attention

To facilitate this, we decided to create a sub-objective system. You can lose these objectives and still win the match, but once a sub-objective falls, its meant to divert the attention of the players within the level. It forces them to make hard choices and divide up critical defense tasks. And as many of our Defense Councillors already know, it takes a coordinated effort to win a game once a sub-objective has fallen.


The destruction of a sub-objective also provides meaningful feedback for how youre progressing in a match. In DDI, players were either in control or they were dead. Sub-objectives introduce a buffer between these two points. Its a chance for players to rally their team and reconsider their strategy as lanes shift and new enemies head straight for the core.

Losing a Sub-Objective Is Noticeable, But Manageable

However, building a feature and using that feature are two very different things. We felt we had a great gameplay concept, but instead of creating balanced cooperative play, it was just leading to a frustrating experience. During our first prototypes we used too many sub-objectives, and it created a snowball effect. If players were already losing control of the map, the addition of more enemies almost guaranteed a loss. Were currently addressing this problem by having sub-objective enemies spawn during the next combat phase, but this approach isnt without its own issues. It doesnt have the impact we want, and it doesnt make it clear to the player that the loss of a sub-objective is what opened the new lane. Were still trying out a few ideas to address this, including releasing a few enemies right after the sub-objective falls. Were open to ideas from you guys, as well, so please let us know if you have any thoughts!


We cant wait for you and your friends to experience the sub-objective system. We truly feel it will create a much more exciting experience for everyone involved, and we look forward to seeing your feedback as we approach release. In the meantime, what would you like to see added as a sub-objective in Dungeon Defenders II? Let us know in the comments below!

Without further delay, the winner of our holiday loot naming contest is Bladedtaco! When everyone finds a Vilethorn in the game, theyll look to the heavens and curse your name for beating them in this contest...we mean, theyll forever praise your name!

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

Happy Holidays from everyone here at Trendy Entertainment!  Thanks for a great 2016 and we can’t wait to share what’s coming up in 2017.  Here’s some tidbits about some of the things we’re working on in the game.

Daniel Haddad, Design Director (Blacksmith)

There are no holidays in the camp of Blacksmith. We’re working on three huge changes coming to Dungeon Defenders II very soon. Today I am going to talk about 1.5 of those changes.

While we were working on the Terraria crossover, our back burners were burning away thinking about what we can do to DD2 to make it a more entertaining experience and help empower the end game. While I was playtesting the bloodmoon incursion, one of the answers was staring right at me the entire time. Do you guys see what is wrong with this picture?


Even though we give you the option to carry four heroes in your hero deck, in order to achieve the full fantasy of a hero, you need three of that hero. In the image above, I had:

  1. Defense Health Dryad dedicated to building tanky trees

  2. Defense Power Dryad dedicated to building damage dealing defenses

  3. Hero Damage/Ability Power Dryad dedicated to wrecking face during the combat phase

We are all used to this by now and it’s funny that this has been staring all of us in the face for years now, and we never realized how obtuse it feels. In order for a player to achieve the fantasy a hero promises, that player needs to level 3 of the same hero and farm for at least 18 pieces of gear.

While thinking about this seemingly obtuse problem in DD2, I started thinking about how players interface with loot and realized that loot itself is also currently obtuse. Imagine you are a hero. Imagine you are wearing a full legendary ipwr 800 set of armor. You’d feel powerful right? Protected? Safe? That is what armor is for right? Not in current DD2, if that armor had defense stats on it, well, you will get 1-shot in nightmare… What about if you have an iPwr 800 legendary weapon! Surely you can deal great damage to your adversaries right? Well, not entirely … you more like tickle them to death if that weapon had the wrong stats… Similar to how you interface with your hero deck, there is a lot that does not make sense about DD2’s loot.

To fix these problems I proposed one simple rule. “Whoever equips an item, is affected by that item”. What does that mean? Well, if a hero is equipping a piece of gear, only that hero is affected by that gear. This allows us to make armor and weapons make sense once more. You will no longer find a weapon with Defense Stats nor will you find Armor with Defense Stats.

“What the ploop Blacksmith! What are you doing!? You know this is a Tower Defense game right! Why are you taking tower stats away this is garbage!”

Aha! But wait! There is more! Heroes can no longer equip relics and the game is going to have a total of 5 relic types:

  • Medallions

    • Primary Stat: Defense Power

  • Totems

    • Primary Stat: Defense Health

  • Rings

    • Primary Stat: Defense Range

  • X (not sure what this will look like yet)

    • Primary Stat: Defense Crit Damage

  • Y (not sure what this will look like yet)

    • Primary Stat: Defense Attack Rate DekJnRt.png

Each one of your towers will now have an equipment slot in your equipment belt that can equip a single relic. So for example, on the Squire you will see:

  • Weapon Slot

  • Shield Slot

  • Helm Slot

  • Chest Slot

  • Gloves Slot

  • Boots Slot

  • Cannonball Relic Slot

  • Blockade Relic Slot

  • Ballista Relic Slot

  • Dummy Relic Slot

Each tower is now only affected by the relic they equip. What does all this mean? Well this change allows us to combine those 3 heroes you did before into a single hero. Your hero deck of 4 heroes can now literally be 4 different heroes (or 4 squires if you really want to, you can do what you want, you’re all grown…). Each hero can now fulfill the fantasy role in its entirety.

But Blacksmith, what about hero diversity? At least before you had 3 different Squires… It now sounds like all Squires are going to be the same!

Nope! They won’t be, and here is why. If you think about it really, the 3 different Squires you had before were not at all very exciting differences. The next two changes (that I cannot yet talk about) are targeted at adding customization and diversity to each hero type so that you can have different sorts of Squires, Apprentices, EVes (EVii?) and so on.

One of the two things (that I cannot yet talk about, but I am going to anyway) revolves around how you interface with Passives. Right now passives are a good customization tool but are also a massive pain to interface with. You are dependent on RNG to get you the 3 passives you want in the right combination. We are changing that. We are thinking that passives will no longer spawn on gear. Instead, gear spawns with passive slots and passives drop independently on different maps. We are also thinking that passives will no longer have random values but instead will start at a fixed value and can be upgraded through item enhancement. Instead of finding a passive that says “Cannonball Tower does +15% more damage” you will now find an object, let’s call this object a shard, that says “This shard improves the damage of the tower it is socketed into by 5%, can be upgraded 10 times”. By divorcing loot and passives (it was a doomed relationship from the start), you can now invest in the passives you want to and when you get a higher iPwr piece of gear, simply unsocket that passive and move it to the new piece of gear.

All these changes are highly experimental, a lot may change about them, and are the reason why I will be working through the break to deliver these changes to all of you as quickly as possible. We will talk about all these changes in the future, but I wanted to reveal some of them to you know so we can start gathering your feedback. If you have something to say please comment and include “Blacksmith” in your reply. If you have concerns or even if you like what you hear and want to send a few encouraging words please reply in the comments below!

(Also examine the inventory screenshot below closely, you may see the new equipment slots for each hero)

Joshua Javaheri, Tech Art Director (Javahawk)

First and foremost, Happy Holidays! It’s been a long year and a long journey thus far for us and for you, and we're really glad to be here with you throughout. The last few patches have been relatively quiet as we continue to work on huge system overhauls that will dramatically change the way we play and interface with DD2.


A few of us are wrapping up our year here with some much anticipated quality of life improvements to the inventory UI. Gone will be the days of the hero's forge soon, as we're shoving a ton of important hero and inventory specific information onto this revamped inventory system. The right side of this new UI will be the inventory management screen while the left side is relegated to dealing with your hero deck, equipment, and various stats.

One of the questions we've been getting lately is "will these inventory changes affect the structure of bags, and if so, how will this affect my previous purchases?" Simply, yes, we are getting rid of the concept of standard and premium bags in favor of a simpler system. All bags will have the previous premium functionality and will consist of 64 inventory slots apiece.

All players who return will get converted to the new system with the same-or-higher number of inventory slots as they previously had (rounded up to the nearest 64 slot bag). So that means a player who currently has a total of 144 slots (9 bags of 16 slots) will get rounded up to 192 slots (3 bags of 64 slots). THIS MEANS THAT IN EVERY CASE, PLAYERS WILL RECEIVE THE SAME OR GREATER NUMBER OF TOTAL INVENTORY SLOTS.

Additionally, all bags will have extensive sorting functionality. More specifically, players will now be able to sort by Weapons, Armor, Relics, Pets/Pet Items, Consumables, and Lockboxes, and our smart after sorting algorithms will also intelligently sort between different types of items. For example, if a player currently has a huntress equipped, when they sort by weapons, the top hits will all be bows, followed by other weapons with similar ranged stats. We also have a second layer of sorting, with tags such as iPWR, rarity, recent, etc, for even more sorting control.

We are also giving players the tools they need for smarter auto-loot collection. Players will be able to specify, on a per bag level, which loot goes where! It will now be possible for a player to throw all legendary huntress bows into one bag, and all garbage low tiered items into a garbage bag automatically. This should help some of the tedious item management pain points we've noticed players experiencing.

Here are some other cool inventory notes players can expect when we release inventory 2.0:

  • Inventory Item locking

  • Sell all in bag feature (Locked items ignored)

  • Unified design across all platforms

  • Full gamepad support

As a parting shot, we are also working on a solution to upgrade gear from the inventory, similar to DD1! :)

What're these!?:


Colin Fisher, Assistant Producer (Elandrian)

I can’t wait for this next year, and I can’t wait to share all the hype that I have been containing since I started working on DD2. We’re going to be on our holiday break for a while, but we’ll be back in January and grinding hard at some big boy system updates.

