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Greetings Defenders!

So far the Old Ones’ army has been primarily focused on taking down whatever stands between them and the objectives you and your friends are trying to defend. This month, I’d like to share one of the more sinister additions we have planned. This new enemy is only concerned with isolating and eliminating players. We’re calling it the Dark Assassin for now, and it’s still in early development, so please let us know what you think of the design!

New enemies go through a lot of iteration, including names!

An Old Terror With a New Face
The Dark Assassin replaces the Dark Elf Warrior we had in DD1. We know he wasn’t a fan favorite, but he fulfilled a very important role: Providing a real threat for heroes that could otherwise stand back and avoid the thick of battle. Without him, high-damage ranged characters rarely faced the fear of death.

That said, the Dark Assassin isn’t a 1:1 replacement. He differs from the Dark Elf Warrior in a few key ways:

  • He has absolutely no interest in your defenses or the map objectives, he will never attack them
  • He’s a flying melee enemy.
  • He has lower health and higher damage compared to other enemies.
  • There are clear tells as to when he’s approaching.
  • Higher tier versions of this enemy are initially cloaked, but savvy players can initiate combat with him first.

Once a Dark Assassin spawns into a map, it picks out a player based on a set of criteria favoring:

  • Ranged heroes, like the Huntress or Apprentice.
  • Weakened heroes that are low on HP.
  • High-priority threats, like heroes with a high damage build.

Dark Assassins have the potential to do a lot of damage to their target if they aren’t dealt with quickly. They’re relentless and will stick to the hero they’re pursuing even after they’ve killed them, waiting for the next respawn to charge again.

The Cloaked Assassin
The Dark Assassin comes in three tiers. Starting from the 2nd tier, he gains the ability to Cloak himself and disappear as he moves toward a target. While Cloaked, the Dark Assassin cannot be damaged by any defenses. Perceptive players can spot the Dark Assassin from a distance by the Cloak ability’s distinctive shimmer, and those with particularly sharp ears will hear him approach. The Dark Assassin can be damaged while in cloaked, and a quick attack will disrupt its Cloak, making it visible to all players. But should you ignore the signs and fail to stop him, you’ll be subjected to a massive attack before the Dark Assassin even reveals himself.

What do you think of the Dark Assassin’s design? Will he make a good addition to the Old Ones’ army? If you have any comments or suggestions, leave them below!

The random winner of our World Building blog is Tedion!

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!

Deciding how enemies spawn in each lane requires careful planning on the part of the level designer. Each of the three lanes -- ground, air, and the optional, sub-objective blocked lanes -- are balanced differently, and each designer has different balance goals depending on the map being created. Ultimately, though, the goal of all level designers is to provide a fun and challenging experience for the player.

Ruins02OvershotV2Nimbus Reach has six ground lanes (yellow), three air lanes (green), and one sub-objective lane (purple).

We want to avoid the need for players to build the same defensive structures in every lane, as we feel it robs them of any sense of choice or agency. Until recently, we had a limited selection of core enemies to use -- just the standard Orcs, Goblins, Kobolds, and other monsters from DD1. To promote as much spawn diversity as possible, every ground enemy was placed in every ground lane, creating situations where you knew you were going to have a certain mix of all enemy types in each lane.

But as more enemies become available for the design team to use, we can strategize the lanes differently. We might even be able to create specialized lanes, where only one enemy type spawns. For example, one lane on the map might be the "Kobold" lane for that particular match, and players would have to build accordingly.


The Spawn Schedule

When we balance a map, one of the first things we do is write a spawn schedule that determines when enemies spawn. Each designer has a different way of approaching the spawn schedules on a map. I personally prefer to create a plan that outlines where I want players to be during each wave. I try to make spawn layouts that will encourage players to move from location to location to react to threats on the map. For this to happen, each threat has to be spaced out. Once I have a good idea of where I want each player to be during a wave, I can plan them in a way that creates the movement I am hoping for. For example, I may start a wave with a heavy assault on the east side of the map, but then rotate the attack to the west side of the map near the end of the wave.

We write one schedule per wave, and of course we try to include some surprises along the way. We also try to ensure that each wave is progressively tougher than the previous. Additionally, we keep guidelines to ensure some level of consistency in difficulty across different maps, and to be sure that the challenge increases in a fairly obvious way. This set of guidelines is constantly evolving, but it helps us turn a complex balance system into methods with somewhat predictable results.


Under Pressure

The next part of balance is deciding how much “pressure” should be exerted from each lane at any given time. Generally, I use five levels of pressure in a lane, from low to high. A “high pressure” spawn is intended to require the presence of two heroes, or a single player unleashing most of his abilities. When a high pressure group hits a lane, I expect the player to lose defenses if he doesn’t react. Obviously, high pressure groups are used sparingly, with anywhere between two to four appearing in a single combat wave, depending on the difficulty and length of the wave.

Another example are “skirmish” groups -- small groups that contain a limited number of light enemies that a reasonable defense setup should be able to take out. When a skirmish group is in a lane, I expect the player to be able to break away from the lane if a teammate needs help somewhere else.

These are just some of the methods I use to make enemy spawns as engaging as possible for players, so that every lane presents its own kind of challenge. Moving forward, what would you like to see from specialized lanes in maps? How would you adjust your strategy for a lane that spawned only Kobolds? Let us know in the comments and you could win a seat on the Defense Council!

The random winner of last week’s QA blog is Chubby McGiggles!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha! 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!

Also, the random winner of our Elemental Weapons blog is going to be chosen on Tuesday, so there’s still time to enter!



O-A! Pings are back in Dungeon Defenders II, and we’ve made several improvements to their design and functionality to help you communicate with ease.

In the first Dungeon Defenders, pings were only on your person, and only the basic “O-A” ping existed. This was great if you needed help, but these limitations could not account for situations where you might want to instruct other players in more detail. For example, if you needed a Spike Blockade placed in a specific location, or if you wanted someone’s attention in another lane, you had to walk over to that spot, press the Ping Key, and then type in the chat what you pinged for. Not exactly intuitive.

With these issues in mind, we’ve made two major changes to the ping system: separating pings from the player, and creating context-sensitive pings.


We Claim This Land!
Pings are no longer tied to your location. You can ping as near or as far away from yourself as you want! Press the Ping Key to activate a preview of the ping, then select where you want to place it -- just like a defense.

At the moment, pings are represented by flags that slam down from the heavens and pierce the ground, which -- let’s be honest -- is pretty cool. But it isn’t as intuitive as we’d like. Some new players have been understandably confused by the sudden, repeated appearance of a flag, which ultimately defeats the purpose of the system.

We’re thinking about going back to the graphical display from DD1 to better communicate the purpose of the ping. This goes hand-in-hand with our new context-sensitive pings!

UDKGame 2014-04-30 15-20-28-12.avi.Still001
This menu is in-progress and temporary.

A Little Less Conversation, A Little More Action
Now you can use hotkeys to give more in-depth information about your ping. When you press the Ping Key, a menu of ping options will appear. You can activate the Basic Ping from here, or you can navigate the menu with keyboard shortcuts to select an Action Ping. There are now Action Pings for building defenses (including what type of defense you need), repairing and upgrading defenses, and defending/attacking specific lanes. Both the Basic Ping and the Action Ping will create a line of text in the chat that corresponds with the ping -- for example, “Need a Blockade here!”

The contextual ping system maximizes communication between players, so that even if you’re in a game with someone you’ve never met, you’ll know exactly what they need the moment they ping the map. This feature has already seen a ton of use in the Defense Council, and the feedback has been extremely positive on the conceptual level.

There’s still lots of work to do on the system, of course. Players are having problems noticing the pings on the minimap, and in some levels the flag is hard to see. But we plan to address those concerns and try out new things to make the ping system easy and rewarding to use.

What do you guys think? Should we change pings back to the simple icons we had in DD1? Should context-sensitive pings use different art? Would you use this system instead of voice chat to communicate clearly and effectively? Let us know!

The random winner of our Dark Assassin blog is Sinamoi!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. This time, you have a full week to leave a comment! We’ll pick a random poster and reveal the winner next Tuesday!

We have two other Defense Council code giveaways: one on our Facebook page and the other on our Twitter. That's three chances to win!"

Greetings, Defenders!

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


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

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

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

Inventory 3.0

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

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

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

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

  • Players can customize bags with Sorting Options

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

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

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

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

      • Example:

        • Auto Collect Squire Only

        • Auto Collect Legendary Only

        • Auto Collect Weapons Only

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

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

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

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

The Nightmare of Nightmare!

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

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

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

Our Vision for the DD2 Endgame!

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

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

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

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

Controller Support Soon!

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

Closing Thoughts!

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

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

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

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


Greetings, Defenders!

Welcome to this month's QA Bug Blog: Let's Go Bughawks! [WORKING TITLE]. When enemies aren't barreling their way to your core, they like to kick back, relax and have some fun. We were able to capture one of these rare moments, and so we present to you Etheria's hottest new dance craze: The Javelin Thrower Boogie!


This bug was a fun but albeit tough one to solve. Sometimes, we would see enemies permanently stunned with their heads hanging down or enemies that were infinitely flailing after being launched by a geyser. After spending a few hours exhausting every avenue to track it down, we were finally able to reproduce the issue. As it turned out, the enemy needed to be hit and change AI states -- for example, hurt, stun or shocked -- right as it was coming out of the shocked state. This led to the enemy being stuck forever in the shocked state, which gave us the hottest dance craze this side of Greystone Plaza!

According to Javier Barreto, DD2's lead software programmer, the problem with the bug was related to how AI states wait for the end of an animation to pop. In this case, the hurt state would wait forever for the animation to end. After being knocked back, the stun state would pop back and run a looped hurt animation, which would end up running forever. After identifying the problem at hand, the fix didn’t take too long to come through in the way of a check to prevent the stun waiting for the animation to end.

Javelin Throwers were not alone in making the new dance hit famous, as this also affected Witherbugs, Kobolds and Goblins! Here’s a smooth tune so you can groove along with the enemies in these gifs:



And there we have it, Defenders: a fun dance party featuring the Old One's Army! What do you think of the Javelin Thrower Boogie? 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 Tuesday. Don’t have a forum account? It takes less than a minute to join!

The random winner of the Beyond the Boundaries blog is viteros, and the winner of our Bringing Maps to Life blog is happyguy3216!


Over the past year, we’ve worked under the cover of darkness on a game-changing update so game-changing we’re compelled to do something special. Something extraordinary. The game is evolving. The name should evolve, too.

We’re excited to introduce the world to Gobu Defenders II!

Become a Goblin Warrior and defeat the evil Heroes standing between you and your rightful claim to the Eternia Crystals. This update introduces five new Goblin Warriors, completely new gameplay, the Commander system, and more.

Become a Goblin Warrior

Despite an average height of 4’10”, the Gobu Legion stands tall. The Legion represents all Goblins within the Old Ones’ Army, but only a select few are called upon to be Goblin Warriors. These brave few are gifted with incredible powers -- which includes the incredible power of dying fast and often!

