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Josh Isom, Community Manager (iamisom)

The second round of our New Hero Vote is underway! This vote is between the Lavamancer and the Barbarian. So far, we’re on track to surpass the first vote in total points invested. Remember:  It’s about how many points a hero has after all three rounds, so it ain’t over ‘til it’s over! Go vote!

Also:  All of our new heroes will be 12,000 Medals for two weeks only. After two weeks, the Defender Medal cost will go down to 10,000 Medals. :D

P.S.  Next Devstream is on April 15th!


Elliot Cannon, Creative Director

Abyss Lord! One down another 100 to go! I’m super proud of the team for shipping our first new hero! This is a huge accomplishment, especially after having to streamline the studio, the nasty water flood, plus getting PS4 caught up to the Dragonfall Carnival. We did not really get started until February 16th or so. This is our first stab at the UI Hero Deck improvements since we pitched it on December 20th. Like anything new, it’ll take lots of refinement and constant improvement to get perfect, but it’s a great start and a lot dev team members worked very, very, very, hard on their piece of the big thing to make it cool.

We have unsung heroes in house and remote who don’t always appear here in our dev logs. QA testers, artists, programmers, our one IT dude, Ice (he calls it a department) all of which are either making awesome new stuff or fixing/tracking down complicated issues that would make Einstein’s nose blow a gasket. General Patton once said, "The soldier is the army." It’s true. Here’s a shout out to ALL the Dungeon Defenders II dev team members here for winning this first battle. I’m proud of ya.

I’m stoked so many of you are using hero swapping in combat in cool ways and loving what I’m seeing on streams. Remember, this is a live game. We have a mega-ton of more things to do, fix up, improve, add, and refine. We’re just really getting started. Please keep the feedback coming. Feedback does not have to be happy-happy joy-joy, but feedback driven by a passion for FUN gaming is super motivating for us. We may be a small studio, but we really want the game to be cool for you. That’s why we do this job to be honest.

We’re honing in on the details coming for the next milestone. EV2 is already animated! I just finished playing the Unholy Catacombs map (Foundries & Forges) in Steve’s playtest, and I love the layout and limited visibility. We have plans for a nasty tank, a cool new over-the-top monk costume, a new thematic weapon, more UI updates and improvements, the strategic refactor (This is a BIG one!), the next hero, skill spheres coolification, enchantment awesominjectioness. TONS of stuff! We’re making sure to stage stuff out and want to do so we can get a release to you guys really soon. We know it was a long one since the Dragonfall Carnival, so know that we agree.

We’re watching the New Hero Influence votes like a hawk. Don’t forget that’s a multi-round thing so every vote along the way adds towards the final tally. Long one from me. Check out ‏Elandrian’s picture he drew. Mad Skillz.


Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

Patches and hotfixes… patches and hotfixes…  I’ve been trying to stay out in front of issues on the Carnival Update for PS4. We have a hotfix coming out early next week that should fix some of the most egregious issues. Other than that we’re just starting in on MS22 planning and development.

PC side, the Live Team is doing its thing and squashing bugs and patching problems. Expect more in the coming weeks!

Steven Collins, Lead Level Designer (Esorath)

Aw snap! Carnival going down on PS4 and Abyss Lord Shenanigans on PC. Tons of cool things incoming.  It’s really awesome to see everyone having fun experimenting with new builds with their new-found resistance freedom.

Daniel Diaz, World Builder (DanielKaMi)

So finally we are gladly to say that Glitterhelm remake level is coming to its end this week! (In terms of world building.) We’re ensuring it comes with a bunch of skulls, bones, cobwebs and more nightmarish stuff! Also we have some really cool plans for the next two levels. Really excited about them!



Jesus Diaz, World Builder (N3oDoc)

Like Daniel said, we are almost done with the Glitterhelm level. Just adding now some nice touches!

Hopefully next week we’ll share with you some pics of what could be the next level!

Dan Pingston, Character Artist

Glad to see people having fun with the Abyss Lord. Now on to the next one.


Greetings, Defenders!

Close your eyes. Now open them. Now close them again. Good. If you’re still reading this, you’re either not following instructions or you have special eyelids we’d like to extract for science.

The Calling All Heroes update for Steam is one of the largest updates we’ve done. We’ve created the first of our new heroes, programmed a new system for earning those heroes, revamped the way you interact with heroes and the Hero Deck, tore out and rebuilt our UIs -- we’ve touched a lot of our core infrastructure in a short amount of time. Because of that, there may be a few more bugs in this one. Please report any vile vermin you see in our Bug Reporting form.