I might stream a day or two over our break, and if you’re interested in streaming over the holidays, let me know!  I’ll still be around the interwebs interacting with the community when I’m not sipping martinis (shaken not stirred) on a beach and hopefully hosting some fun people on our Twitch channel!  

Jesus Diaz, World Builder (N3oDoc)

Happy Holidays Defenders!

For those who didn't read the last Devlog, we are working on a barbarian themed level, and this week we've been focusing on some viking huts meshes and textures.

We already made some good progress and can't wait to start the world building phase of this level! Meanwhile, here are some of the new assets.


Daniel Diaz, World Builder (DanielKami).

Hey Happy Holidays everyone! As Jesus said, we're working on a barbarian themed level, mostly doing art test stuff. We had some master classes and received some great advice from Jordan this week to help us improve our hand painting skills.

Here's an example:




Greetings, Defenders!

Welcome back to Influence, where you help us make decisions about Dungeon Defenders II!

Our next patch, Loot & Survive, is coming soon™. It contains pretty much everything you could want while defending Etheria -- a new leveling/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 oh so much more.

Because of the scope of these changes, we must wipe some of the profile data for the game. This data will simply not exist anymore after the update. However, we’ve received feedback from many of you that a full wipe (reset) would be preferred to a partial wipe. So, we’d like to put this decision up to you -- the players most invested in Dungeon Defenders II.

For the full details of the upcoming wipe and to make your voice heard, head to the Influence voting page!


Hero Lore Process

Greetings Defenders,

A few days ago, Laura reintroduced you to everyone's favorite over-enthusiast, the Squire! What you don't know is that he has a completely new biography just waiting to be seen. While I can't share the whole thing with you just yet, I thought this would be a good opportunity to shed some light on how we create a hero biography.

Writers. Can't take them anywhere.

Why redo the bios at all? For starters, I wrote all of the previous biographies with the tournament in mind, centering each hero's motivation on that key point. As we moved away from the MOBA, inconsistencies sprang up left and right, and the fix wasn't as simple as omitting a few details.

More importantly, the tone didn't match what we were going for with the revamp. Community member Ayjona brought up a good point: There is a tonal shift between the first game and the sequel. Though we want to avoid making it a jarring change, we do need to weave the effect of a slightly darker world into our lore.

Not Red Wedding dark. More like Magenta Wedding.

Before we worked on the new bios, we were given a template. This template included sections that would be particularly helpful to other departments. As Ben demonstrated in his recent post, creation doesn't happen in a void. It's a collaborative process, and for Dungeon Defenders we use what I like to call “functional lore.” It should serve a purpose -- ideally many purposes -- from helping the animators decipher a character's personality to providing the level designers some context for a map.

With those points in mind, we went to work. Of course we read the old bios first. We also took a good look through the mountain of material that was already created for the Squire. His personality was easy to grasp. It resonates through every asset, from his animations to his sound bites.

He's still accepting fan mail, by the way.

But the Squire, like all of our heroes, was in the middle of a character arc. The original story was just the beginning; the call to action. We needed someplace for him to go. We tried a few different approaches and pitched them to a team of reviewers including our two Creative Directors, but ultimately it was decided that the Squire's arc should be internal.

Originally we wrote the biographies as you might see them traditionally. But we found the personality just wasn't coming through, so we decided to add in what we called anecdotes -- little moments from the Squire's history that defined who he was.

The Squire got into his stance, bouncing on the balls of his feet. The Knight wasn't reaching for his sword, though. He was grinning. A big, broad grin that took over his face.

"Son, aren't you forgetting something?"

"Huh? I've got my sword. You said we didn't need armor..." Maybe it was a test.

"Pants would be a good start, though."

He looked down, seeing the red hearts on his boxer shorts. With a sheepish grin and a shrug, he matched his father's gaze. "Oops. I guess I forgot."

For me, these anecdotes were much easier to write than the more informational biography style we'd embraced in the past. They gave me the chance to construct a narrative in short bursts, and I think they ultimately helped bring the Squire into a more three-dimensional state.

With anecdotes in place, the Squire's path was clear. After extensive reviews and a few tweaks here and there, he was ready for his closeup. His bio -- along with our others heroes' -- circulated about the office.

Everyone seemed to like the new direction, and it even contributed to a few assets that have been made recently, like new animations that reflect his boisterous personality.

The Squire stared flatly at the awesome, spike blockade shaped hedge. It should make him happy, but it was no match for the real thing. He kicked at the ground, nudging up some loose dirt.

"You ruined it!" The gardener was always really... loud. And never about interesting things.

"Come on, nobody wants to look at another dragon."

"Fix it," he hissed through clenched teeth.

The Squire's jaw set stubbornly. The only person who could talk to him like that was his father. He was better than these stupid hedges. Better than this stupid job.

But... his father had taught him to never quit; never walk away when someone needed help. He let out a heavy sigh, his shoulders slumping. "Fine. I'll just make it a really spiky dragon."

That said, this approach wasn't without problems. Though the Squire was an easy one, we spent a little longer trying to nail down the vibe of some characters. One character went through several iterations before we found an approach that worked. To address this, we've already started having brainstorming sessions early on so that we bring a number of approaches to the table at once.

So what's next for the Squire's biography? Well of course we want to present it to his adoring fans! Aside from the snippets we've shared here, you'll get to see his full biography very soon. Until then, let us know what you think! Comment below and you could win a seat on the Defense Council!

The random winner of our Squire blog is Aheadatime!

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

Dungeon Defenders II is launching on Xbox One, PC & PS4 on June 20th!

For more than two years, we’ve delivered 60+ updates during Early Access. We’re finally ready to tell the world that Dungeon Defenders II is officially here. And we’re excited to tell people that, yes, we’re bringing our game to the Xbox One!

On June 20th, Dungeon Defenders II will be free-to-play on ALL platforms. If you’ve been waiting for F2P to jump into the PS4 version, or if you’ve been waiting for the Steam version to leave Early Access, that day is your day.

When the Xbox One version launches, it'll come with an exclusive pet, an exclusive weapon and a limited-time exclusive map. The new map will make its way to the other versions shortly after the release of the Xbox One version! What is that new map? Perhaps the trailer above offers some clues.

We know you have plenty of questions. We’ve tried to anticipate and answer the more popular ones below, but if you have another question, ask us in the comments!

Your Anticipated Questions

First of all, how hard was it to keep the Xbox One version a secret?

SO DAMN HARD. You have no idea how many times we wanted to tell people. Yes, we love our Xbox fans, and we can’t wait for you to experience Dungeon Defenders II three weeks from now!

Is Xbox One free-to-play?

Yes! From the very first day, the Xbox One version is free-to-play.

Is the Xbox One version up-to-date with the PC & PS4 versions?

We’re working right now to get the Xbox One version as close to the PC & PS4 versions as possible. If it’s not at parity with the other versions on launch day, we’ll get the Xbox One version on parity shortly thereafter.

Will the Xbox One version always be up-to-date with the PC & PS4 versions?

On the Xbox One, we need to put our updates through a more stringent certification process than we do on PC or PS4. It’s our goal to release Xbox One updates as close to day-and-date as possible, but the cert process could mean that Xbox One updates could come out a little later.

Is this the end of development?

NO. With your support, we’re going to bring new content, new features, quality-of-life changes, optimization improvements, continued bug fixes and so much more to Dungeon Defenders II.

What are you working on between now and launch?

We’re going to share those details over the coming weeks, but the big picture is bug fixing, polish, feature completion, bringing back Incursions & Incursion weapons into our endgame, and a few extra surprises. Stay tuned for the full details!

Thanks for your feedback! This patch fixes some of the bugs and balance issues we’ve seen so far. In the next few weeks, we’re going to address the more pressing UI and gameplay issues we've seen, which includes the hero management UI and Chaos enemy spawning. We’re hoping to have details of those changes either at the end of this week or next week.

UI Changes

  • The Item Comparison tooltip now displays +/- Number of Upgrades

  • Added text to display what the next Ascension Point investment will give

  • Updated the UI style for consumables (pet consumable UI change to come soon)

Enemy Changes


  • Lifespan of EMP disable reduced from 30 seconds to 15 seconds

  • EMP disable now activates on every attack

  • Cyborks now ignore Buff Beams

Hero Changes

Abyss Lord

  • Secondary Attacks

    • Uncharged Secondary Attack damage reduced from 11 to 9

    • Charged Secondary Attack damage reduced from 13 to 10.5


  • Arcane Barrier

    • Health scaling reduced from 200 to 150 match other 30 DU Blockades


  • General Defense Changes

    • The Dryad's Defenses, except Slimes, now consistently benefit from Defense Speed

    • Hornet's Nest and Harpy's Perch no longer reach maximum rate with minimal Defense Speed additions

    • Rebalanced Hornet's Nest, Harpy's Perch and Angry Nimbus damage to be more comparable to other defenses

  • Angry Nimbus

    • Now benefits from Defense Speed, and his Inspect displays his Rain Rate

    • Should no longer damage multiple targets; should consistently only hit 1 target

    • Range decreased from 3,500 to 2,500

  • World Tree

    • Upgrade costs increase to 125 / 275 (was 50 / 50)


  • Book Drop

    • Lifespan reduced from 15s to 6s

    • Now affected by Tenacity


  • Poison Dart Tower

    • Default Crit Chance decreased to the default 3% used for all other defenses

    • Crit Damage reduced from 5 to 2.5

    • Defense Speed adjusted to match other towers


  • Viper’s Fangs

    • Health upgrades slightly increased to now match other 30 DU blockades (example:  Tier 2 upgrade increased from 1.2 to 1.3)