Play as one of these brave Goblin Warriors in the update:

  • Mudgrinder, the Siege Roller Expert

  • Steampot, the Mech Engineer

  • Screechy, the Expert of Death

  • Fastrocket, Death with Wings

  • Mr. Bombs, the Demolitions Gobu

We’ll reveal the full powers of our Goblin Warriors in a future news update.

Begin the Gobu Assault

As a Goblin Warrior, it’s your job to lead the charge on the battlefields of war. Gone are the days of playing as those pathetic humans. They’re the enemy now! Beyond your incredible power of dying, your biggest strength is the size of the Gobu Legion. Your best tactic is to run in a straight line directly at their defenses. Don’t dodge. Don’t jump. Just run straight ahead until you overwhelm their defenses with your claws, your jaws and gallons of your goblin blood. And when their defenses are down, kill the Heroes, destroy the Eternia Crystals and then...the thing happens. You know, the thing. The crystal blows up, the world gets dark, and it has something to do with the Old Ones. There’s totally a strong lore basis for it. And it’s up to you to make that happen, gobu!

Become the Commander

The Gobu Legion is vast, but they need a leader. Someone cunning. Bloodthirsty. Someone willing to sacrifice as many gobu as it takes to win. They need a Commander. And they need You.

Every three months, a new Commander is selected by the community. The Commander is the ultimate authority over the Gobu Legion. Commanders decide where to attack, what resources to gather and what daily objectives to complete. As the Gobu Legion completes these orders, new bonus reward options are unlocked, and it’s up to the Commander to choose which rewards to give the Legion. Commanders also get a unique, full-size Betsy mount to display their awe-inspiring power to other players. Our first Commander is none other than dreamanime, whose dedication to the Gobu Legion is second-to-none.

We’re very excited about this next step. If you want to talk about the next evolution of our game, @Kaoelol has set up the Gobu Defenders II subreddit and Gobu Defenders II Discord!


And you thought he couldn’t get any uglier.

Big, strong, and with an indiscriminate hatred for all things heroic, you won’t catch this Ogre meandering through the fields of Etheria with his trusty donkey companion. He’s not on a quest to save the princess. He’s on a quest to destroy your defenses, pummel your friends, and wreck your day. And it’s a quest he’ll complete if you don’t have a few friends to back you up.

In the original Dungeon Defenders, you had to rally your allies around the appearance of the very first Ogre. He was big, he was mean, and he didn’t care that you’d just spent all your mana upgrading that barricade. If you didn’t have friends to help you, it was toast, and so were you.

But after time you could outgear him, bulk up your defenses, and treat him like a superpowered Orc. In Dungeon Defenders II, we want to change that. The moment an Ogre enters the battlefield, you’ll know you have to step up your game at all levels of play.

An Offense to Counter Every Defense

So, what can you and your comrades expect when facing the revamped Ogre? Well, remember how he could easily hit you through your defenses in the first game? Yeah, his cleave is still massive -- just don’t say that to his face. And with his new Stomp ability, he unleashes a seismic wave that knocks back and damages anyone caught in it, making it harder to strafe around him and get in a few pokes.

Just like in the original Dungeon Defenders, you’re going to be in for a terrible surprise if you try to casually take pot shots at range. A slimy, wet, green surprise. Globules of… Who knows what explode on impact, doing a hefty amount of damage to anything in range. If that wasn’t enough, they also slow heroes and corrode defenses, making them less effective.

Plus, who wants to touch defenses covered in… that.

And those are just his basic attacks!

The Many-Layered Ogre

Like many of our other enemies, the Ogre has three tiers of progression. As he advances, he gains powerful armor. You can hear an excruciating thunk as your blows glance off of a Tier 3 Ogre. Distract him with a well-placed defense, or get a teammate to help: Either way, you'll need to think on your feet to make your hits count.

Aim for the fleshy bits.

Prepare Your Defenses!

So far, the Ogres haven’t been deployed to the front lines. The Old Ones’ army has been pretty confident in its ability to destroy Etheria without resistance. But with the Sunderguard’s heroic response, they’re definitely thinking twice about which soldiers they send into the fray. Gather your friends and expect to see the Ogre on the battlefield soon!

Are you ready to face him?

There is one thing that makes him a little less intimidating than we’d like, though. A fierce warrior should have a proper name for his weapon. What do you think we should name the Ogre’s club? Leave a comment below with your most terrifying (or funniest) name, and check back next month for a look at another new enemy!

The random winner of our QA Bug blog is Carionis!

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!

Greetings Defenders,

Welcome to our first Open Alpha Devstream! This time we showcase the first of Ascension: Part II’s two maps, give you a special sneak peek at our next boss, and more!

Also, this weekend Madwick is back! This time Madwick is a guaranteed drop from Incursion minibosses or from Round 5 in Onslaught on Free Play Normal and Free Play Hard. The event will run until Monday at 12pm EDT.



Drumroll, please!

The Grand Prize winner of our NVIDIA® SHIELD™ Giveaway is April C.! April will receive not only the NVIDIA® SHIELD™ portable, GeForce GTX 760 graphics card, a DD2 T-shirt and a DDE mousepad, but as the Grand Prize Winner, she has also scored the the NVIDIA® SHIELD™ tablet, NVIDIA® SHIELD™ controller and gets her mousepad signed by the Dungeon Defenders Eternity dev team, Nom Nom Games! Congratulations, April!

The four runners-up who won the other NVIDIA® SHIELD™ prize packs have been contacted by email. Check your inbox to see if you won!

A big thank you goes out to the thousands of people who entered the contest and to our generous friends at NVIDIA® for helping us do something awesome for our fans!

What did you think of the giveaway? Do you have any ideas to help grow the Dungeon Defenders community? Do you have a cool idea for a contest? Is there something you’d like for us to giveaway? Let us know in the comments below!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick TWO random posters and reveal the winners next week!


Patch 19.4 is available now on PC & PS4! Thanks again for all of your feedback so far, and we'll continue to make adjustments to the game in our forthcoming patches. 

Here are the full patch notes for 19.4:

Chaos Enemy Spawn Changes

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. Before this patch, the combination of Chaos enemy spawns muddied the enemy and defense counterplay. There were so many types of defense counters happening that there was a very narrow set of counters you could use, especially in Chaos IV and V. These changes are aimed at expanding the viable set of defenses per-Chaos.

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 are no longer 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, or 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 No Longer Destroys 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. We're looking into a fix for the near future.

Item Comparison Change

Now you can more easily compare two pieces of loot in your Inventory, even when the items are equipped. Pick up an item and hover over another item to compare those two items directly against each other. More Inventory UI changes coming soon! (Note:  For now, the default Relic comparison popup is disabled.)

Multiplayer Enemy Scaling Reduction

It looks like the multiplayer enemy scalar was dramatically increasing the difficulty in multiplayer matches, so we’ve reduced the multiplayer enemy health and damage scalar from 35% to 25% per player. For multiplayer scaling, our goal is not to punish you for your playing with your friends. Our long-term goal for MP scaling is to increase enemy stats for each player added to ensure the content isn't trivialized and to increase the rewards you get per player added to encourage MP games. For the time being, we have reduced the enemy stat scaling per player added until we can make those changes.

Thanks for the feedback on this issue, and we’ll continue to make adjustments!

Campaign Changes

We’ve been monitoring progression from Campaign into the Chaos difficulties, and we’ve found we agree with player sentiment that the initial ‘jump’ is a bit too awkward to make. The goal with these changes is to make breaking into Chaos a bit more sensical and easy, by providing more Chaos-ready loot in the final few Campaign maps. We'll continue to monitor this and make adjustments as needed.

Secondly, we wanted to put an end to players blitz-farming Harbinger’s Warship as a way to get easy XP. While this wasn’t much of an issue for players at the appropriate difficulty, players with very high-end gear could clear the map much quicker than desired. As a result, this map now provides much better Campaign loot, but provides no experience after the first clear.

  • Assault on the Throne Room can now drop the highest power items in the campaign, the same as Harbinger’s Warship.

  • Harbinger’s Warship only provides experience on the first clear, and subsequent clears provide almost no experience.

  • The Harbinger himself drops over double the number of items (on average), making killing him far more rewarding for players gearing up for Chaos 1.

Construction Shard Update

We love the Construction shard, but we felt the repair rate bonus was starting to trivialize some encounters. A number of strategies started to evolve around repair-stalling enemies at blockades rather than building defenses to counter enemies earlier in-lane. We want to ensure that Construction remains a valuable shard, but as we move forward, we very much want to see key enemies engaged prior to reaching the blockades. As a result, Construction has lost some of its punch, although it remains a significant time saver when it comes to repairing blockades.

    • Base bonus decreased from +125% to +25%

    • Max bonus decreased from +205% to +75%

Ghastly Halberd and Lunar Portal Revisions

The summoned halberds came out of the gates a bit too high on the DPS. (That’s putting it mildly. Turns out it was the best weapon/shard in the game, for like, forever.)  As such, Ghastly Halberd underwent major revisions to bring its power down enough that you might actually find upgrades that will replace it in later difficulties. Coincidentally, since everyone was blinded by the Ghastly Halberd’s total OP’ness, we also noticed Lunar Portal had similar issues (to a lesser extent), so this has received minor revisions.
  • Ghastly Halberd

    • Max Summons 5 -> 3

    • Halberd Damage scalar decreased 350% -> 150%

    • Halberd Attack Rate decreased by 50% (attacks only 2x per second now)

  • Lunar Portal

    • Max Summons 5 -> 3

    • Portal Damage scalar decreased 350% -> 300% (attacks 1x per second)

  • Descriptions of both of these effects now documents their damage, attacks-per-second, and lifespans.

Bug Fixes

  • Dark Assassins were unintentionally being instakilled by shattering and other instakill effects. (Next on our list is looking into the Frostbite fast-freezing bug.)

  • Worm Scarf now properly reduces damage taken, instead of increasing damage taken. We had thought that dying faster was going to provide an advantage on some maps, but it turns out we were horribly, horribly wrong, and we should have realized that players generally don’t want to die faster by equipping expensive shards. ;)

  • Goblin melee units had somehow starting equipping themselves with Armor-ignoring cleavers. We’ve discovered their treachery, and have forced them to start using their normal cleavers once again.

  • Gunwitch’s hands have become quite frostbitten, and she will no longer sometimes double-fire Ice Needle as she warms them up.

  • Enlightenment, a mythical Apprentice Magic Staff, is now equippable again, and will once-again generate as a random mythical weapon skin.

  • Fixed a bug where the Dryad came back to life with 1 health if she died in Corrupt Form.

  • Fixed collision issues on Unholy Catacombs.

  • (PS4) Fixed a bug where the Victory Screen wasn’t fully visible while in split-screen

  • (PS4) Fixed a bug where, while in split-screen, picking up or equipping an item would make it appear twice in the Inventory.

Known Issues

  • We’re taking a deep dive into the stuck Siege Roller spawns that are being reported to us. If you see a stuck Siege Roller, please report the map, lane name, wave and difficulty on our Siege Roller reporting thread.