But most importantly, we just want you to have fun playing this update. Now that you can build with all of your heroes, we’re hoping to see some truly creative map builds. We can’t wait for you to unlock the Abyss Lord to command your minions. And leveling your whole deck at the same time means it’s easier than ever to build your army.

If you like this update, keep your special eyelids locked right here because there’s so much more on the way. (Did someone say server browser?) We’re all just so damn excited to make the game better, and we hope you’re just as excited as we are.

The Trendy Team


New Hero: The Abyss Lord

  • The Abyss Lord is the first of our new heroes! Experience safe-for-work tentacle action today:

    • Watch the trailer to learn about his Defenses, Abilities and playstyle.

    • Earn the Abyss Lord with Defender Medals or purchase him with gems!

      • It’s our goal to make it rewarding for free players to earn our heroes. We’re going to pay close attention to our data and player feedback to make sure this feels oh-so-good.

    • The Abyss Lord uses a new weapon type:  Tomes.

    • The Abyss Lord comes with one free Hero Slot (now called Hero Cards).

  • Skill Spheres

    • The Abyss Lord uses a new approach to Skill Spheres that, if you enjoy it, we’ll bring it to the four original heroes and to future heroes.

    • The Abyss Lord has four Large Slots.

    • His Skill Spheres are focused on interesting gameplay additions rather than purely stat increases. (For example:  Adding “Drenched” to the Skeletal Ramster’s attacks, which opens up new combo possibilities.)

    • His Spheres are purchased with Defender Medals at the Skill Sphere Shop.

New Hero Deck

  • Build With All Your Heroes

    • Bring a 5th, 6th, 7th hero and more to the battlefield during the Build Phase! All of your towers will persist, but only your heroes in your deck earn and share experience and loot.

  • Level All Your Decked Heroes at the Same Time

    • All four heroes in your hero deck now gain experience simultaneously. When your active hero gains 100 XP, the rest of the heroes in your deck will also gain 100 XP!

  • Quickswap Heroes (Even in Combat Phase)

    • Now the heroes in your deck are just a button press away during the Build or Combat Phase. Swapping during the Combat Phase incurs a short cooldown.

    • Default Keybinding is F1 - F4.

  • Quick Inspect Other Players’ Decks

    • Defeating the Old Ones is a lot easier when you can work together with your teammates. Use our new quick inspect UI to quickly glance at what gear and heroes other players are using.

Defender Medals

  • Defender Medals are a new earnable currency used to recruit heroes and purchase Skill Spheres.

  • Earn Defender Medals by completing Daily/Monthly Missions and playing maps. Victory grants more Defender Medals than defeat, and you’ll earn more Medals by playing on harder difficulties.

  • The Treasure Pirate now uses Defender Medals, and she has a new inventory of items sold for Defender Medals! Some of the additions include Pet Affection Boosters and Item Upgrade Boosters.

    • The War Recruiter has come out of retirement to sell items for Wyvern Tokens and is located near the Treasure Pirate. He’s also got a few new items to help you use your remaining Wyvern Tokens.

  • In a future patch, Hero Cards will be unlockable with Defender Medals!

New UIs

  • This is the first of our new UI Revamp. We’re updating all of our UIs to a cleaner style, and we’ll be addressing some functionality issues as we go through this revamp. Please excuse our dust in the meantime as we transition our UX over the coming months. This pass focuses on the Hero Deck UI and the Escape Menu UI.

  • New Hero Deck UIs

    • Quickly inspect other players and their gear at a glance. Detail inspect coming soon!

    • New hero cards display your current iPWR, title, name, hero and costume.

  • New Escape Menu

    • Now you can easily see who is in your party and who is your friend through the new session list browser!

  • The new Hero Details page is a new flow for viewing information about a hero and creating one! Check this page out regularly for hints into which heroes we are working on next!

    • Hotkey to open this menu is CTRL + K.

  • Note:  Due to a last-minute issue, we had to disable controller support for the UI. Expect an update in the future.

New Steam Group Weapon:  The Blaster-Caster

  • Thanks to you, the Steam Group is now at 200,000(!) members, which means the Apprentice’s Blaster-Caster is now a random drop in the game!

  • At 250,000 members, you’ll unlock the final Awakening Weapon:  the Monk’s Crystalline Twin-Blade! Join the group!

Daily and Monthly Mission Updates

  • Daily Missions rewards have been refactored. Missions will now generally reward Defender Medals and Gold, but they also have a new, better set of consumable rewards as well. (Item Upgrade Boosters and Pet Affection Boosters can be earned from Daily Missions if you’re lucky!)