    • Bubble lifespan decreased 5.0s -> 4.0s

    • Bubble base rate decreased 6.5s -> 8.0s

    • Bubble maximum rate raised 3.0s -> 5.0s


  • Maw of the Earth Drake

    • Now has a slower maximum fire rate (raised from 4.5s to 6.0s)

Series EV2

  • Weapon Manufacturer

    • Damage decreased from 3.0 to 2.5

    • Speed rebalanced to be comparable to other towers

Shard Changes

Radiant Power

  • Level Max decreased from 14 to 5

  • % Bonus Max decreased from 30% to 6%

  • Updated description to clarify effect


Bug Fixes

  • Shard Auto-Collect will now correctly pick up Shard Packs

  • Fixed a bug where blank Shard Packs dropped in Campaign

  • Fixed a bug where the Siege Roller could be insta-killed when petrified

  • Fixed the maximum Ascension Level XP curve (it was 9,999,999 and now it’s 2,500,000)

  • Fixed a tooltip issue where long tooltips on equipped items would go off-screen

  • Fixed a tooltip issue where long tooltips on items in the bottom 3 rows of the Inventory would go off-screen

  • Fixed a crash that would happen when getting stunned during a cinematic

  • Fixed an equip issue with the Iron Reaper Squire weapon

  • Fixed a bug where clicking an Inventory Bag tab while the bag was open would cause the bag tab highlight to disappear

  • Abyss Lord’s Abyss Stone now shows an ability mana icon instead of a builder mana icon when out of ability mana

  • Fixed a bug where the Cybork would continuously try to stun Abyss Stones

  • Fixed a Dark Assassin bug involving hotswapping heroes

  • Fixed a bug where swapping heroes while an item was grabbed in the Inventory caused some wonkiness (official scientific term)

  • Fixed a bug where if you right=clicked on an equipped item on a non active hero while you were on the All Heroes screen, it would bring up the Item Enhancement UI instead of unequipping/equipping the item

  • Fixed an issue where only one of EV2’s nodes would display a stun VFX when disabled by a Cybork (Reflect Beam still has the issue for now)

  • “Trials” now appears on the Pause Menu

  • Flamethrower and Earthshatter Range Gambit descriptions now show the full text

  • Fixed lighting issues on several maps

  • Fixed several SFX issues

  • Fixed several collision, environment trap trigger and camera fading issues

  • (PS4)Fixed a bug where split-screen players could not interact with an item that was equipped

  • (PS4) Fixed a bug where Bag Options would not work while in split-screen


Known Issues

  • Items often appear as the wrong type when moving them into an inventory slot that is occupied until the UI is refreshed.

  • Radiant Power - Shards that were fully upgraded before the update will not move to new cap for Radiant Power. This is only a display issue, shard will show as upgraded to 14/5 level or similar numbers.

  • The issue with the names showing up at 999 on the session list appears to may have come back (on PS4)

The PS4 version also includes last week's PC hotfix changes.



"Those who want Power must cast themselves into the Chaos." - A quote we totally didn't make up.

Greetings Defenders,

Trials: The Endgame Update is the systems update you’ve been waiting for. We’re improving progression, herocrafting, strategy, challenge and so much more. We’re pouring every ounce of ourselves into our most ambitious update yet, and we hope you’ll love it as much as we do when it comes out soon.

There’s a lot in this update, which also includes new threats, new difficulties, new ways to play, a new Inventory, balance updates, quality of life improvements, bug fixes and more, but this week, let’s focus on the new power you’ll find in the update:


Shards: A New Way to Build Your Hero

Our brave Etherian scouts ventured deep into the emerging Chaos. While evading fearsome new foes, they discovered powerful new artifacts called Shards! Shards slot into your Defenses, Weapons and Armor where your passives once were. Shards give you extra buffs, bonuses and sometimes even new functionality, which can be upgraded to augment your defensive capacity!

Defenses can hold up to three Defense Shards; Weapons and Armor can hold up to two Hero Shards. When you enter the new update, you’ll find your previously acquired gear -- slightly modified -- alongside a complimentary collection of Shards to start you on your way. Those with iPWR 750 loot will initially venture further into Chaos than other players by leveraging these complimentary Shards, but all will eventually find their way to greater iPWR glory (more on this in a future report). Best of all, most Shards can be moved between gear, which allows you to modify and improve your builds without losing earned progress!

Gone are the days when you bowed in tyranny to the RNGsus of Passives. Now you only need to bend one knee slightly to the Shard Gods!

Summary of the Shards system:

  • Goodbye Passives and Skill Spheres; hello Shards!

  • Shards are gemlike artifacts that slot into your Defenses, Armor and Weapons

  • Shards give you extra buffs, bonuses and sometimes even new functionality

  • Shards are found as loot drops separate from your other gear

  • Shards are upgradeable

  • Most Shards can be moved between gear. No more leaving your Passives behind when you find an iPWR upgrade!

  • Defenses can hold up to 3 Shards and can only equip Defense Shards

  • Armor and Weapons can hold up to 2 Shards and can only equip Hero Shards

  • When you login, you’ll be given Shards to help you on your journey into Chaos, and depending on how many Skill Spheres you’ve purchased, you’ll be given a ton of gold (which you might think you have enough now, but you’ll need all the gold you can get for upgrading Shards)


Ascension: Go Beyond Level 50

While our scouts risked life and limb in the Chaos, our magical scholars made a discovery of their own -- you can now go beyond Level 50! They’re calling it the Ascension system, and they’re quite proud of the name. (They’re as smug as they are clever, those scholars.)

Oh, and what’s the new limit, you ask?

You’ll be delighted to know our scholars believe this path to be limitless! Trust us, our scholars have been testing it. They’re as thorough as they are smug.

When a hero hits Level 50, any XP gained from that point forward goes towards your Ascension Level. Some of you might be wondering whether a deck of four Level 50 Heroes gives you four times the Ascension XP. Some of you might be on the right track! Having multiple level 50 Heroes and braving the toughest challenges rewards you with the greatest bounty.

Earning an Ascension Level gives you points to invest in Ascension Powers. Some Ascension Powers are universal while others are unique to specific heroes. To be the best, you’ll need to rise off your laurels, test yourself, bring your A-game and choose your Powers wisely.

Summary of Ascension:

  • Go beyond Level 50 with the Ascension system!

  • When a hero hits Level 50, all XP gained after that point goes towards your Ascension Level

  • Earning Ascension Levels gives you points to invest into Ascension Powers

  • Some Ascension Powers are universal for all heroes; some are unique to each hero

  • Harder challenges will grant more Ascension XP

  • Four Level 50 heroes in your Hero Deck = 4x the Ascension XP


All Heroes Become Master Builders AND Master Fighters

The Blacksmith and the Relic Hunter have something up their sleeves for you, too. You’ve seen them cozied up in the Marketplace, haven’t you? They’ve been working on updates to Relics, Armor and Weapons that will transform your heroes into simultaneous master defense strategists and combat experts!

All Relics are now Defense Relics

The Relic Hunter fashioned a method for attaching a Relic onto each of your Defenses. Rather than specializing all your gear towards a single Defense, you can now augment each of your Defenses individually! Want a Defense Health Blockade and a Defense Speed Ballista? Done.  Want Defense Range Cannonballs with Defense Power Training Dummies? Easy. You can do all of that with a single hero! Mix and match Relics, Defense Shards and Ascension Powers to make a build that is specifically you!

And yes, you read that above correctly:  The Relic Hunter rediscovered Defense Speed and Defense Range! Be sure to stop by the Marketplace to thank him.

Armor and Weapons Reforged

In conjunction with the Relic Hunter, the Blacksmith reforged Armor and Weapons into Hero Gear!   Similar to Relics, Hero Gear will now allow you to empower and modify your raw combat potential and mystical abilities. Combine gear with Shards and Ascension Powers to make your mark in the annals of Etheria.

Summary of Loot Changes:

  • Now you can build powerful defenses AND be a powerful fighter at the same time

  • All Relics are becoming Defense Relics

  • Defense Speed and Defense Range are returning as stats!

  • You can equip a Relic per defense, so you can customize the stats of each defense individually

  • Armor and Weapons will now roll with only Hero stats, which means you don’t have to choose between hero stats or defense stats!

These loot changes combined with Shards and Ascension Powers provide new potential for hero builds, and we can’t wait to see what new builds you’ll create.

Phew! That was a lot, and we haven’t described even half the changes coming in the update! In our report next week, we'll shine a light on the forces of Chaos that stand between you and your new power.

Frequently Anticipated Questions

You haven’t asked them yet, but we know you’re going to.

Q:  Wait, there's even more coming in this update?

Yep! This is hands down our most ambitious update. We're putting in long hours to make this the best update yet, and we hope you’ll enjoy our changes as much as we do.

Q:  Does Trendy need feedback on these changes? How can I help with that?

Yes, we do! The most useful feedback would be your hands-on impressions, and if you want to do that, you can join our Remote Playtesting Group. Email dani.moore[at]trendyent.com if you’re interested! Other than that, we’d love to hear your thoughts in the comments below!

Q:  What’s happening to the Passive and Skill Sphere systems?

Most Passives and Skill Spheres are being converted into Shards and some are becoming Ascension Powers. When you login, you’ll be given a number of Shards to aid you on your journey into Chaos, and depending on how many Skill Spheres you’ve purchased, you’ll be given a ton of gold (which you’ll need for upgrading Shards). Those who have purchased more Skill Spheres than others will be given a big leg up here as gold will be key to upgrading Shards and getting further into Chaos faster than other players. And those who farmed iPWR 750 loot will be able to start deeper into Chaos than others.

Q:  What happens to my current Relics, Weapons and Armor?