  • EV - Shield Geodes moving over EV nodes cause the nodes to create a visual Shield.

  • Looks like a set of Vanguards and two Shield Geodes manage to sneak their way into Chaos 5. We'll nuke them.

  • We’re also investigating changes to our loot system, Shard drops, gold gain and more. Keep the feedback coming! <3

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.



Today is a big day for Dungeon Defenders: Awakened and Chromatic Games! Earlier today we were featured as part of the Nintendo Indie Showcase, which if you haven’t seen, click HERE to check it out. This is HUGE for our game and studio, helping us bring the world of Etheria to many future Defenders.

This showing also revealed something very big: A RELEASE DATE! Dungeon Defenders: Awakened releases February 2020, and there’s a lot of reasons for this, so let’s get into them by answering some questions we’re sure you have!


Why is it not releasing in October 2019?

Dungeon Defenders: Awakened is meant to be a showing to our loyal fans of what we’re capable of as Chromatic Games. This isn’t a simple remaster/remake, but bringing back the soul of the original Dungeon Defenders into modern day. Building the game from the ground up is no simple feat, and we’re pulling out all the stops to really blow your socks away. Half of the maps in DD:A are new; Assets in the game are new; all of the UIs are new; and a slew of new features to make for an enjoyable experience. Releasing in October would lead to two things: an unpolished and unrefined gaming experience, or tons of crunch that can burn out developers. As a studio, we absolutely REFUSE to release DD:A as half-baked, and as a business we don’t want people working unbearable hours (we love all our employees, they already kick a ton of butt). This meant pushing our release date to accomplish our goals, and give you the game you deserve!

“A delayed game is eventually good, but a rushed game is forever bad.” - Shigeru Miyamoto

Why February 2020?

In short, It’s the best time for us to release the game. In long, there’s a multitude of reasons. We’re able to keep cranking out content without overworking and breaking developer souls; we can release a beta that allows us time to make iterations as they’re needed; we don’t have to compete with AAA releases that would drown our marketing efforts; it’s after the holidays, giving Defenders a chance to get back to post-holiday life-ing and get hyped for DD:A release; and we could keep going. Overall, it’s best for us as a studio and better for those of you wanting a great DD:A experience. For those of you wanting a bad DD:A experience, we apologize, but we are unable to provide that.


We’re currently going over the best time for beta and letting you sink your teeth into this meaty game. DD:A PC Beta will be available Early November 2019. This Beta allows us to monitor all the systems we’ve been working tirelessly on, and getting any fixes out before the release. Any and all feedback is greatly appreciated during these testing periods, together it we get to make an AWESOME game.

Nintendo Switch Console Timed-Exclusive?

This means that we’ll be releasing on Nintendo Switch and PC right out of the gate in February 2020 at the same time. What does this mean for our PS4 and Xbox One backers? We’re going to be spending extra time polishing up the builds for your platform. The release for these platforms is not very far off from the initial release, with a concrete release date coming in the near future. Or maybe we’ll NEVER release on those platforms, MUAHAHAHA (just kidding, we love all our consoles Defenders and could never hurt you like that).

New Content?

Well I guess… So far we’ve been showing off some of the hotness coming in the forms of complete maps, concept art, and goblin animations. Everything here is still considered a work-in-progress, but everything is until the game’s released! First we want to show off our new Dungeon Defenders: Awakened logo and cover art (it’s freaking amazing).


Let’s take a look at the new Squire in 3D, with his animations in-game!

Attack 1


Attack 2

Attack 3

Blood Boil

Circular Slice



Also how about our first boss map, Alchemical Labs!

The core will be in the middle, we just wanted to show off the art!




There’s that core, get back to the middle of the room!

How about a look at your favorite homestead, a place to kick up your feet and admire your loot, THE TAVERN!

That’s Sir Bubbles himself there on the wall.


Here’s old George, on patrol. Kind of.

And last but not least, while we’re finishing up the work on his encounter, how about a look at the NEW Demon Lord?


What’s Next?

We’re going to keep working incredibly hard to get DD:A into your hands, duh! This is a giant passion project for all of us, and every day is a blast, even when we’re squashing bugs (ty QA, we love you). Regular updates are going to continue, and we’ve even brought on board some awesome help to get this info out to you! Speaking of…

Social Defenders

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

The entire team is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games


The Caster Games are almost here! Each week from May 18 to the first week of June, The Casters Guild will come together and vie for supremacy. They will battle with the Old Ones all over Etheria, trying to score as many points as possible. At the end, one winner will be chosen, earning the right to face Trendy’s Champion in a head-to-head battle for glory!

The matches will be livestreamed, and the moderators of The Casters Guild will be the referees. They will add up points, and the caster with the most points at the end of the tournament will be the winner. Each week will feature a specific hero from the game to participate in the tourney. For example: The first week will focus on the Squire, the second week will focus on the Huntress, etc. Points will be calculated on what objectives are still standing, how many times a participant dies or loses a map, and whether or not they can continue on. More specifics will be given when The Caster Games begin next week.

Casters Guild member Kiraeyl has made a video announcing the start of the Games:

Who do you think will win? Sound off in the comments below! In the meantime, watch The Casters Guild prepare for the Games this week!

F.A.Q. and Clarification for "The Casters Games"

As there seems to be a good deal of questions (and complaints) surrounding the idea of the “Caster Games” and about teasing a tournament going forward, I figured it would be a good idea to write out our thoughts. 

Now, on to the specifics. Let us give the synopsis again. The Casters Guild is going to compete in head-to-head competitions to get points to earn an informal title of champion, and get the opportunity to battle Trendy’s Champion. 

  1. Each competitor will start a brand new, completely unused character (at level 1) and for two hours will work through a campaign at the level of their choosing (Hard or Normal). It is a solo campaign with only the one character. Both competitors will use the same character. If you are caught switching characters or using items from another character, you will be penalized.
  2. The competitor must continue through the campaign and not use either the forge or any of the Tavern components (Enchantments, spec nodes, or the marketplace).
  3. Any armor you acquire, you must either switch to it, or put it in your bags. You cannot use the forge to switch armor between rounds.
  4. There is no limit on the time it takes to make a build, but realize that the longer it takes to build, the less time to complete the level you will have.
  5. The competitors will start at the same time and work through the campaign for two (2) hours, and time will be called by the referee when it is completed.
  6. You cannot play the same level (if completed) more than once. If you die, you must play that level until you have successfully completed it. You only will get points when the level is completed.
  7. At the end of the two hours, the points will be tallied, and the competitor with the highest point total will be declared the winner.
  8. Each competitor will be ranked based on their point totals. Each week the points will be added until the final champion is declared. (At least four weeks after the start).
  9. The Casters Guild Champion will then take on the Trendy Champion using the same criteria and format above in a 2 hour battle to determine the ultimate bragging rights.

"The Casters Games" point system:

  • 5 points for completing a level on normal mode
  • 10 points for completing a level on hard mode
  • 5 points for every sub core that stays alive in the level. (If the two hours are up mid game, you will get credit for the sub-cores staying alive, but not points for the completion of the level)
  • 2 points = Competitor with the most XP at the end of the competition
  • 2 points = Competitor with the greatest amount of gold at the end of the competition (without selling items)
  • 2 points = Competitor with the most items all items
  • 2 points = Competitor with the highest item armored. (If the competitors have the same number of the highest, then they look at the number of the next lowest. For example, both have a legendary item, the winner is the one who has more of epic items being used. As well, this is based on what they are using, and NOT what is in their inventory)
  • 2 points = competitor with the fewest deaths. (Not level defeats, but fewest deaths)
  • -10 points = playing levels out of order.
  • -20 points = using more than one character, using the forge to sell items, using the tavern items, pets, or any other enhancement.
  • The Wild Card!The viewers have a say also on who gets additional points. Each week, after the competitions have been held, there will be a poll of the participants who did not win their respective competition. The participant who wins that poll will get an additional 15 points for their ranking as a “best effort” consolation prize.

Casters Guild Schedule

Official Trendy Entertainment Streams


Weekly Defense, 1:00 PM to 2:00 PM EDT


Devstream 20, 5:00 PM to 6:00 PM EDT

The Casters Guild


Kiraeyl, 7:00 AM to 9:00 AM EDT

LovinDaTacos, 12:00 PM to 2:00 PM EDT


Cboxhero, 5:30 PM to 7:30 PM EDT

Elandrian, 10:00 PM to 1:00 AM EDT


Kiraeyl, 7:00 AM to 9:00 AM EDT

Djbouti_dan, 8:00 PM to 11:00 PM EDT


Kraith88, 2:00 PM to 4:00 PM EDT

PhoenixHydra, 6:00 PM to 11:00 PM EDT


VitamiinB, 11:00 AM to 1:00 PM EDT

Piggyteehee, 3:00 PM to 5:00 PM EDT

Kraith88, 6:00 PM to 8:00 PM EDT


Djbouti_dan, 2:00PM to 6:30 PM EDT

Petire50, 8:00 PM to 10:00 PM EDT

oIsketchIo, 1:00 AM to 3:00 AM EDT


Djbouti_dan, 11:00 AM to 3:00 PM EDT

Elandrian, 8:00 PM to 10:00 PM EDT


Hotfix 5.14

Hotfix 5.14 is now live! Here are the notes:


  • Added SFX for the Sploody Harpoon passive

  • Adjusted some elemental idle vfx to display correct idle media


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

  • New Passives

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

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

  • New Skill Spheres

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

  • New Legendary Weapon

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


  • Defense Balance Updates

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

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

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

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

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

    • Uber Defense Rebalance (mostly buffing)

      • Flamethrower Tower

        • Defense Power ratio increased 0.26 -> 0.3

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

      • Heavy Cannonball Tower

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

        • Increased Attack Rate from 4.16 -> 4.0s

        • Reduced Defense Power ratio from 1.0 -> 0.9

      • Lightning Strikes Aura

        • Reduced Mana Cost from 45 -> 40

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

      • Elemental Chaos Trap

        • Increased Attack Rate from 5.0 -> 4.0s

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

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

    • Balance Updates to Non-Uber Sphere Defenses

      • Flameburst Tower

        • Increased Defense Power ratio 1.0 -> 1.2

      • Lightning Aura

        • Increased Defense Power ratio 0.32 -> 0.35

      • Earthshatter Tower

        • Increased Defense Power ratio 2.2 -> 2.4

      • Ballista

        • Increased Defense Power ratio 2.15 -> 2.6

      • Geyser Trap

        • Increased Attack Rate 8.33 -> 8.0s

      • Skyguard Tower

        • Reduced Critical Damage ratio 2.85 -> 2.0

        • Reduced Defense Power ratio 2.2 -> 2.0

      • Cannonball Tower

        • Reduced Critical Damage ratio from 2.157 -> 2.1

      • Explosive Trap

        • Reduced Critical Damage ratio 0.95 -> 0.4

      • Serenity Aura

        • Changed % Based Healing to Flat Healing

        • Flat Heal is now (Defense Power * 0.3)

      • Poison Dart Tower

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

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

      • Blaze Balloon

        • Increasing Blaze Balloon Attack Rate 8.33 -> 8.0

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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



With 125,000 members in the Steam group, you can now wield the power of the Squire’s Crystalline Saber! This legendary blade can drop from mobs, special enemies and Victory Chests.

The next weapon -- the Huntress’ Bow-Blaster -- will unlock at 175,000 members. Join the Steam Group to unlock this laser-blasting bow! If you work together and spread the word, you’ll unlock this weapon in no time.

The War Cache has also been refreshed. Login to get another random galactic weapon in the Tavern.

The Trendy Team


Greetings Defenders,

Our second DevLog has arrived as promised! These DevLogs are going to build upon one another, making the order of their reveals very important. If you have not had the pleasure of reading our previous one, click here. It makes a lot more sense if you understand what’s going on and why these additions and changes are important.

In the previous DevLog we talked about giant changes to stats and gear in Dungeon Defenders II. Every piece of gear is going to be affected by these changes. Critical chance, critical damage, and speed are revamped; base damage is boosted to compensate for these changes; and gear is gaining magical properties. These features and changes are to allow players to build how they want to and have the tools needed to take on challenges they encounter with the heroes they enjoy.

This isn’t going to be our last DevLog for this update, but there is a ton to cover here. The things we are covering in this DevLog continue to increase what we are able to do as we release future content. Enjoy!

A Quick Note From Elandrian

Colin Fisher (Elandrian) — Associate Producer

Hey, Everyone!
Just a quick check-in from me to make sure expectations are clear!  All the features mentioned in this post are still work in progress/in development and shifting based on feedback and theming with our expansion. The names of the features may change, but the overall goal and core functionality will most likely remain the same.

I hope everyone appreciates the additional beans that Mark and Jose provide today.  Beans are weird. Did you know the first game I worked on was as a designer for a certain popular baked beans brand’s website? True story.  Anyways, back to spilling.



Mark Telfer — Technical Designer

Hey, Defenders!

In the last dev blog, we left you with some juicy tidbits about how we are revamping the gear system and adding new magical properties. If you haven’t read that one, go check it out now! At the end of the previous Devlog, I promised more bean spillage, and it’s time to deliver (TE-liver™)!

Magical Property Reforging

I’ve had the pleasure of playing a ton of the new content coming to DD2, and I’m having too much fun finding and utilizing the new magical properties on gear. I even found one awesome property that let my defenses counter those pesky Cyborks I was fighting! Truly some great stuff! I fell in love with the relic that the property was on and knew I wanted to perpetually bask in its intrinsic majesty. That is, I thought I did, until I found another relic with an equally amazing property a few minutes later. So there I was, staring down the barrel of a gut-wrenching choice. In a moment of passion, should I spurn my beloved Cybork-countering property for the new relic, or do I thwart this temptation and preserve the ardent bond I have with my current relic. I don’t know about you, Defenders, but my delicate little heart just can’t handle decisions like these. I knew that for the sake of Etheria, I had to protect all heroes from such agonizing choices. And besides, I’ve always been the type that wants to have his cake and eat it too.

So with that, I have one simple question for you, Defenders. Do you also like to have your cake and eat it too? Wouldn’t it be awesome if you could discover two incredible properties on separate pieces of gear, and bring them together in a glorious union? With great pleasure, I can announce Magical Property Reforging, which lets you do just that. Cake for everyone!

Property Reforging empowers you to transfer properties from one piece of gear to another. Prepare to get crazy, creative, and experimentative! The only barrier between you and a perfect combinations of properties is your imagination! Fear not, for you don’t have to pray for an item drop that naturally possesses perfect combinations of properties. You, yes you, can mix and match them to your heart’s content. You don’t like a property on your favorite weapon?  Overwrite that sucker with a better one. Want to give that weapon a boost! Throw a new property into a slot that rolled blank! Did you find a more powerful version of a property you are already using? Purge it for the better one!

So how exactly does this bad boy work, you ask? Well first, you must defend Etheria and reap the sweet, sweet gear rewards for doing so. Once you find two (or more) magical properties you want that reside on separate pieces of gear, head over to the town or tavern. Find a brand new character populating the town who loves to tinker with things, and initiate a Reforge.  From the reforge screen, you select gear that you want to transfer properties from and gear that you want to transfer properties onto. You can then transfer any number of properties from one gear to another so long as there are available property slots. Once you’ve concocted a marauding masterpiece, confirm the transfer and get back to showing the enemies of Etheria who’s boss! Be careful though, the gear you transfer properties from gets destroyed by the reforging process and only the gear that you transferred properties onto survives.

You can transfer properties between two pieces of gear so long as certain guidelines are followed:

  • Properties must be transferred between two pieces of gear of the same type (both are weapons, or relics, or helmets, etc).

  • The gear you are transferring properties from must be earned in a Chaos difficulty that is at or below the Chaos difficulty of the gear you are transferring properties onto (i.e. you can transfer properties from Chaos V to Chaos VII gear, but not the other way around).

  • All properties on a piece of gear must be unique.

  • Only one elemental attunement is present.

Other than that, the sky's the limit!

Now I know what you’re thinking.  You’re thinking, “Mark! I’ve seen you on the devstream before!  You’re a smart, good-looking, cool, weird-looking, strong, Mark-looking guy, but pray tell, you’ve overlooked something here!  All of the new gear properties and reforging sound great, but what good is all of this if I’m currently progressing through DD2?  I get a lot of gear upgrades each map. Doesn’t this mean all my gear and the effort I make reforging will quickly become obsolete?”  Well, dear reader, you are correct. I am indeed weird-looking. You are also correct in that this does pose a challenge to this new gear system. The challenge here is what I like to call gear permanence, or in the case of the current live game, the lack thereof.  

Gear Permanence and You!

One of the reasons I love working on (and more importantly playing) Dungeon Defenders II is because of how unique of a game it is. One of these unique aspects is how we handle hero progression after you reach level 50. As you test your might in Chaos Trials, gear is progression. Cumulative and incremental progress to your heroes comes in the form of a consistent flow of new item drops that possess increasingly higher gear scores. Equipping those items on a frequent basis raises your champion score, and building champion score unlocks new challenges for you to take head-on.

This system is pretty cool, but it’s not conducive to long-term attachment to a specific piece of gear. Since the Barbarian’s Wrath update, the loot system assures that the plethora of gear you earn continuously rolls higher gear scores so long as you’re playing at the appropriate difficulty. Throughout the course of even one map, you’re likely to see higher gear scores for a given slot many times over. This meant that swapping gear several times in one map would be a formidable progression strategy. The current system encourages, and in fact rewards you, for constantly swapping to new gear with a higher gear score.  This system results in gear being ephemeral during progression and furthermore, relegates all of the new gear we are creating to nothing more than a short-term decision.

That’s not what gear in Dungeon Defenders II should be. Equipping behavior should be a result of careful and meaningful deliberation which rewards the opportunity to carve out a creative and unique playstyle. Having to constantly swap gear makes this deliberation fruitless and frivolous. We knew that if we are truly going to make the gear revamp meaningful, we must allow players to keep their favorite gear long-term and ensure the gear remained viable in the process. Essentially, we had to ensure that players had the freedom to make gear permanent if they desired.

Equipment Upgrading and Evolution

At the heart of creative and diverse gameplay is freedom. Freedom means emancipating players from constraints that would otherwise impede their goals as heroes of Etheria. Based on this sentiment, we’ve totally revamped the equipment upgrading system, and it is with great pleasure that I can announce the brand new system that will take its place: Upgrading and Evolution!

Now what do I mean when I say freedom?  Buckle up! Our new system literally lets you take the first piece of gear you ever earn in Campaign and power it up to a strength that is greater than the current Chaos VII gear cap in the game. That’s right, Defenders. If you find any awesome piece of equipment that you like, you can keep it viable for as long as you want. Do you love the Harbinger’s shield that you get for completing campaign? You can power that bad boy up beyond the Chaos VII cap.  Do you love a property the way I love the Cybork-countering property? Upgrade the gear that it’s on and power it up beside you as you progress.

So how does all of this work? Like I said earlier, the current upgrading system will be replaced. Gone are the days where you have a small amount of upgrade levels that max out.  Instead, you will be able to take your chosen piece of gear through a two-step process called (new) upgrading, and evolution.

(New) Upgrading!

Every piece of gear will track the chaos level that it was dropped in. As you know, each Chaos has a gear score range that can drop, a min and a max if you will. That range will be abstracted to a meter on our new upgrading screen. Filling this meter will power your gear from the min to the max of the corresponding Chaos range. If you get a gear drop whose gear score falls somewhere between the min and the max, meter levels will automatically be awarded retroactively. Filling that meter substantially beefs you up and makes your enemies cower before your fortitude. Once that meter has been filled and you’re at the max of that Chaos level’s range, you’re not done —you’re ready to Evolve!


Okay! So your gear is beefed up, and you’re at the maximum gear score possible from the Chaos level the gear was dropped in. It’s time to evolve! Evolution allows you to break that gear past its current Chaos level and bring that gear up to the minimum of the next Chaos level. Magical properties see a massive strength increase when you perform an evolution to ready you for the next challenge that you undertake. The upgrade meter then is set back down to 0.  You can keep repeating this process for as long as you wish to keep using a piece of gear. You can even use this process to evolve gear past Chaos VII! MIGHTY POWER AWAITS!

Upgrading and Evolution Costs

Currency cost, especially gold costs, will be substantially different than our current upgrade costs. You can spend currency for each upgrade/evolution you preform. Currency isn’t all you’re going to need to do this though…

New and powerful materials have been discovered across Etheria that make power boosts like this possible. With this update, these materials drop in specific maps and at specific difficulties as you defend Etheria from the goblin legion. Gather these materials up because they empower you to perform these brand new upgrades and evolutions.  

The Road to Freedom!

So at this point you might be saying to yourself, “I want to gather as many of these awesome materials up as possible, but Mark just said that they only drop on specific maps.  Right now, I can’t just choose a specific map I want to play, especially in Chaos Trials. Isn’t that a problem?” Defenders, I wasn’t kidding when I said that we are striving to give you the freedom to play the way you want. I’m going to let Jose take it from here and make our next big announcement. That said, I’ll leave you with this:  Jose, the rest of the team, and I STILL aren’t done revealing all of the big things that are coming in this next update. We seriously have even bigger features to announce in the future. I can’t wait for more bean spillage to occur.



Jose Villegas — Technical Designer

Hey everyone! Last week’s Dev Log was all about the changes to the core systems of Dungeon Defenders II. Now, let me tell you about the new stuff we are making, and things to get you even more excited for the future of the game.

One of the long standing pain points for the community has been the lack of map choice in Chaos Trials. With this in mind, I’m excited to tell you we have taken a look at this and the Trials are finally over. You now have Expeditions.

Expeditions take the same encounters that you have grown to love (and hate) from Trials, but adds the ability to choose any map you want to play. Actually, we have taken one step further and allow you to select any map that was previously unavailable to that Chaos level!