The most important thing is that your iPWR will remain the same! Your Medallions and Totems will still be Defense focused. Any Defense stats on weapons and armor will be rerolled into Hero stats. Rings will become a Defense Relic and will contain Defense stats. And again, if you have iPWR 750 loot, you’re ahead of the curve.

Q:  Does that mean that investing my time into Skill Spheres and farming gear was worthwhile?

Yes! The more Skill Spheres you purchased, the more gold you’ll receive when this update comes out. Gold is essential to upgrading Shards and gear. And your iPWR will be untouched in the update, so those with higher iPWR gear will be able to start further into Chaos than other players when used in conjunction with the new Shard system! It’s always a little tricky when an in-development game makes big changes, but top-tier players now should remain our top-tier players when the update comes out.

Q:  Will one Defense Relic give me the same amount of stats for a Defense as before?

Maybe not perfectly 1:1, but the goal is that one Defense Relic along with your Shards and your Ascension Powers should give you all the power you need for an individual defense. Our overall goal is that you can have the power fantasy of being an awesome builder and an awesome fighter at once.

Q:  Will I want to build multiples of the same hero now?

We imagine that players will create different builds of a given hero using Shards + Gear Stats + Ascension Powers similar to other loot-driven RPGs.

Q:  I have more questions! Where can I ask them?

You can ask them in the comments below, and we’ll do our best to answer them. You can also join us on our Devstream this Friday at 3PM EST, and we’ll answer as many questions as we can!


Our "funniest" Snapshooter contest is over! We appreciate everyone who participated! I actually chuckled and laughed out loud, Defenders. I scared my office mates. Worth it...

Here are the "funniest" Snapshooters!

Congratulations, Snapshooters! 

What's next, you ask? This time, we’re looking for the scariest screenshots!

From now until August 26th at 2 PM EDT, go on a quest for the scariest in-game screenshot you can take and submit it in this blog! We’ll pick three winners on August 27th!

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. It's going to be very difficult, because nobody actually says "good gravy" anymore. 

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

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

  4. Tethys -- If you can incorporate , Tethys the primordial sea goddess of Ancient Greece 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. I mean, I'm not even sure how we'll count the extra points. But you'll get em... 

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.



Foundation: Part 1 has arrived! This update addresses some of your major points of feedback since our Steam Early Access release, but keep in mind this is the first step on a larger path. Many of the features or balance changes in this update may feel incomplete, but we’ll be hard at work addressing those in future updates.

Also, please let us know if you like this patch note format. We want to be as transparent as possible with our changes. We also want the patch notes to be readable. Let us know what you think in the comments below.



Campaign Mode

  • Maps from levels 1-20 have been put in linear order. Select “Campaign Mode” at the War Recruiter to experience this new change! We encourage you to create a new hero to play through the Campaign. 
  • New maps become available once one of your heroes reaches the level required by the next map. Winning a map (completing all 5 waves) should bring your hero to the level required for the next map. Replaying a map should also only be required if you are defeated, or, if you change heroes for each Combat Phase.
  • The hero level curve has been adjusted to shorten the XP grind.
  • Heroes and hero defenses have been rebalanced. See a more detailed explanation below.
  • DISCLAIMER: The current Matchmaking flow has been iterated. We are constantly looking for ways to improve it. The changes below are step 1 in a multi-step, multi-patch plan to improve your play experience:
  • Currently, the “Continue” button on the Summary Screen takes you to the next playlist BUT it will load you into the Tavern. Clicking on the War Table will show that a new map is available. It does not automatically load into the next gameplay map.
  • Similarly, “Return to Tavern” takes you back to the tavern BUT the next map will not be available. We’re fixing this in coming patches.
  • Joining Campaign mode will now ask you to remove the lowest hero in the deck or it will allow you to adjust your deck.



  • We’ve added 2 new Incursion maps. Incursions are our highest challenge content balanced around 4 players. 
  • Access them from the War Recruiter.
  • Defend against Malthias and his forces in the Ramparts. Malthias summons skeletons every wave and places healing zones throughout the map.
  • Defend against the Chrome Horde in the Forgotten ruins. The Chrome Horde is immune to knock up and all crowd control effects.
  • Defeat these maps for a chance to earn the highest level legendaries and a chance at...


Legendary Weapons

  • Four new Legendary Weapons have been added to the game -- one for each hero. 
  • You can only find these in the Incursions.
  • These weapons will drop at level 25.
  • Each weapon has a unique special stat that can only be found on that weapon!

Social Tavern

  • Social Tavern has replaced the Entry Tavern. Players are now placed in a Social Tavern with other players after connecting from the title screen.
  • Social Taverns hold up to 20 players each and the game menu displays player portraits for all players in the Social Tavern.
  • More functionality will be added to the Social Tavern, as well as more ways to interact with other players, in future patches.

Level Up Feedback

  • Level Up Feedback displays during the Build Phase when one of your heroes has gained a level.
  • Displays your hero’s stat improvements and any new unlocks you’ve earned, including when you gain the ability to upgrade defenses to new tiers.

Unspent Spec Point Notification

  • When the active hero has unspent Spec Points, a notification is displayed at the bottom right of the HUD.
  • Spec Points are still spent from the Forge -> Character -> Specs subscreen.

Challenges, Titles, and Achievements

  • 80 Challenges are now available to complete for various rewards. There are Challenges completable by each specific hero as well as universal Challenges completable by all heroes. Many more Challenges will be added in upcoming patches!
  • Challenge progress can be viewed from the new Challenges screen at the Forge -> Collections -> Challenges subscreen.
  • New Titles have been added to serve as rewards for Challenges. Titles are still set at the Forge -> Collections -> Titles subscreen.
  • Steam Achievements have been added. Completion of Steam Achievements is tied to the completion of specific Challenges, so you can complete both at once!
  • Steam Achievements can be viewed from the Steam Overlay.

Influence Vote Winner! Daily Missions

  • 6 new daily missions added.
  • Colonel Archibald is now the Daily Mission giver.
  • Influence Vote - Players can pick between two different mission options each day.
  • When Daily Missions are active or have been completed, you will see a notification above the Hero Portraits in the Forge.


There's a tremendous amount of patch note tweaks here. We'll be breaking down the adjustments by hero. Enjoy!


When adjusting enemy values, our goal was to create more differentiation between enemy types. This allows us to target further tuning changes around difficulty and challenge instead of effective hit points.

  • Enemies have increased health.
  • Adjusted base movement speed of each enemy type. Goblins and kobolds now lead the charge. Everything else is slower.
  • Adjusted the growth scale per level for each enemy’s damage and health stats. As a result, enemies should scale better and match some of the buffs that players and defenses acquire.
  • Ogres received some buffs to damage.
  • Added two new special enemies: Special Ranged Goblin and Special Dark Mage. These two enemies should randomly start to appear in later content
  • Added a spread to the Drakin’s projectiles.
  • Reduced the attack rate of ranged goblins by 20%.
  • Note: we couldn’t quite get to Special Enemies yet but expect more balance tweaks in the future.


All Heroes

Primary and secondary attacks didn't feel effective during high-level play. We've increased scaling across the board to make itemizing hero damage more meaningful.

  • Increased Apprentice hero damage to 1.6 damage per Hero Damage point, up from 0.8.
  • Increased Huntress hero damage to 1.8 damage per Hero Damage point, up from 0.9.
  • Increased Monk hero damage to 1.4 per Hero Damage point, up from 0.6.
  • Increased Squire hero damage to 1.4 per Hero Damage point, up from 0.6.


Defense Speed

Defense Speed was an interesting stat to balance. There were a couple pillars we wanted to hit with this stat. Ultimately with current tech, we decided on a very simple solution until we find a better and more meaningful feature to support Defense Speed increases. That being said, we've settled on a solid plan for this balance revision.

Certain defenses benefit incredibly from Defense Speed: Frostbite, Geyser Trap and any tower with significant on hit effects. Others have nominal DPS increases, like the Ballista and the Earthshatter. To satisfy separate builds and playstyles, we've categorized different defenses into two categories with regards to Defense Speed: Damage and Crowd Control.

Damage defenses no longer increase their attack rate through upgrade tiers; instead, you must obtain items with Defense Speed to increase their attack rate. Crowd Control defenses continue to gain attack rate increases with upgrade tiers. Our goal is to diversify which defenses you want to place based on the map, the enemies the defense is targeting and your play style.

Defense Health

Surprisingly, Defense Health is in a solid place. The main issue we have is communicating the actual benefit besides just increasing your defense's health, mainly repair and upgrade cost. The formula for these two mechanics -- one is calculated as a percent of health lost, the other a constant cost per upgrade tier -- isn't overly obvious within a match.

Defense Health increases the total health of your defense. Repair cost is calculated as a percent of health lost; therefore, Defense Health is the only defense stat that has a DIRECT correlation to how much green mana is available, one wave to the next. Having more Defense Health for a defensive player allows him or her to build and focus their repair costs in one place and potentially allows other players to build more offense-focused defenses.

All that being said, we're going to continue to monitor Defense Health and its place and use in DD2.

Defense Range

We are so excited to finally reveal this change! We know you players are going to love it! There's not much to say here except that each defense has an increased minimum range that is upgraded by a percent each upgrade tier. It seems like a small part of a defense's package. Believe us when we say that the overall effects of Defense Range adjustments have the largest potential to change moment to moment game play.

Defense Power

Defense Power is as straightforward as it comes. Stack DP to deal more damage.

NOTE: The balance changes sought to not only create a distinction between stacking Defense Speed, Defense Power or Defense Health but also to create MEANINGFUL numerical upgrades as heroes become more POWERFUL. As such we expect that players will start with a base defense dealing between 250 and 500 damage while seeing numbers in the 15k-20k range at the high end.