This new game mode also ties into our improved Upgrade system that we are unveiling today. In order for you to upgrade your items, and reforge your properties around, you must gather all sort of materials across Etheria. Each type of map (Town, Spooky, Castle, Forest, Ruins, and Dungeon) award you with different materials, so make sure to play all of them.

There are still a few secrets we are keeping before the release of the update, so make sure to keep coming back in the following weeks for more info!


A Further Look to the Horizon!

Alec Saare (Lawlta), Community Manager and Bean Overlord

Hey All,

As promised, the beans continue to floweth! The systems discussed here build upon all of the things we discussed in the previous DevLog (found here). There’s still more information coming (wuuuuuut), and as you can expect, it builds upon everything covered here! Crazy, right?

We talked about some major systems in the game here today. One of the common issues presented talking with all of you is that gear doesn’t feel special and that it doesn’t really matter until you’re maxed out. These changes are to help address that, and we are confident you’ll enjoy what we’re cooking up. Also Expeditions providing map choice, where have I seen that requested before? :)  Your feedback is invaluable to the things we create. Though it takes time, we are always listening and trying to get everything possible into the game. Keeping your feedback constructive and objective makes it easier to find the things that matter most, and ways to implement it so that you not only enjoy it, but utilize potential new or additional systems. Now you may be thinking, what else could they possibly talk about next time with these changes. Here’s a small hint:  there’s an aspect of gear you all use currently that we haven’t talked about yet. Is that vague enough? I think that’s vague enough. You’ll have to wait for the next DevLog to find out!

If you want a sneak peak (as well as helping us polish things before release), our testing groups are just for you! There’s so much coming, and every bit helps to make this expansive update great.


Want More Info On What’s Coming?

Check us out on social media for additional updates and game discussions with our awesome community:

We’re going to give even more details very soon! Our designers are excited to continue sharing what they are working on and explain what changes are coming and why. Stay tuned!

For Etheria!

The Dungeon Defenders II Team


For this issue of Co-op Confidential, we'd like to present.... the Fiend Fire Tower!

Many of you may think, 'Hey, we've seen this before! This is the new Fireball Tower!', but you'd only be half-right. The Fiend Fire Tower does shoot fireballs, but ones which bounce from minion to minion instead of fizzling out on their first foe. But want to know the really exciting secret... this tower also sets the enemies aflame!


Yes that's right, Dungeon Defenders II's co-op now has elemental effects. After causing it's initial damage, this Fiend Fire Tower will light enemies ablaze causing additional damage over time. Here's an even closer look at the (in-progress) tower:


What're your thoughts? What towers would you like to see return for the Apprentice? Have any great ideas for new ones? Want us to continue this sneak peaks into the development of DD2? Let us know in the comments below. Our favorite comments will receive DD2 beta codes! Winners will be chosen on June 10th.


Birds chirping. Breeze blowing. Leaves growing. Springtime is here!

At least, that’s what we’ve heard. For us, this Spring means staying indoors and getting Dungeon Defenders II ready to leave Early Access (which we’ll talk about in more detail in the near future). We’re tying up loose ends, fixing the biggest issues, squashing the biggest bugs, and polishing the most visible areas. The Spring Forward Update is the beginning of this process, and you’ll see more improvements in our regular patches after the update lands.

So when will the Spring Forward Update come out? How about next Tuesday, April 18th? Does that work for you? Cool. We’ll put that down in our calendars then -- April 18th:  Make Great Spring for Glorious Playerbase Nation. Done!

Here’s what’s in the update:

Two New Chaos Tiers

We told you the next Chaos tiers would happen soon! This update adds Chaos VI and VII, and with it comes two new enemies, better loot, and most of the Shards that were disabled in Patch 19.5. 

So what fearsome new enemies are we adding now?


Hex Throwers

With their mighty javelins, Hex Throwers curse your defenses from long range! You’ll first encounter these Olympic rejects in Chaos VI.



Keep your eyes on the skies! These flying EMP Kobolds disable your defenses when they explode! You’ll first encounter what is sure to be everyone’s favorite enemy in Chaos VII.

Beyond these new Chaos tiers, we’re continuing to investigate changes to our loot system, difficulty balance and economy. Look for improvements in the coming weeks!

Tower Skins Are Coming

Finally! This was by far the biggest system we needed before our Early Access exit since many of you purchased a certain Collector’s Pack a long time ago and have been patiently waiting on certain Tower Skins. This update includes 8 sets of Tower Skins available for purchase and the Collector’s Pack Tower Skins given to owners of the pack and to our Defense Council members.


Tower Skins

Tower Skins come in Sets, and each Set includes 4 Tower Skins -- one for every defense in a hero’s kit! The first sets are for the Squire, Monk, Huntress and Apprentice, and Tower Skins for the other heroes are coming soon! 

We've added a new Cosmetics tab in the Inventory, and this is where you'll equip Tower Skins (and eventually Costumes). In this tab, you can individually select which skin you want on which defense -- so if you want the Corrupted Poison Dart Tower Skin and the Defense Council Blaze Balloon on the same Huntress, go for it!


Defense Council/Collector’s Pack Tower Skins

On the Store Page, we said we were going to make 4 Tower Skins for the Collector’s Pack -- one tower skin apiece for the four original heroes. Well, we’re giving you 16 Tower Skins -- that’s a skin for every Squire, Monk, Huntress and Apprentice defense! If you own the Collector’s Pack or if you’re a Defense Council member, you’ll find these Tower Skins when you login after the update comes out. Thanks for the support!

PC Controller Support

Speaking of support, in this update, we’re adding near-total PC controller support! Controllers will natively work for every command and every in-game menu except for the Options menu, which we’re hoping to get setup very soon!

Bag Auto Sorting

In this update, we’re adding an Auto Sort option to bags! When you select Auto Sort, items in the bag will re-organize by type (Weapons, Armor, Consumables, etc.), and within that type sorting, items will organize by rarity (for example:  Legendary Weapons, Mythical Weapons, Legendary Armor, Mythical Armor, Consumables, etc.) While this option is on, items will automatically sort based on these rules. If you wish to move items around in the bag, you’ll need to turn off the Auto Sort function.

Breaking the Assassin Cycle of Silence

Let me speak! In this update, we’re adding a 5-second protection between Assassin attacks while playing and a 10-second protection from Assassins after respawning. No more permanent chain-silencing!

Open Trials Matches on the Game Browser

Now you can view every open public Trials match on the Game Browser! This is perfect for finding the map to begin your win streak.


New Town Marketplace

Our world artists really went to town on the marketplace! *badumtish* But seriously, it’s amazing. New out-of-bounds scenery. New buildings. New skybox. It’s just one of those polish areas our world artists wanted to get in before we left Early Access!

The Emporium

Another feature we’ve been putting off is a unified shop, and as we’re approaching our exit from Early Access, now is the time to add it in! From this one single shop, you can find almost all of our in-game purchases. The Emporium is also available anywhere via the Pause Menu.

Crit Update

After Patch 19.5 came out, a lot of you told us that crits were OPOP. We believe you! We’re looking into it, and we think we’re zeroing in on the reasons why. We should have some changes for this in the update. Thanks for the feedback!

Bug Fixes

No update would be complete without bug fixes! This update fixes, among other things, a long-standing firing issue with the Skyguard that made itself more visible in Patch 19.5. The Skyguard was firing at 60% of its expected fire rate, but now this baby is singing. We also hear Slime Pits are affected by Defense Speed now! The full bug fix list will be available next Tuesday.




Today we announced yesterday that tomorrow we want to pivot our goals with any future games within our studio. There’s a lot to talk about, so for now we’ll just go over the big bullet points, because who even reads these things? The text is all bold because everything is important. Our artists are too busy, so we're going to draw these things for you in MS Paint to the best of our ability, which are the peak of art. Let’s smash that like and subscribe button:

  • After our Kickstarter succeeds, we will be launching a second Kickstarter for a new Dungeon Defenders dating simulator. It is currently known as Project: Smooches, it is 9 years into development, and all the characters are mo-capped (motion captured) by Steve Buscemi in a fat suit (a true professional).

  • New company mascots, the Chromie Bois. We got all three of the good ones:

  • Our current Kickstarter has received so much support so quickly in such a short amount of time. We want to reward our players with an accelerated experience. Instead of our next project being Dungeon Defenders III, we’re going to blow away YOUR expectations by making the next installment in the Dungeon Defenders series being Dungeon Defenders VII. Here is an illustration of our new and main hero of DD7, Nimbus Conflict:
    You already love him!

  • We realize that being Chromatic Games, some people have a hard time reading our text and logo. We’ll be creating a more colorblind friendly sister studio, Monochromatic Games, with the logo being specifically black and white.

  • To provide the best Dungeon Defenders experience, we are now working on the Chromatic Launcher. This will have all your favorite Dungeon Defenders games in one place. No more pesky Steam, Epic, Uplay, Origin, MyGames, or any other launchers, you just have to use ours. Surely you don’t play other games, ours are the only ones to play.This is only available on your phone. Do you guys not have phones? We’ve got you covered.

  • cPhone One. How’s it said? Don’t worry about it. Buy the phone and use the launcher.

  • Everyone in the studio is going to legally change their last name based on the survey results taken at the beginning of this post.

  • Gator sword.

  • We’re looking to hire about 30 voice actors with no experience that can help us recreate every episode of Seinfeld in a special Dungeon Defenders VII map called “Jerry’s Apartment”. Here's the concept probably:

  • Oh cool, a gun with legs. Too bad we have a fire-breathing muscle gun. (final concept art):

  • Smell-o-vision update coming to all products once Oculus releases their new N-VR (nasal virtual reality).

  • The Apex Legends pinging system, that’s pretty cool.

  • No silly April Fool’s day posts.

There’s a lot that we’re hard at work on and are really trying to churn out to provide the best experience possible. We want you to join us on our journey and hopefully make the best Project: Smooches errrr Dungeon Defenders game possible. Follow us on our social platforms, you know the ones.

To make all of this potentially but probably not possible, but to make Dungeon Defenders: Awakened the best experience possible, check out our Kickstarter by clicking this whole paragraph. There’s less than two days left. Also there’s a secret link somewhere in this text.


Chromatic and Monochromatic Games


On July 19th, the Power Surge update releases on Steam and PlayStation 4! Tune into the Devstream Friday at 5PM EDT to see the update in action!

The Power Surge update includes:

  • The Power Surge Challenge

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

  • Glaive of the Storms Monk Weapon 

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

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

    • The main attack unleashes a powerful lightning attack!

  • Mark 3 Costume for Series EV2

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

  • Balance Changes

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

  • And more!

Daniel Haddad, Design Director (Blacksmith)

I had something pretty cool planned for this week’s Dev Log but then I forgot what it was… I’m focused on getting the Monk’s new legendary weapon ready and doing some balance changes to the Ramster, Archers, and the Poison Dart Tower. After that, I’ll be working on the Lavamancer primarily. Also working on the enemy changes and future hero balance whenever I can. The enemy changes are going to take awhile to complete, but I’ll have more to show you soon.

Jesus Diaz, World Builder (N3oDoc)

This week I'm having some great fun working on the new level, a wild west themed one this time!

At this moment we are currently world building the city, which means creating all the big stuff like the buildings, walkways, terrain and the small props such as windows and doors. We are trying to have a lot of player-only paths for this level so expect to be able to walk along rooftops, jump from one roof to another and snipe enemies from there!


Daniel Diaz, World Builder (DanielKaMi)

Hey, Defenders! It's time to show you some details about the new level we're cooking now. This remake level will make DD2 feel like a western! You'll be able to enter into some buildings and explore around.

And here are some pics of stuff I've been working on:





What remake from DD1 do you think we’re bring back for building a western level? Not an easy question. (Hint: is not Aquanos.)

James Reid, Software Engineer (Driscan)

Working on fixing some bugs as well as iterating on the Game Browser. Phase 2 of the Game Browser is shaping up nicely! Can’t wait to get it into your hands!

Steven Collins, Lead Level Designer (Esorath)

Glad to see everyone Vroom Broom’in around! Challenge work continues on Molten Citadel, and I haven’t forgotten about secrets…


Josh Isom, Community Manager (iamisom)

Xenogenics posted a great thread on the forums about the state of the Official DD2 Wiki. In short, the wiki is wildly out of date and difficult to update. People are resorting to Google Docs to share information, which is just ridiculous.

So Ice and I are strapping up and diving in to fix the wiki. Our goal is to update the wiki with the most accurate information possible, make it easier for you to create edits and give you the tools to help keep it updated.



So far we’ve given you a preview of the Squire, the Huntress, and the Monk. Now it’s time to introduce the Apprentice!

After the events of the original Dungeon Defenders, the Apprentice finally proved he was ready to attend the Magic Academy and further his studies. While his dedication to the magic arts troubled his father, his pursuit of knowledge never wavered. He channeled that resolve into perfecting his craft, and although he’s not the strongest hero physically, he makes up for it by having a devastating and diverse toolkit of elemental defenses and abilities.


Get Lifted
Have you ever wanted to rock someone like a hurricane? Well, the Apprentice can make it happen! With a swift flick of his wrist, he conjures up a cyclone that spirals toward enemies. The Cyclone sweeps up any foes in its path, suspending them in the air while its lightning deals Storm damage over time. While suspended, the enemies are vulnerable to any anti-air defenses, and take extra damage if affected by water debuffs. Once the Cyclone disappears, they crash to the ground taking smashing damage, which leads us to….


Ice Ice Baby
Alright stop, collaborate and listen. The Apprentice is back with a brand new invention: The Frostbite Tower. This tower shoots a beam of frost that damages an enemy and freezes them over time. Once frozen, the enemy can be shattered and killed instantly by defenses and abilities that deal smashing damage (see above). Not all enemies are built the same, though: Smaller enemies freeze much faster than larger enemies, so keep that in mind when lining up a combo for this tower.


Momma Said Knock You Back
Don't call it a comeback. This wall has been here for years. What used to be the Magic Blockade in the original Dungeon Defenders has evolved along with the Apprentice, turning into the Arcane Barrier. This defense blocks the path of enemies and uses magic to periodically knock back any that try to get past. Taking a page from the Monk’s book of tricks, the Apprentice can position this barricade so that it points toward a nearby ledge, knocking enemies straight to their demise. It also does great when paired with high-damage, low-health defenses, as the knockback gives them more time to unleash their power without fear of being damaged in return.

Now that you’ve seen Hero Previews for all four of our main heroes, tell us what you think about them in the comments below and you could win a seat on the Defense Council!

The random winner of our PC Giveaway Winners blog is CBlue413!

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!
Co-op Confidential -- Level Teaser

You might be asking, “Why didn’t we get a Co-op Confidential yesterday?” The answer is that we were in strict observance of Memorial Day. The real answer is that we were all drunk, sitting by the poolside and eating ribs. Delicious, fresh-from-the-smoker ribs. In all seriousness, we’d like to say thank you to our troops for protecting our country.

This week is a short blog as we’re going to let our teaser do the talking for us. (Also, we feel like Phil, Stu and Alan today.) Above, you can see concept art for the first level of the cooperative campaign. Isn't it pretty?

“So is that it? All we get is glimpse of the first level?” Who knows, you might see more of the levels in motion, perhaps even sooner than you might think. Also, if you look through the DD2 co-op reveal trailer, you might see a few more levels. Wink wink nudge nudge.

What do you think is going on in this first level? Where is it in Etheria? What would you like to see in a future reveal? Let us know in the comments below! Our favorite comments will receive DD2 beta codes! Winners will be revealed on June 4.


The Pets & Dragons Update hatches on April 28th, and we’re showing it off early with the help from The Casters Guild! 

This Friday at 5PM EDT, tune into our Devstream to get a sneak peek at some of the new maps coming your way. Then on Sunday and Monday, watch The Casters Guild play the update in its entirety! We’ll have more details of The Casters Guild update playthrough in a post later this week.

What’s in the update? The major highlights include:

  • Pets
  • Dragons (Actually, she’s a wyvern…)
  • Skill Spheres, our new character specialization system
  • 3 New Maps
  • 3 New Incursions
  • Costumes and Accessories
  • New Legendary Weapons
  • Tons of Bugs (seriously)
  • And so much more!

Read on to hear from our developers about this last week of preparation and to see this week’s Casters Guild schedule. 

Dev Log 20: April 22, 2015

Daniel Haddad, Creative Director (Blacksmith)

Wrapping up the sprint with everybody! Working super hard to squash bugs and make sure things are as good as they can possibly be before releasing this massive update to you guys. Coming April 28th to a Steam client near you.

Danny Araya, Creative Director (DannyAraya)

We’re almost there. You guys are gonna lose your minds when this patch is released! 

Jay Twining, Senior Game Designer (TrendyJayT)

Sprint to the finish!

Chris James, Lead Level Designer (ceejeh)

We’re on the final stretch of polish and bug fixing before we get the new content out to you! It’s been a few fun few months working on this update. We’re both excited to hear what you think, and also looking forward to planning The Next Big Thing. 

Javier Barreto, Lead Software Programmer (javo)

There’s an English proverb that goes, ”The longest mile is the last one.” (Or something like that.) I can remember a few occasions in my life on which it would hold true, and this will probably become one of them.

We are making our best to get this as polished as we can and stable; an update this big is no minor task to stabilize. I hope you guys enjoy the effort. =) And do I ever love bacon! Have I mentioned that already? I don’t think I have…

Abraham Abdala, Lead Tech Animator (Broham)

Bug fixing mode. Waiting for final audio, to render final cinematics. Getting ready for a lot of documentation for our pipelines.

Joshua Javaheri, Lead Tech Artist (javahawk)

Polishing the UIs. Working with our talented VFX Artist Joseph Joyal to complete this round of VFX for our new encounters, weapons and some really cool new special stats. It’s going to be an amazing update!

Chris Flores, QA Lead (likethatwhenigothere)

Trying to get fixed the last 2 or 3 billion bugs left before the update. 

James Reid, Software Programmer (Driscan)

I’m not sure I have much more soul to give to this update. I’ve poured so much into it. We’re talking 16-18 hour days 6 days a week for the last couple of weeks. While we were encouraged to do some extra time, every one of us went above and beyond to make this the best possible patch we could. I have to give my fellow co-workers a huge pat on the back because they have kicked ass and taken names this update.

With that said, this week I’m trying to put the finishing touches on the Pet UIs and make sure everything works correctly. The QA department has been/will be my friend this week. (Those guys rock.)

I’m about halfway through Daredevil (not sure how I managed to find time to watch that much). I want to binge watch the rest of it! Sometimes when my code is compiling, I’ll slip a race or two of Mario Kart 7 in on my 3DS. Relevant comic. (Yes, I have the shirt of this.)

Adam Stow, Associate Producer (@TE-Stow)

Back in action after a lovely honeymoon abroad where we managed to get lost in St. Kitts and drink beers with locals. This week will largely be getting reacquainted with the current state of the patch and supporting it, while making sure we’ve got our ducks, skins and heroes in a row for the following content update’s schedule.  

Enrique Rivera, Concept Artist (3nrique)

Working on some fun weapons designs...for the FUUuuUUTURE!!! Also, it’s been very inspiring to see the amount of love and hard worked poured on to this next patch by everyone in the studio. I really hope you guys like it! 

Jesus Diaz, World Builder (N3oDoc)

Still working on the canyon level. Adding some final touches!

Daniel Diaz, World Builder (DanielKaMi)

Still working on the new canyon level. We’re focusing now on the small details and the OOB (out-of-bound areas).

Dani Moore, Remote QA Manager (Dani)

A war is fought one battle at a time. Each victory is a step closer to peace, each defeat a painful and costly lesson learned.

P.S. <3 Daredevil

Philip Asher, Marketing Director (pmasher)

So busy. This patch is going to be huge.

Josh Isom, Community Manager (iamisom)

Introducing the new DD2 wiki! This wiki is administrated and maintained by you, our passionate Defenders. The wiki is still under heavy construction (primarily the Main Page and the site’s CSS), but feel free to edit any information as you see fit. If you have any comments or concerns about the wiki, please head to this thread and let us know!

My favorite forum threads this week:

Official Trendy Entertainment Streams


Weekly Defense, 1:00 pm EDT to 2:00 pm EDT

  • This week, iamisom and Kraith88 journey into Free Play Hard Mode!


Devstream 17, 5:00 pm EDT to 6:00 pm EDT

  • We're showing you some of the newest features in the Pets & Dragons patch, plus Betsy is revealed!

The Casters Guild Stream Schedule


Kiraeyl, 7:00 am EDT to 9:00 am EDT

  • Join Kira in discussion on strategy, teamwork, and lore as we kick back and enjoy a cup of coffee (or tea if you prefer) during her morning stream!

LovinDaTacos, 12:30 pm EDT to 6:00 pm EDT

Piggyteehee, 8:00 pm EDT to 10:00 pm EDT

  • Piggyteehee will be farming some end game content and experimenting with new items and set ups.


Dagnom, 10:00 am EDT to 1:00 pm EDT

  • Dagnom will be deleting, yes DELETING his characters to give a true "new player" experience to his stream. Come join in on the educational fun!

Cboxhero, 5:30 pm EDT to 7:30 pm EDT

Elandrian, 10:00 pm EDT to 1:00 am EDT

  • Join Elandrian as he theorycrafts and tries to navigate through the harder content. He’ll be focusing on gearing his characters and testing new end-game builds.


Kiraeyl, 7:00 am EDT to 9:00 am EDT

  • Kira will continue to focus on strategy, teamwork, and lore. Respectful discussion is always welcome! Playing with viewers is welcome!

Ara_gaming, 12:00 pm EDT to 3:00 pm EDT

djbouti_dan, 7:00 pm EDT to 9:00 pm EDT


Dagnom, 10:00 am EDT to 12:00 pm EDT

  • Dagnom will be continuing his "New" journey through the game with the courage of the Tin Man from Oz, come join in the fun!