Squire - Cannonball Tower

The Cannonball tower is being transformed into an on-hit effect powerhouse. We've reduced its damage scaling and increased its range. The result being that players wanting to maximize a Cannonball build will want to search for Cannonball-specific special stats.

High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Green Mana Cost

  • 30 Green Mana down from 40.

Range gains per tier.

  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.


Health gained per point of Defense Health.

  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.125x damage per DP.
  • Tier 5 - 3.75x damage per DP.


Initial Attack Rate

  • 2.32s attack rate.


Squire - Ballista Tower

BOOM BOOM! The Ballista tower is a DAMAGE POWERHOUSE. Pay very close attention to the lane type and its position as it relates to how enemies walk through the lane. If you maximize your tower placement, you'll destroy swaths of enemies as your projectile pierces through them! (Swaths is such a groovy word.) How's that for a power update!

High Level

  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Range gains per tier.

  • Tier 1 - 35 meters.
  • Tier 2 - 36.75 meters.
  • Tier 3 - 38.5 meters.
  • Tier 4 - 40.25 meters.
  • Tier 5 - 42 meters.


Health gained per point of Defense Health.

  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.


Initial Attack Rate

  • 4.84s attack rate.


Squire - Spiky Blockade

Ol’ faithful, slow and steady. There aren't many updates here. As above, we're currently happy with Defense Health builds for certain heroes.

Squire - Target Dummy

We will be addressing the issues with the Target Dummy defense in a future balance patch.

Apprentice - Flameburst Tower

We don't know how to describe the state of the previous Flameburst Tower except overpowered. The downstream effects of his splash damage, Double Shot Spec Node imbalance, Defense Speed increases and high-tier range created a monstrous concoction. We made a lot of adjustments to the FB defense specifically. He's more in line with other damage defenses.

High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Reduced splash damage and damage fall off.

Green Mana Cost

  • 40 Green Mana up from 30.

Range gains per tier.

  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.

Health gained per point of Defense Health.

  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

Initial Attack Rate

  • 2.49s attack rate.


Splash damage radius

  • 2.5 meters down from 6.5 meters


Apprentice - Frostbite Tower

The Frostbite Tower is one of the most powerful crowd control defenses in the game. Its slow allows other defenses more chances to shoot enemies, and the freeze chance combo’s very well with shatter effects. 

High Level

  • Range increased to long range.

Range gains per tier.

  • Tier 1 - 30 meters.
  • Tier 2 - 31.5 meters.
  • Tier 3 - 33 meters.
  • Tier 4 - 34.5 meters.
  • Tier 5 - 36 meters.

Movement Speed Reduction

  • 50% speed reduction on enemies. This is reduced by enemy tenacity.

Apprentice - Arcane Barrier

We iterated on the design of the Arcane Barrier. The current implementation creates a more reliable blockade that has a knockback on health lost. The Arcane Barrier has less health than the Spiky Blockade, its counterpart, but more offensive potential. We really liked how this change affected the Apprentice and his ability to defend a lane with a reliable blockade.  

High Level

  • Adjusted timings on the knockback.
  • Recharges much faster and blocks enemy movement much more consistently.

Health gained per point of Defense Health.

  • Tier 1 - 18x health per DH.
  • Tier 2 - 22.5x health per DH.
  • Tier 3 - 27x health per DH.
  • Tier 4 - 31.5x health per DH.
  • Tier 5 - 36x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.75x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.25x damage per DP.
  • Tier 5 - 4x damage per DP.

Knockback Radius

  • 4 meters.

Apprentice - Earthshatter

Seems like we’re doing sides by sides of the Apprentice and Squire a lot. The Earthshatter is an AoE version of the Ballista Tower. The core difference is that the Earthshatter is slightly easier to maximize and focuses more on crowd control over higher damage potential.

High Level

  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Range gains per tier.

  • Tier 1 - 36 meters.
  • Tier 2 - 37.8 meters.
  • Tier 3 - 39.6 meters.
  • Tier 4 - 41.4 meters.
  • Tier 5 - 43.2 meters.

Health gained per point of Defense Health.

  • Tier 1 - 12x health per DH.
  • Tier 2 - 15x health per DH.
  • Tier 3 - 18x health per DH.
  • Tier 4 - 21x health per DH.
  • Tier 5 - 24x health per DH.

Damage gained per point of Defense Power.

  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.75x damage per DP.
  • Tier 5 - 5x damage per DP.


Initial Attack Rate

  • 4.98s attack rate.

Monk - Lightning Aura

The Lightning Aura got a few great buffs that ease new players into the experience and provide meaningful power. We noticed that players tend to dedicate time into beefing up one particular lane. We like this behavior so we allowed Lightning Auras to overlap. Substantially.

High Level

  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Increased overlap allowance.

Range gains per tier.

  • Tier 1 - 5.5 meters.
  • Tier 2 - 6.05 meters.
  • Tier 3 - 6.6 meters.
  • Tier 4 - 7.15 meters.
  • Tier 5 - 7.7 meters.


Damage gained per point of Defense Power

  • Tier 1 - 0.25x damage per DP.
  • Tier 2 - 0.5x damage per DP.
  • Tier 3 - 0.75x damage per DP.
  • Tier 4 - 1x damage per DP.
  • Tier 5 - 1.25x damage per DP.

Initial Attack Rate

  • 1.25s attack rate.


Monk - Boost Aura

When looking at the Monk’s Boost Aura, we had to look at what was fun about our game and what was fun about the Boost Aura. For high-end players with lots of high end gear, the Aura was fantastic and incredibly fun. For low-end players, it’s anti-fun, providing almost no value for the green mana. In addition, high-end Monk players could bring undergeared heroes into high difficulty game modes and trivialize them with minimal gear and effort. Our goal is to make defenses, the Boost Aura included, meaningful at all tiers and at all item levels.  

High Level

  • Removed defense power scaling from damage boost.

Range gains per tier

  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.

Damage Bonus

  • Tier 1 - 25% Increase in Defense Damage.
  • Tier 2 - 30% Increase in Defense Damage.
  • Tier 3 - 35% Increase in Defense Damage.
  • Tier 4 - 40% Increase in Defense Damage.
  • Tier 5 - 45% Increase in Defense Damage.


Damage Reduction (Defenses)

  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.

Monk - Serenity Aura

The Serenity Aura has a nice niche at the moment. It’s the only defense that directly affects heroes in lane. The percent health gained scales very well with existing Hero Health stats, as the amount of healing received per second increases as the hero’s max health increases. For hero damage or hero tank builds, placing a Serenity Aura is the best bang for your buck. 

High Level

  • No changes.

Range gains per tier.

  • Tier 1 - 8 meters.
  • Tier 2 - 10 meters.
  • Tier 3 - 12 meters.
  • Tier 4 - 14 meters.
  • Tier 5 - 16 meters.


Base Healing Received per 1 second

  • Tier 1 - 3.32% Healing per second.
  • Tier 2 - 3.73% Healing per second.
  • Tier 3 - 3.32% Healing per second.
  • Tier 4 - 4.14% Healing per second.
  • Tier 5 - 4.56% Healing per second.


Damage Reduction (Heroes)

  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.

Monk - Sky Guard

For all your anti-air needs, the Sky Guard is your dedicated resource to stopping those pesky Wyverns, Flying Kobolds and Lightning Bugs.

High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Range gains per tier.

  • Tier 1 - 18 meters.
  • Tier 2 - 18.9 meters.
  • Tier 3 - 19.8 meters.
  • Tier 4 - 20.7 meters.
  • Tier 5 - 21.6 meters.

Health gained per point of Defense Health.

  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.

Damage gained per point of Defense Power.

  • Tier 1 - 0.75x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.5x damage per DP.
  • Tier 5 - 4x damage per DP.

Initial Attack Rate

  • 2.49s attack rate.

Huntress - Explosive Trap

The Explosive Trap was undertuned relative to other defenses previously. Having a low Defense Power to damage ratio, low area of effect and a low trigger range made placing Explosive Traps a tertiary consideration. In addition, the uptime of the trap, or the amount of potential damage it could deal, was very low. As such we’ve buffed the Explosive Trap considerably.

High Level

  • Increased trigger range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Explosion Radius gains per tier.

  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.


Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.


Trigger Range

  • 2.5 meters.

Initial Attack Rate

  • 2.49s attack rate.

Huntress - Geyser Trap

Measuring the strength of the Geyser Trap requires understanding the downstream effects from the knockup, shocking and drench effect. When we looked at its current usage by the community and the extra effects, we were satisfied with the Geyser Trap. It’s powerful and that power is offset by its green mana repair cost.

High Level

  • Increased damage at all upgrade tiers.
  • Gains attack rate per tier upgrade.

Explosion Radius gains per tier.

  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.

Damage gained per point of Defense Power.

  • Tier 1 - 0.8x damage per DP.
  • Tier 2 - 1.2x damage per DP.
  • Tier 3 - 1.6x damage per DP.
  • Tier 4 - 2x damage per DP.
  • Tier 5 - 2.4x damage per DP.

Trigger Range

  • 2 meters.

Initial Attack Rate

  • 8.31s attack rate.

Huntress - Blaze Balloon

The Huntress’s defense theme is attrition, or picking away at the enemies’ health until finally they come face to face with a fiery Balloon or the Huntress herself. The Blaze Balloon is the only defense that can be triggered by the player. This dramatically changes the way the Huntress interacts with this defense.

High Level

  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Burn Radius gains per tier.

  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.


Trigger Range

  • 2 meters.

Trap Refresh Rate

  • 12.2 seconds.