Kraith88, 2:00 pm EDT to 4:00 pm EDT

  • Kraith will be continuing his week long hard mode class challenges. Kraith will take a brand new Apprentice through the hard-mode campaign.

PhoenixHydra, 6:00 pm EDT to 11:00 pm EDT

  • PhoenixHydra will be accepting invites from viewers and farming Legendary items.


VitamiinB, 11:00 am EDT to 1:00 pm EDT

  • Vitamiinb will be farming for legendary items, and finally getting his second Monk to level 25. He will also be playing with viewers that want to play. 

Piggyteehee, 3:00 pm EDT to 5:00 pm EDT

  • Piggyteehee will be on the legendary grind to optimize his Monk and Huntress.

Kraith88, 6:00 pm EDT to 8:00 pm EDT

  •  Kraith will continue looking for those elusive legendary items that Malthius has hidden. "Damn you, Malthius! All your loot will belong to me!"


Victoryoftheppl, 12:00 pm EDT to 2:00 pm EDT

  • Victory will be working to level up her Huntress and Apprentice as she begins to learn the in’s and out’s of the game. Any help appreciated!

Petire50, 8:00 pm EDT to 10:00 pm EDT

oISketcHIo, 1:00 am EDT to 3:00 am EDT


djbouti_dan, 11:00 am EDT to 3:00 pm EDT

Elandrian, 7:00 pm EDT to 9:00 pm EDT

  • Elandrian will be returning again to group up with friends and viewers alike. Join him this Sunday as he levels new characters and explores new builds.


These are the patch notes for the PS4 Content Update 2: The Ascension update. The patch is live as of 9:30 AM EST, and is absolutely massive. It includes a ton of new content, balance changes, bug fixes, crash fixes and so much more.

Thanks to TimmyTrashTier and all of the work he's done, the entirety of the patch notes can't fit in this blog post. Check out the PS4 Section or the Patch Notes Section for the full read. Enjoy!

UPDATE 1/30 12:36PM EST

The Ascension update is now live! Thanks for your patience!

P.S. Don't forget to unequip your Skeleton Skins!


Good news, Everyone! We've breezed through Sony's verification process and are ready to push out the Ascension patch. This update will be Version 1.07 on the PS4 and we expect it  to go live within the next couple of hours. Remember to unequip your Skeleton Skins!


UPDATE: 1/29 11:30 AM EST

Got some news and clarification for you, Defenders:

  • We've reverted to the latest pre-patch version of the PS4 service, and have resubmitted the Ascension patch to Sony.
  • Players who have played the current version this morning have had their profiles restored to the last saved version. 
  • Players who spent gems in the Ascension update will lose what they bought, and have their gems refunded. 
  • Players who unlocked anything will have to unlock it again once they log in. 
  • We will be giving anybody who logged in between the time the patch went live  to when we reverted 100 gems for their trouble. 
  • Anyone who updated to the Ascension patch will need to delete their current installation and reinstall through the library in order to go back to the current version of the game. 

That's the latest update as of this morning. I will continue updating this thread throughout the day. Thank you again for all of your patience, Defenders!

UPDATE 1/28 9:49 PM EST

We will be bringing PS4 services back online shortly to the most recent pre-patch build. This is temporary, until we can debug and bring Ascension back online. 


We've spun down the PS4 service while we work to resolve these crashes. We think the problem has been isolated, and will post more info as it becomes available. 

Again, thank you for your patience with us. 


It’s been nearly a month since we posted the application for The Casters Guild, our new Twitch streamer program. After days of deliberation, we’re pleased to introduce the founding members of The Casters Guild!


  • Ara_Gaming
  • Cboxhero
  • Dagnom
  • djbouti_dan
  • Kiraeyl
  • Kraith88
  • LovinDaTacos
  • oISketcHIo
  • Petire50
  • Piggyteehee
  • PhoenixHydra
  • VitamiinB


  • happyguy3216
  • HPTSparky
  • Miniishadow
  • nicosemp
  • Ryster66
  • SaraNekoChu

Congratulations! To kick things off, we’re giving each streamer 4 DD2 Early Access codes and 1 Collector’s Edition code to giveaway this week! Check the times below for this week’s streaming schedule.

Official Trendy Entertainment Streams


Weekly Defense, 1:00pm EDT to 2:00pm EDT

  • Iamisom continues his conquest on Campaign Hard Mode. This week, it’s on to Little-Horn Valley and Greystone Plaza! Oh god, help us. 


Devstream 14, 5:00pm EDT to 6:00pm EDT

  • We’re showing off Spec Nodes V2, our total revamp of our Spec Nodes system. You won’t want to miss this.

The Caster’s Guild Stream Schedule

Reminder: This week, the streamers below are giving away 4 DD2 codes and 1 Collector’s Edition code!  Tune in to win!


LovinDaTacos, 3:30pm EDT to 6:00pm EDT


Dagnom, 10:00am EDT to 1:00pm EDT

Cboxhero, 5:30pm EDT to 7:30pm EDT


Kiraeyl, 7:00am EDT to 9:00am EDT

Dagnom, 12:00pm EDT to 2:00pm EDT

djbouti_dan, 7:00pm EDT to 9:00pm EDT


Kiraeyl, 7:00am EDT to 9:00am EDT

PhoenixHydra, 6:00pm EDT to 11:00pm EDT


Vitamiinb, 11:00am EDT to 1:00pm EDT

Kraith88, 6:00pm EDT to 8:00pm EDT


Ara_Gaming, 12:00pm EDT to 2:00pm EDT

Petire50, 8:00pm EDT to 10:00pm EDT


djbouti_dan, 11:00am EDT to 3:00pm EDT

Piggyteehee, 6:00pm EDT to 8:00pm EDT

Meet The Casters Guild - Streamers


Twitch:  Ara_Gaming

Twitter:  @Aradiah_Gaming

About Me:

Ara got into gaming at the age of four when a friend showed her the Warcraft I and Warcraft II RTS games. As she grew up, she tried and loved many different gaming genres, including RTS, racing, MMO, RPG, and more. To this day, Knights of the Old Republic II: The Sith Lords remains her favorite game due to its combination of fun Jedi (or Sith!) combat and a deep, immersive story. While she now streams a wide variety of games, her love for the Battlefield series and recent shooter titles has made FPS one of her favorite genres.

Dungeon Defenders started for Ara as something she'd play with friends to let off steam after long hours of fleet PvP in Eve Online. The addiction didn't take long to set in, leading it to become one of her most-played games on Steam. Ara has streamed on Twitch for over a year now and is constantly motivated to share her love of games with her community. Finally, her favorite pizza is New York style thin crust margherita. Yum.


Twitch:  Cboxhero

Twitter:  @Cboxhero

About Me:

Let me welcome Cboxhero! He's been streaming for only a couple months, but he's grown quite large for that time. He streams almost everyday, and while his main focus is on League of Legends, he devoted at least an hour of each day to Dungeon Defenders II. His playing of DD2 started around the time he started streaming, so the two go hand-in-hand. He loves to stream DD2 because he's played other Dungeon Defenders before, and he feels like the DD community is one of the best. He also loves playing with fellow Dungeon Defenders lovers.

His favorite genre of game is RPG games, such as the Dark Souls series, and even MMOs. He's quickly getting into MOBAs, though. For a favorite game in those genres, Cboxhero would have to go with the first Dark Souls. It holds a special place in his heart. For the way of music, he's pretty much into anything, as you'll hear while he streams!


Twitch:  Dagnom

Twitter:  @Dagnome

About Me:

The NES was the first system that Dagnom had in his household, and it really is what got him into gaming. Nothing beat playing Mario and Duck Hunt on the same cartridge. He was only a lad when he started gaming. It quickly evolved when the SNES came out. He then started diving into the PC genre with Diablo being his first major game. As the years went by, he started expanding his taste for games (both on console and PC) and came across an arcade game on XBLA called Dungeon Defenders. 

He started streaming on Twitch for fun at the start. He knew very little about engaging his audience or even what to do. As time went on he thought, "Wouldn't it be great if someone streamed and explained what the heck was going on?" He started to tailor his streams to this principle and has enjoyed it ever since.


Twitch:  djbouti_dan

Twitter:  @djbouti_dan

About Me:

Djbouti_dan has been a gamer since he was 8 when he got his first Intellivision console, and hasn't looked back since. He has a passion for games of strategy and creativity. Some of the games he has played include Skyrim, Civilization, Hand of Fate, SimCity and Goat Simulator. He also has played console games for years to feed his personal enjoyment of first-person shooters (but usually doesn't cast those), including Halo, Call of Duty and Gears of War. It is the tower defense portion of Gears of War that got him interested in Dungeon Defenders.

Dan started streaming almost 2 years ago, primarily as a Minecraft streamer, but has since looked to branch out into other games. His goal for streaming is to have fun and have a safe and friendly place for viewer ("BoutiNation") to relax and have fun, because that is what gaming has been for him.  


Twitch:  Kiraeyl

Twitter:  @Kiraeyl

About Me:

Kiraeyl got into gaming when she was very young - about 4 years old. Her first console was an Atari 2600 that her parents had owned. She has many fond memories of playing Stampede, Centipede and Haunted Mansion on her small black and white TV. Her parents got an IBM Compatible (the first family computer!), and she then moved on to play Freddy's Rescue Roundup and Alley Cat. Her favorite genre of gaming is Adventure / Role Playing. Her favorite game is League of Legends; however, she loves playing a variety of games. Kiraeyl is a member of Clan Rangers: 2nd Battalion. Kiraeyl was gifted the first Dungeon Defenders a few years ago and fell in love with it. 

When she attended PAX South this year to meet other streamers, viewers and to play games, she noticed that there was a Dungeon Defenders II coming out. As luck would have it, she sat next to the Trendy Entertainment team on the return flight after the convention and had quite a few fun conversations with the team members. Hearing that Dungeon Defenders II was coming out, Kiraeyl got very excited and decided to keep in touch with the team and the game since she had loved the first game. Kiraeyl has been streaming since 2009, first starting on justin.tv (now known as Twitch.tv) and own3d.tv (now owned by a different company). She started to consistently stream in 2013 because she enjoyed the streaming community. Kiraeyl loves to interact with her viewers and meet amazing people at conventions. She also loves playing games of any type (hello, tabletop! board games!) and likes to share that excitement with others.

Kiraeyl finds that exercising regularly and being around friends and family cheers her up. She enjoys running, Taekwondo and playing with her son. 


Twitch:  Kraith88

Twitter:  @Kraith88

About Me: 

Kraith got into gaming at a very young age, playing Mario on the Game Boy. His love of gaming only grew from there, as newer and greater systems came out. He started around the age of 5, and hasn't stopped. Kraith loves the RPG, MMO and Action genres, with MMORPGs and Action-RPGs being his current favorite due to the sad decline in story-driven RPGs lately. He feels that the newer RPGs just don't stack up to the older ones. Some of his favorite games include a majority of the Final Fantasy series, Legend of the Dragoon, Super Mario RPG: The Seven Stars, The Elder Scrolls games and Ogre Battle 64. 