Burn Damage per point of Defense Power

  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.25x damage per DP.
  • Tier 3 - 0.375x damage per DP.
  • Tier 4 - 0.5x damage per DP.
  • Tier 5 - 0.65x damage per DP.

Burn Rate

  • 1 second.

Huntress - Poison Dart

We focused on quality of life features for the Poison Dart Tower. We compared placement strategy, firing arc and attack rate. Finally, we took a look at the Huntress’s theme and made some stacking tweaks to the tower’s poison buff. Currently, the PDT is our first iteration on a single-target focused champion/boss killer.

High Level

  • Range increased to medium range.
  • Changed from a corridor firing arc to a cone.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Allowed poison buff to stack.
  • Increase poison duration.

Range gains per tier.

  • Tier 1 - 25 meters.
  • Tier 2 - 26.25 meters.
  • Tier 3 - 27.5 meters.
  • Tier 4 - 28.75 meters.
  • Tier 5 - 30 meters.

Initial Poison Damage per point of Defense Power

  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.28x damage per DP.
  • Tier 3 - 0.56x damage per DP.
  • Tier 4 - 0.8x damage per DP.
  • Tier 5 - 1x damage per DP.

Poison Damage per 2 seconds

  • Tier 1 - 0.05x damage per DP.
  • Tier 2 - 0.06x damage per DP.
  • Tier 3 - 0.075x damage per DP.
  • Tier 4 - 0.0875x damage per DP.
  • Tier 5 - 0.1x damage per DP.

Poison Duration

  • 100 seconds.

Poison Stacking Limit

  • Infinite.

Trap Refresh Rate

  • 12.2 seconds.

Initial Attack Rate

  • 3.33 seconds.

Other Balance 

  • Increased the chance of higher-tier loot chests appearing after victory. Legendary chests still require a blood sacrifice to the RNG gods.
  • Removed the bonus experience stat from endgame loot.
  • NPC shop item values have been increased substantially, especially for higher-tier items.
  • Item Upgrade costs have been refactored. Upgrading of higher tier items now costs more Gold.
  • Apprentice and Huntress secondary attacks now do less damage at their minimum charge and more damage at their maximum charge. This should encourage players to use fewer, higher-charged shots instead of firing them as fast as possible.


  • Added new training dummy area to the Social Tavern for you to do your sick, twisted experiments on.
  • Added resolution support for 1600x1200, 1440x900 and New Year’s.
  • Minor adjustments to the SFX for the Earthshatter tower. You probably won’t even notice.
  • Significantly increased mouse sensitivity. You might need to reset your options to the default values. 
  • Updated the SFX for the ramsters in The Gates of Dragonfall to make them 84% cuter. (Some people call these majestic creatures meburs. These people are strange. [[2237,hashtags]])
  • Updated the Minibosses to make them look *puts pinky to lip* ... “evil-er.” 
  • Added new SFX to the War Recruiter for writing sounds. [[2238,hashtags]]
  • Updated the Witherbeast’s aura sounds to make them 78% more aura-y. 
  • SFX Pass on the Stubborn Old Man, whose name we’ll one day learn once when we build the courage to ask him.
  • Updated Skeleton Orc SFX to make it sound more menacing. In case you were wondering, this is a 92% increase in menace.
  • Updated the foliage in Greystone Plaza, Dragonfall Bazaar and The Gates of Dragonfall. You can’t beat this attention to detail, folks.
  • End Game Chests timings and animations have been adjusted to always make you think it could transform because we’re jerks.
  • Improved SFX for headshots. Pew pew pew.
  • New SFX for skeleton goblins. Rawr.
  • New dissolve sounds for the Mana Node Fairy. Ssss?
  • Adjusted the SFX on Throne Room to give footsteps more ECHO echo echo...
  • Added 16 new armor meshes for Tier 3 to Tier 6 armor drops - 4 for each tier. This is pretty cool. No idea why we put it down this far.
  • Adjusted the location of the Forge and War Recruiter to make room for Colonel Archibald in the Tavern. 
  • Updated the Basics tutorial video that you’ll definitely skip to use mana nodes instead of chests.
  • In Greystone Plaza, the Rocket Cart Traps have been changed so that it fires 3 rockets in succession, and it now stuns enemies for 3 seconds. You might actually use them now.
  • Improvements made to the Inventory where items were not being updated properly. Can still occur.

Bug Fixes

  • Fixed an issue where the loading screen would flicker. Rest in peace, disco loading screen.
  • Made several updates to in-game text to make it clear that we do, in fact, know English.
  • Fixed an issue where the shy end-of-match matinee wouldn't play. It will now play for your amusement every time, unless you scare it away again. 
  • Fixed an issue where a "Login Expired" error was incorrectly shown for a "Game Session Closing" error. Removed 10 points from Gryffindor for the error.
  • Fixed an issue where the aptly named Reduced Cooldown Buff from the aptly titled Reduced Cooldown Spec Node was removed after an aptly timed transition.
  • Fixed an issue where players would load into a black screen when transitioning back into the Tavern. Goodnight, sweet prince.
  • Updated profanity words list to allow "isn't it" and "wasn't it." In exchange, we filtered out the words "mana" and "build." Sacrifices must be made to the Filter Beast.
  • Discovered the secret to taming the Filter Beast. Allowed "mana" and "build" back in the chat. You're welcome.
  • Fixed an issue where the game would appear choppy wh-n jum-ing or fall-ng.
  • Fixed an issue where the Item Comparison tooltip wasn't displaying when comparing loot that's too high for your level, Your Majesty.
  • Fixed an issue with nobody reading these patch notes by adding a line that says, "The secret to my fortune lies beyond the gates." That's sure to spawn a thread or two.
  • Fixed an issue with the War Recruiter's collision…we mean, his body! He's a real person! Crap. The illusion is broken. They know it's a game now!
  • Fixed an issue where the epic and powerful medallion icons did not match their meshes. These were swapped. Now they are not. Magic.
  • Fixed issues where certain objects in the Tavern would pop if playing on lower settings. 
  • Players can now use the mouse with the scroll bar in the Codex tab from the Forge. Wheeee!
  • The Ramparts and The Gates of Dragonfall crystal cores are no longer brighter than the sun.
  • Fixed several collision issues throughout all the maps. Very specific patch note.
  • Join in Progress no longer breaks Billboards from displaying in game because that was a thing if you didn’t know.
  • Players can no longer build towers on top of the Armor Traps in Throne Room. You know who you are.
  • The upgraded item remains on the enhancement wheel after upgrading it.
  • Players can no longer build towers on top of the NPCs sitting near the bar in the Tavern. They have feelings, y’know.
  • Fixed Forgotten Ruins Forge camera positioning.
  • Removed the default keybinding for X - tiled screenshots. 
  • Health and Mana regen special stats now stack.
  • Fixed a display issue with Spec Nodes that are % based but have no points in them.
  • Players can no longer build towers on the overhead walkway in Dragonfall Bazaar.
  • Fixed several display issues with the item comparison tooltips. Sometimes they were stretching off screen and other things were overlapping them; we also made them not show up when the repair, upgrade, sell is active.

Known Issues

  • Free Play might be too hard for solo players, and Incursions might be too easy. Our balance jockeys will be monitoring the situation over the course of this update.
  • Machines with several Steam accounts can cause an achievement not to unlock if any of the Steam accounts already has the achievement unlocked. To help, when switching between accounts, completely shutdown Steam before launching the game. This appears to be a Steam-related issue, and we are currently working on a workaround for this. What’s more frightening is that machines have become sentient and are now playing video games. We’ll continue to monitor this situation, but we might be screwed.
  • After successfully completing a match, the "Press G to Continue" will appear as soon as the end-game chest appears. Doing so will cause the Summary Screen to appear and not allow the player to open the chest. Please open the chest first for mad lootz.
  • Auras that are % based will not heal to 100% if the user equips a new piece of gear with less Defense Speed.
  • Most Challenges and Achievements will not be completed retroactively. This may require players to replay some early content to complete early-game awards. 
  • We have noticed that our AI has grown dumber.... sometimes they wander into the spawn and walk around lost. Don’t look at us. We blame the public school system. We’re developing a secret concoction to make them more better smarter.

Greetings Defenders,

This Friday, Dungeon Defenders II will be available on Steam Early Access! We’re excited to welcome all of our new players into the game and continue to make the best Action Tower Defense experience possible!

Steam Early Access will be available for $24.99. This will include access to Dungeon Defenders II, $30 of in-game currency and a set of 4 exclusive hero embellishments (currency and embellishments will be given to players as they are created/implemented into the game). We expect Dungeon Defenders II to remain in Early Access for at least a year. All of our Defense Councillors will also receive these new embellishments for free.

We will also have an upgrade pack available. This upgrade will be $49.99 and will include $100 additional currency, 4 exclusive Hero Skins, an exclusive title, the 4 Tower Skins our Defense Councillors are designing, and an exclusive tavern decoration (goodies will be given to players as they are created/implemented into the game). All current Co-Op pack Defense Councillors will also get these new goodies. The rest of you will be able to upgrade to this pack on Steam to get all of those in-game extras and the new ones. For an updated list of what your Defense Council packages include (we’ve added a lot!), click here.

Both of these will be 20% off for the first week Early Access is available on Steam!

We want to thank all of you for your feedback in our last survey and blog post about our Steam release. This feedback really helped us decide the pricing and awards in these new bundles. We’re excited to be able to provide new goodies for all of our new and old players, while keeping the Defense Council exclusives… exclusive. :)

We look forward to seeing you in Etheria on Friday! And remember: Tune into the The Game Awards on Friday at 9 p.m. EST for a world-premiere DD2 announcement!

Edited 12/4/14:  Clarified that some of the goodies will not be made immediately available upon purchase. They will be given to people as they are created/implemented into the game. Sorry for the confusion!


Dev Blog: Our Online Future


Greetings, Defenders! With the upcoming Defense Council expansion, we wanted to kick off a series of blogs highlighting our vision of the future of this community and Dungeon Defenders II. So without further adieu...

A New Community Site

First, in the coming weeks we will be launching a new community site! This site will help prepare us for the future -- complete integration between Community and Game accounts for Dungeon Defenders II. And that future is on...


Steam! Starting soon, Dungeon Defenders II will be accessible only through Steam. There will be no additional login required for the game. In fact, you’ll even be able to log into the new Community site directly with your Steam credentials. If you already have a community account (I hope I’m looking at all of you), you’ll be able to directly link your Steam account to your existing Community account when the new site launches!

This new community site will also help facilitate better communication between you and us. We have a ton of exciting features in the pipeline for you to influence Dungeon Defenders II directly through the Community (and soon, the game itself!).


Here are a few of the new site features:

  • Steam Integration
  • Twitch & Youtube Integration
  • Dedicated Community Guides Section
  • Mobile-Friendly Scaling
  • ...and a ton more!

To accommodate this switch, at some point in the next few weeks, all of the Dungeon Defenders sites we’ll be down for maintenance to migrate all of your data and make the switch.

An Online Experience

As all of you know, Dungeon Defenders II has been built from the ground up as a free to play, online experience. This is a growing space, and there are very right and very wrong ways to approach it. We recognize this and are working night and day to do this the right way. We’re developing Dungeon Defenders II with a gameplay-first approach, and as we get deeper into some of these elements we will be including all of you to make sure we do it right. We will not compromise the gameplay experience for anything.


To that end, there will be no alternate overlay present in Dungeon Defenders II on Steam. Social interactions will be done through Steam. How you interact with other players is essential to your enjoyment of Dungeon Defenders, and you will be able to do that in the way most comfortable for you. At a later date, if we bring Dungeon Defenders II to other platforms, we will be assessing very carefully how you can interact with these other players.

We’re planning to distribute content for Dungeon Defenders II directly through Steam. Additionally, we will be testing multiple region support to improve the experience of players from various regions around the world. This is a feature that we will be testing throughout the Defense Council and Early Access periods of the game to see how well it works with our early matchmaking pools.

Just The Start

As always, all of this is just the start. We will be iterating on each of these features with your help. We’re sure there will be plenty of room for improvement once we go live, and we’re excited to work with you on all of these features as we work on Dungeon Defenders II.

Are you excited for the new Community site? Do you like the idea of logging in with your Steam account? Let us know what you think below!

The DD2 pre-alpha code winners from our previous blogs are:

  • DD2 Tavern Blog: Venaien
  • DD2 Tavern Blog: panqz
  • Spec Nodes Blog: Mashka (Idea: Tesla Stance -- While the monk is in the field of an electric aura, he inflicts extra electrical damage.)
  • Spec Nodes Blog: Arkoonius (Idea: Martial Foresight -- The Monk's experience in martial arts have trained the reflexes of his body and reaction time of his mind. He has a chance to dodge attacks that are done to his front (he has no chance at dodging attacks that he is not facing). More points will result in a high chance of dodging.)
  • Spec Nodes Blog: DrFruitsalad (Idea: Flameburst Crowd Control -- Each time it hits an enemy, the projectile splits in two and hits two nearby enemies for reduced damage. Higher levels of this spec would increase the secondary projectile damage and/or allow the secondary projectiles to split.)
  • We’ll explore the potential of adding these spec node ideas into the game, but no promises!

Answer the questions above about the new Community site, and you could win a pre-alpha code for Dungeon Defenders II! We’ll pick TWO random posters and reveal the winners next week. You have a full week to leave a comment. Don’t have a forum account? It takes less than a minute to join the community!

Update 1.1 Released

Thanks for all of your feedback and bug reports! We will be addressing some of your biggest feedback in a video later this week. We’re incredibly excited to work with you to build the best Action Tower Defense game possible. 

This patch primarily addresses bugs that have been sent to us through our forums and our bug reporting form. Keep sending those bugs in to the Tavernkeep! 


  • Several actions have been added to the controls in the Options menu. Activate, Alt. Activate, Ready Up, and Suicide can now be rebound to any key. Additionally, this implementation fixed a bug where rebinding other keys to the ‘e’, ‘f’, ‘g’, and ‘l’ key would prevent these actions. 
  • Pressing left-shift with the item comparison tooltip will now display the currently equipped item.
  • The AutoReporter has been added to help us debug crashes.

Bug Fixes

  • Several users were reporting that transitioning from a gameplay map to the entry tavern would occasionally delete their profiles. This issue should now be resolved.
  • Resolved a UI-related crash. 
  • The ‘Right Arrow’ key can now be bound.
  • Combo Feats no longer reward currency and experience due to an exploit. These rewards will be re-added when the Combo Feats are reworked in an upcoming patch.
  • Skyguard Towers will now attack enemies that are close to the ground.
  • The Squire's Powerful Spears Spec was not dealing the full damage to subsequent targets. This should now be working as intended. 
  • The Huntress’ Long Range Spec no longer affects her Oil Flask and Concussive Shots abilities.
  • The Apprentice’s Reduce Cooldown Spec now displays the correct percentage in the Spec page.
  • Special Stat Procs, such as Drenched, now only apply to hero attacks and not defense attacks.
  • Mana Nodes no longer start out in the activated state if a player joins the match after the build phase started.
  • The item comparison tooltips with special stats no longer clips off the screen.
  • The scroll bar for the Codexes page now functions properly when the arrows are pressed and the scroll bar is dragged.
  • Removed the green glow from the War Table in the Group Tavern.
  • The Crystal Cores in the Gates of Dragonfall and The Throne Room are no longer brighter than the sun.
  • Resolved an issue in The Ramparts where the air lanes would fail to spawn. This was preventing the players from finishing the match. 

Known Issues

  • We are still investigating several known launcher crashes and issues. If you’re experiencing launcher issues, please go to this page, try the possible solutions listed, and if you’re still having issues, follow the instructions listed at the bottom of the page.
  • If you’re experiencing lag, please go to this page and follow the instructions listed.
  • If you’re getting stuck on the Searching for Session screen, please wait a few minutes and try again. If you’re unable to get past this screen, please email supporttrendyent.com!
  • Players have reported entering a black tavern and falling through the game world. This is hilarious, but we’ll fix it.
  • We’re aware that players’ in-game name is different from their Steam name. We’re looking into this issue. For the time being, we can change your name for you! Email supporttrendyent.com with the name you’d like and a link to your Steam profile page.
  • Some players are reporting that items purchased in the tavern are not appearing in their inventory. Be sure to check every bag that you own. Sometimes, leaving the tavern or entering a map will make the item appear. We’re investigating the issue.

I am Isom, and...


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

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

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

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

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

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

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

Until next time,

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

The Sunderguard Unites

$16,000+ Raised for Child's Play

Thanks for the turnout yesterday Dungeon Defenders fans! So many of you came to donate to Childs Play that our site crashed after 10 minutes. Despite that, you all still raised over $15,615.61 in less than an hour! And thats not even including the 10 Defense Council seats available at the Trendy eBay page, that are raising over $744.50 and counting for Childs play.

Having Issues?

If you are having issues logging into the Dungeon Defenders II site with your playverse account, please bear with us. We are currently working on fixing access issues for the Council exclusive forum and blogs. We will keep you updated here, but if you have any other questions or issues, please contact Council@trendyent.com and we will help as soon as we can! You can also find answers to common questions in our FAQ.

A Few More Ways to Join

Finally, PaPaZeuS from the comments yesterday is now our newest Council member! Sometimes you just cant help but sleep. Comment here and stay tuned tomorrow for a chance to win one of the last Defense Council seats!

Giveaway #1- Tell Daniel Haddad, our Lead Content Designer, your thoughts on Ranged Combat in DD!

Giveaway #2- Design your own Dungeon Defenders II hero!

New Reveal: Spec Nodes!


Greetings Defenders,

In last week’s blog, we teased a new feature in the game called Spec Nodes. You may have asked yourself, “What are these mythical nodes? What do they do?”

A New Way to Upgrade Your Hero

The Spec Node system is our new hero upgrading system in Dungeon Defenders II. Spec Nodes allow you to pick and choose which aspects of your hero you want to empower and build around. You can change how a defense operates (a Flameburst Tower that shoots double fireballs!), how an attack works (stun enemies with the Monk’s ranged attack!) and much, much more.


Improving Player Choice

Putting points into individual stats was nice in DD1, but the system didn’t provide any choice beyond, “Which stats do I want to increase?” For DD2, we wanted to make a leveling system that provides meaningful, interesting choices for players from the first hour to the thousandth hour of play. We hope this system will provide a diverse set of options that will encourage alternate playstyles. Most importantly, we wanted to put the meta of the game in your hands so you can discover how Specs combine with different stats and special stats (see, future blog) to achieve a unique build for a hero.

How It Works

Starting at level five, you’ll earn at least one point to invest in these Specs. Every point you spend makes the Spec stronger based on a diminishing returns formula. You can perpetually put all your points into one Spec or spread them around. Going back to a previous example, imagine a Spec that has a chance to make the Flameburst Tower shoot two fireballs. Every point you invest increases that chance.

We will be introducing the system to the Defense Council with six unique Spec Nodes per hero. For example, the Apprentice has a Spec to improve his Earthshatter Tower. This is a long-range, area-of-effect tower, but if you invest points into the Earthshatter Spec, you’ll gain a percentage chance to knock enemies into the air. By knocking up enemies, you can slow their progress to the core and combo it with a frost + geyser freezing combo to shatter frozen enemies, dealing tons of damage. Or you could place Skyguard towers to destroy enemies flying in the air.