Kraith’s friend, Falsedemise, got him hooked on the first Dungeon Defenders. False invited him to come and play, even going so far as to buy some of the DLC for Kraith when he purchased the game. They formed up a team as false taught him the game, and they quickly started farming the endgame. Since then, Kraith has logged between 4,000 and 5,000 hours on DD1 enjoying the game and the mechanics it offered He always enjoyed tower defense games, playing a lot of the browser TD games like Bloons. He has been streaming full-time since June 2014 because he had just gotten back from vacation in Florida after his girlfriend had broken up with him. He used streaming as a distraction to help get him over the break up and quickly fell in love with the people he met and the daily interactions it provided, so he kept at it. His ultimate dream would be to be able to do this full time, but he knows that is a long ways off. It is a rough ride, as Kraith is still learning who he is as a streamer and has not quite found his niche yet. The continued support of his viewers and moderators has helped him tremendously as he figures stuff out, makes mistakes and keeps on pushing down the road of streaming.  


Twitch:  LovinDaTacos 

Twitter:  @LovinDaTacos

About Me:

LovinDaTacos has been an avid gamer since the original days of the NES. His favorite games typically are RPGs, simulations and strategy games -- anything to challenge the mind and offer an amazing experience to those willing to work to progress.

He has been streaming since May 2014 and focuses on community and interactivity. He loves what he does and is obsessed with the amazing internet family that Twitch has become for him. 

His goal is to engage, educate and entertain those who hang out in his stream channel. He is also a big advocate of new streamers and consistently strives to help them make their mark on Twitch. His efforts were not unnoticed as he was partnered with Twitch a mere 60 days from the launch of his streaming career, a very rare thing to occur for someone without a huge community backing elsewhere on the internet.

He fell in love with Dungeon Defenders ever since he first played it on the Xbox 360. He feels that it is an amazing game with a great mix of RPG, action and co-operative game play that only gets better with time. Some of his other favorite games include Final Fantasy IX, The Legend of Zelda: A Link to the Past, Evil Genius, Startopia, Battlefield 2 and the Monkey Island series.

His goal as being part of The Casters Guild is to not only help improve the exposure of the game to people who may not be aware of the great products Trendy releases but also to better connect with others who love this game as much as he does.


Twitch: oISketcHIo

Twitter: o|SketcHIo

About Me:

Jimmy started playing games when he was 4. The first game that was able to witness his greatness? Road Runner for Nintendo. Yes, the original Nintendo. Since then he became obsessed with many games. Time Splitters 2, the entire Halo and Call of Duty series. After 10 years of playing competitive games, Jimmy decided it was his turn to hang up the try-hard pants, and take a break for a bit. That's when Minecraft came in. 

He began streaming Minecraft on March 28th, 2014 and has streamed almost every day since. In September, he took the dive and quit his job in hopes of being able to become a full time streamer. So far, it's been working out wonderfully, and he is investing all of his time and effort in to building his community on Twitch.


Twitch:  Petire50

Twitter:  @EPetire 

About Me: 

Eric, a.k.a. Petire50, has been playing games since 9 years of age. The major reason he got into gaming was finding his love for Sid Meier's Civilization III. Strategy has always been his favorite genre because of how it forces him to think and come up with the best solution for a problem. DotA Allstars and Dota 2 are his favorite games with having over 3,000 hours logged on Dota 2 alone. After playing Dungeon Defenders for many hours and having many high level characters, moving to the next Dungeon Defenders was just the logical choice for him. 

Eric has been streaming since Smite dropped their NDA for their alpha. He streams mostly to share his knowledge and understanding of the games he has spent time playing. He has streamed sporadically playing games like Warcraft III: Frozen Throne to closed beta games like Nosgoth.

He enjoys upgrading computers rather than building new ones, mostly due to lack of funds, but also because he is as a computer science major and he enjoys the learning experience.


Twitch:  Piggyteehee 

Twitter:  @Piggyteehee

About Me:

Piggyteehee is currently in college and has recently started streaming to show his creative side and to get in touch with a community he really cares about. He’s found a knack for theory lore of Dungeon Defenders II and has received positive feedback from his streams. It has allowed him and his viewers a chance to enjoy DDII in a new way. 

Beyond Dungeon Defenders, he enjoys playing World of Warcraft and Elder Scrolls Online. 


Twitch:  PhoenixHydra 

Twitter:  @PhoenixHydra 

About Me:

Starting with Atari in the early ‘80s, PhoenixHydra made the switch from console to PC in the early ‘90s. His favorite games are The Guardian Legend, Tetris Attack and Call of Duty: United Offensive. The best compliment he’s ever received was being called a hacker and said, "When people think it's not possible to do so well just because they can't do it, it's immensely satisfying and entertaining."


Twitch:  Vitamiinb 

Twitter:  @VitamiinbTv 

About Me:

Bryan was introduced into the world of gaming by his mother at the age of 3. He learned how to play games by watching her and soon grew a love for gaming. Playing games like Mario, Sonic and Donkey Kong with his mother increased his fondness for adventure games and ultimately role playing games (RPGs). Bryan was introduced to the Final Fantasy series later on by his cousin and found one of his most favorite games of the series and one of his favorite games of all time, Final Fantasy IX. After years of playing, he expanded the range of games he played. When he entered high school, he tested many genres like FPS, MMORPGs, strategy games, tower defense games, and he finally came across PC gaming. He became a variety gamer, playing games he found interesting and judging them based on his own experiences with the game.

He soon found this awesome discount on a tower defense game that was like no other he has seen -- Dungeon Defenders. It was the first TD game that really stood out to him, and it felt like Trendy Entertainment read his mind with the way he wanted to play and explore the game. After a couple years, he learned about live streaming, and Bryan started watching different streams on games he never got to play and enjoy and games that brought back so many memories like the Final Fantasy series. Upon learning of Dungeon Defenders II impending release, he quickly decided he wanted to stream the game and share his experiences, hopes and expectations of the game with everyone. He started streaming at the beginning of December 2014, and with the release date for DD2 pre-alpha right around the corner, he couldn’t have picked a better time. 

Bryan likes to have a conversation and is always trying to give advice to his friends and family in need of help. Even though he is only 21 most of his family and friends call him very mature. It’s one of the best compliments he has ever received, but he has still has a lot to learn.

Meet The Casters Guild - Moderators


Twitch:  happyguy3216 

Twitter:  @austinl19 

About Me:

Austin was 5 years old when he first started gaming. It all started with a PlayStation console being handed to him for his birthday, and his love for gaming gradually progressed over time. The first game he played was Spyro, and he was hooked ever since. His favorite genre of gaming is RPG because games like Fallout and the Elder Scrolls series got him hooked into convincing NPCs to hand him all their money. His favorite game of all time is Dungeon Defenders, of course, because, "You don't soak 1000+ hours into a game for nothing!" 


Twitch:  Sparky0090 

Twitter:  @nickrudd1

About Me:

If you like something, master it. If you love something, help others master it. Gaming has always been a huge part of Nick's life. He grew up in a family full of gamers and has embraced that lifestyle fully. He continues to play with his brothers and sisters even though they live on opposite sides of the country. Even his mom is a gamer, making him come home the weekend a new Assassin's Creed game comes out so she can watch him play it. His favorite genre of gaming are role-playing games.

He loves the social aspect and sense of community and friendship that games provide and has been going to school to be a community manager because of that love. He has been apart of the DD community for well over a year and has been a avid stream watcher for a a good time longer than that. He loves every member of his family more than life itself and is very excited to be apart of a new family when he gets married next fall.


Twitch:  Miniishadow 

Twitter:  @Miniishadow 

About Me:

Jeff's mother is the reason he's addicted to video games. She showed him Mario when he was around 5 years old. His favourite genre is RPG and Adventure. He loves being able to shape a unique adventure before him. Jeff has a lot of games he loves, two of them are The Legend of Zelda: Majora's Mask and Dragon Warrior VII. His passion for playing games brings him closer to others playing the same one. Since Jeff spends a lot of his time playing Dungeon Defenders, he's met a lot of people along the way. He's been streaming for almost 2 years now and enjoys playing games with others and interacting with people from all over the world! 


Twitch:  nicosemp 

Twitter:  @nicosemp 

About Me:

Nicosemp is from Rome, Italy. Pasta, pizza (not pizza pie!) and other stereotypes. He got into gaming at the age of 6 with Ratchet & Clank for the PS2, but he quickly turned to PC gaming and started playing a fancy-looking MMORPG called Fly For Fun. Nicosemp mainly plays first- and third-person shooters, RPGs and tower defense games. His favorite game is DD2 right now, but he'll never forget both Flyff and Team Fortress 2 on which he spent his childhood. He joined the DD2 community to give his contribution to the game since he already loves it in pre-alpha! He never streamed because he's sure his 1Mbps upload speed would just laugh at him, but he's ready to help and have fun on other DD2 streams! Finally and most importantly: Is nicosemp wearing socks right now? Most likely yes.


Twitch:  Ryster66 

Twitter:  @Ryster66 

About Me:

Ryan, a.k.a. Ryster, has been playing games since he was a young boy when his mother bought him his first video game, Pokemon Blue, on the Game Boy Color. From there, he got his first console, the Nintendo 64, and his family got a desktop computer where he learned the joys of both platforms for gaming. Through his years, he has played all manners of different genres, but by far he has grown to love strategy games the most. Civilization 3-5, Anno 1602/1503, Age of Empires and RollerCoaster Tycoon are all games he loved as a kid. But as much as he is fond of strategy, his all-time favorite game series is Kingdom Hearts. These games get a lot of hate for various reasons, but there is no other game quite like those, where you can fight side by side with Mulan, swim through Atlantis or smash shadows with a giant key in Hollow Bastion.

Unlike most people in this community, Ryan did not play Dungeon Defenders or Eternity. Crazy, right? He managed to get a spot on the second Defense Council opening and from there, he wandered onto the forums and found a wonderful community eager for more members. He learned about this Twitch Moderator position, which seemed to fit him perfectly since he has been using Twitch for quite some time. Now he gets to watch an amazing game, streamed by amazing people, on an amazing website while trying to maintain his sanity from all of the Salty Kappa Copy Pasterinos out there.


Twitch:  SaraNekoChu 

Twitter:  @SaraNekoChu

About Me:

Sara started gaming when she was about 8 years old when her dad introduced her to PC gaming. She started out by playing the real-time strategy game Age of Empires, but later on she go in to MMORPG and MOBA games. Her favorite game is League of Legends. Sara got in to Dungeon Defenders through some friends and fell in love with the game. She is waiting for a better internet to start streaming. She loves cats!

If you applied and believe you’ve never been contacted regarding our decision, please contact Victoryoftheppl on the forums as soon as possible.

Note: There are a few more streamers and moderators we’re waiting to hear back from. We’ll announce them in a future post once everything has been approved!

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