Or say you’re building a more tanky, damage-focused Squire (which is my go-to build at the moment). You can invest in the Riposte Spec, which grants a chance to hurt enemies when they strike you. Or you can invest in the Fight Me Not Spec, which gives defenses an extra bonus damage to enemies who are currently fighting you. This is great to use in concert with your Provoke ability, which taunts nearby enemies, to kite enemies around while your defenses wail on them. Or, why not both? The choice is up to you! (The names of these Specs are temporary. Our creative director/lead designer pulled them out of his butt on a dark and stormy night.)


The Rest is Up to You (and Us)

This is only the beginning for Spec Nodes. We still have a ways to go to achieve our goals. We are constantly adding new specs and removing unpopular ones. We still haven’t decided the final number of Specs for each hero. There are also many other systems that will tie into Specs (item upgrading, rare loot drops!) that we will be working on in the future, along with some other neat ideas that we’re still mulling about. One such idea is to give players a large pool of Specs to choose from and let them choose which ones to give to their heroes.

So, leave a comment here with some Spec Nodes ideas you would like to see in DD2! Danny and I will review all your posts and pick out our top 3 favorite suggestions. Not only will we give the top suggestors Defense Council codes, but we’ll also explore the potential of adding the suggestions into the game! No promises, though.

The final Beastmaster contest of the season is upon us, Defenders. Flickerwicks! The players with the highest DPS Flickerwicks will win an in game Beastmaster title! Bring us all of your cute little Creepers! Post a screenshot of it in the comments below with a link to your Steam account. Remember, only entries with screenshots and Steam accounts will be eligible to win. The deadline for entries is July 16th, 11:59 PM EDT. 

Now that the final contest has begun, allow me to introduce the Purrpeller Beastmasters:

Congratulations, Beastmasters! Thank you all for your participation! Keep an eye on your PMs for your prizes!

Luska Arco
Defenders! (ง ᗒωᗕ)ง Its time for another edition of QAs bug blog: Sluggin Those Smug Bugs Right In Their Ugly Mugs [working title]. So grab your swords and boards, your staves, your polearms, your bows and quivers! Stand tall and sound off!

I present to you my ideal vision of the Huntresss Oil Flask: Introducing the Rainbow Cat Flask.


Note: This video does not in any way represent a feature that has been added to the game.

Ahhh! ( ⌣ `ʃƪ) Its as magnificent as it is effective! Truly the most resplendent display the human eye has ever captured!

This actually isn't a bug at all but more of a messin around in the editor thing. Ive been playing a lot of Huntress lately, using her Oil Flask plus Piercing Arrow combo to coat enemies in oil and then set them ablaze with a burning DoT (Damage Over Time). So far it's my favorite combo -- especially when other fire effects, such as the Apprentices Flameburst Tower, also ignite the oil.

After using the combo so much, I started to look at the Huntress, particularly Oil Flask, and wondered what could have been.

I decided to rummage through our editor program where I found some interesting assets tucked away in a forgotten and unused directory. I was immediately inspired and asked our VFX Artist Brian Goodsell for a favor. He decided to humor me and altered the visuals like the trail that follows the airborne flask as it travels and the sounds of the impact of the flask on the enemy.

I also decided I wanted this new take on Oil Flask to be less about the debuff it provides and more like a bomb -- a pure damage ability. I decided to go into the editor and enable damage on impact. I may have made the number a bit too high from a balance perspective (its pretty much shamelessly absurd), but I regret none of my actions up to this point.

I say let the Orc hordes come. Let the Goblins and the Kobolds barrel down upon our village. Let them bear witness to my new flask. And when the last survivor staggers back to their brethren, broken and defeated, to relay what they saw -- what the defenders of Etheria are capable of -- they will let them know that we have cats!

...Or something like that.

What do you think? Was it great or were you not feline it? Let us know in the comments.

The random winner of our Using Sub-Objectives blog is UltimateJorts!

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

Greetings Defenders,

It’s been a wild couple of weeks here at Trendy. We’re excited to see people coming back and braving the Trials of Chaos. We’ve also truly appreciated all the feedback you’ve provided as it is helping guide our actions towards improving DD2 overall! As we mentioned earlier this week, we’re not done with the Trials update and have a series of changes we’re considering, implementing, and testing. Some are scheduled to come out next week, some are going to take us a couple weeks to complete, and others are scheduled to come out in future milestones. To show you that we are listening and taking your (sometimes soul-crushing) feedback seriously, we wanted to take some time to discuss some of the concerns you’ve raised since the Trials update:


Changing Chaos Enemy Spawns

Here's our Chaos philosophy: For each Chaos tier, we want to introduce enemies that counter certain defenses and strategies. Based on that, we want to reward you for recognizing and countering that threat. Each Chaos tier should have its own counters and strategies, and the build variety should be in the ways that you can counter them. Not everything should be effective, but there should be enough things that are effective to keep things interesting. Right now, the enemy and defense counterplay is muddied by the current combination of Chaos enemy spawns. There are so many types of defense counters happening that there's a very narrow set of counters you can use, especially in Chaos IV and V.

In next week's patch, we're changing the enemy spawns in Chaos II, III, IV and V:

Chaos II

Cyborks are an anti-trap/aura/node enemy. If you’re attempting to take down Cyborks with these defenses, you’re going to have a hard time. If you’re building around the Cyborks, we want to reward you for that behaviour. We don’t want to spawn enemies that also counter the defenses you would use to destroy Cyborks, so in Chaos II, there won't be any Vanguards from the previous Chaos (Chaos I).

Vanguards are replaced in the rollouts with standard enemies. We adjusted some of the support enemies (Dark Mages, Kobolds, Witherbeasts, etc.) in the same manner of reinforcing the Cyborks.

  • Removed Vanguards from Chaos II

  • New Chaos II Enemy List:  Cyborks

Chaos III

Chaos III is all about the Shield Geode and blocking projectiles, so having Cyborks show up in this Chaos impairs your ability to counter the Geode. Again, we don't want to punish players for countering the Chaos enemy theme; however, Vanguards support the Shield Geode theme of projectile blocking, so you will still see them in Chaos III.

  • Removed Cyborks from Chaos III

  • New Chaos III Enemy List:  Shield Geodes, Vanguards

Chaos IV

This Chaos is centered around the Berserker Orcs. Berserkers are all about being fast and dealing high damage upon reaching defenses, so using things like stuns and knockups to slow them down are your main counter for this threat. Cyborks counter most of those kinds of effects, so you won't see Cyborks in this Chaos tier anymore.

  • Removed Cyborks from Chaos IV

  • New Chaos IV Enemy List:  Berserker Orcs, Shield Geodes, Vanguards

Chaos V

Chaos V is all about Dark Assassins. We want players to work together to get those pesky Assassins off, and if you’re solo, we want your defenses to have a clear line of sight on them to prevent them from teleporting and healing. So having Shield Geodes and Vanguards disrupts that, so you won’t see them in Chaos V anymore.

  • Removed Shield Geodes and Vanguards from Chaos V

  • New Chaos V Enemy List:  Dark Assassins, Cyborks, Berserker Orcs

Once you try out these changes, let us know how they feel. We’ll continue to make tweaks to the experience based on what we’re hearing!


Siege Roller Changes

In next week's patch, the Siege Roller won't destroy traps, auras and nodes! Rejoice! The Siege Roller caused players to never build certain defenses out of a certain crushing fear, and we figured that with our Chaos enemies providing enough counterplay, we can remove this.

There's also a bug where more Siege Rollers are spawning than intended. This won't be in next week's patch, but we're looking into a fix for the near future.


Inventory Loot Comparison Improvement

In next week’s patch, we’re including a way to more easily compare two pieces of loot in your Inventory, even when the items are equipped. You can pick up an item and hover over another item to compare those two items directly against each other. For example, in the picture above you can see our friendly neighborhood QA maestro Petire comparing an unequipped Totem with an equipped Totem.

Comparing Upgraded vs. Unupgraded Loot

While this is still in the investigation phase and not scheduled for next week’s patch, we’re discussing how to improve the user experience of determining whether an upgraded loot drop is better than your upgraded loot. Right now, our idea is to display the maximum potential stat value so you can determine if that shiny new loot drop will be better once it’s fully upgraded without having to do tricksy head math.



(super work-in-progress shots)

Hero Management UI Improvements

Something we’ve heard is that players with a high number of heroes are having a hard time navigating to certain heroes in the new Hero Management UI. We’re working on a Quick Select option that allows you to see a large number of heroes at one time and then go to that hero in the UI where you can then put them into your deck, check out stats or equip loot without putting them into the Deck. We're also allowing you to select the other cards in the Rolodex view without having to click the darn arrows. These changes are not in next week's patch, but they are coming soon.

Bag Sorting

Another big pain point we heard is that players can no longer sort individual bags. We’re still in the investigation period here, but this is something we want to get in sooner rather than later. Once we have more to show, we'll show you in a future blog!

Thanks again for all of your feedback! While we don’t have concrete details to share right now, we’re also investigating changes to improve the new loot system, Shard drops and more. We’ll have more details to share in future blogs.

And as a final reminder:  Our 3X Daily Weekend Event is live from now until Monday. Enjoy!

The Trendy Team

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

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

Defenders, are you ready for the next contest? Imphants! Go find those drooly little devils! Make the strongest one you can! You have until May 27th at 11:59 PM EDT to submit your Imphant in this thread.

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

Good luck, Defenders! 

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