  • We’ve cut a lot of the crappy Daily Missions. You’re welcome.

  • Monthly Missions now reward Defender Medals.

April Monthly Mission: “Big Hits”

  • Requirements:

    • Defeat 2000 enemies with abilities

    • Defeat 2000 enemies with the environment

    • Land 5000 random critical hero hits

  • Rewards:

    • 2000 Defender Medals

    • 300,000 Gold

    • 5 Super Item Upgrade Boosters

    • Title: The Big Shot

Additional Feature Notes

  • We’ve removed Lane Resistances as the first step in our Strategy Revamp. Learn more about our upcoming Strategy Revamp.

  • Shellium Shards are being phased out. Evolution recipies no longer require Shellium Shards. Eggs will now rot into common reagents.

  • We also simplified evolution recipes a bit, so only one tier of reagent per evolution is required.

  • You can now use Defender Medals to upgrade your gear at the Enhancement Wheel in addition to using gold.

  • Added a hotkey for the What’s New screen (Default:  F5).

  • The Carnival has packed up and left Dragonfall. It will be back someday!

  • Updated the costume shop with all of the Carnival costumes.

    • Mage of Shadows (Apprentice): 800

    • Masquerade Mage (Apprentice): 800

    • Galaxy Apprentice: 1200

    • Knight of Shadows (Squire): 800

    • Strongman Squire: 800

    • Galaxy Squire: 1200

    • Huntress of the Shadows: 800

    • Moxie Rouge (Huntress): 800

    • Galaxy Huntress: 1200

    • Monk of Shadows: 800

    • Zen Juggler (Monk): 800

    • Galaxy Monk: 1200


  • Heroes gain much more HP from the Hero Health stat. We rebalanced the amount of ‘free’ Hero Health heroes gained per level to balance this, but Items and SAS points provide substantially more HP.

  • Nightmare difficulties now give as much experience as End Game difficulties.

  • Harbinger’s Warship gives much less Defender Medals than other maps. We’re posting this now so you guys don’t have to spend time finding out!

  • Loot will now drop more evenly for all of your heroes in your Hero Deck, rather than the currently active hero.

Bug Fixes

  • Severely reduced the amount of matchmaking failures and queue errors. Fixing matchmaking/server/performance issues are high on our priority list. More changes to come soon.

  • Made a change to significantly improve the issue where Green Mana on the ground would disappear if a player opened a Mana Node.

    • Now the game destroys tokens in this order:  Ability Mana, Gold Drops, Defense Mana (oldest first for each respective type).

    • So if you keep killing enemies and don't pick anything up, you'll eventually end up with the floor filled with Defense Mana (because it destroyed the other types first).

  • Fixed an issue where players joining an Onslaught match after a reward had been selected did not have a G up or reward selector before first wave.

  • Fixed an issue where some maps would always award XP for keeping the subobjective standing even after losing them.

  • Run ‘N’ Gun Sphere is now currently listed under the Huntress, not the Squire.

  • Elemental Chaos Trap now has the same placement radius as the Explosive Trap.

  • Fixed an issue where the Frostbite Tower’s chill effect was unintendedly reducing enemy Attack Rate.

  • iPWR 231+ gear now correctly requires Hero Level 50. We swear this is the last time we’ll have to re-fix this.

  • Fixed the text tooltips on a number of consumables and pet reroll consumables.

  • Guard swing and impact sounds now play at reasonable volume levels in the taverns.

  • Players can no longer press G to start the wave before the Tutorial loads.

  • Flying Kobolds no longer getting stuck in the Country Home Lane Spawn location on Forest Ambush.

  • The lane wisps no longer remain during Combat Phase on Temple of the Necrotic.

  • The lightning VFX for Katkarot's Elder tier form no longer stretches and attaches to the hero's body while moving.

  • On Temple of the Necrotic, some of the barriers at the beginning of the enemy lanes now have collision.

  • Towers and Pets no longer continue attacking dead Betsy.

  • Fixed the issue where ominous scorched black areas and black cracks appeared as players loaded into the Tutorial.

  • The quest system will now inform the player if a quest/mission reward has been placed into the Scavenger.

  • G4TO Snowball pet ability projectile now properly fires.

  • The Spooky 2015 Challenges now remain locked forever.

  • The cannonball for the Uber Cannonball towers rolls across the floor instead of slides.

  • In the Heroes Marketplace, the Training Dummies in the shadows no longer have shadows.

  • Purchasing an item from the Blacksmith’s Shop or the Relics Shop no longer opens and focuses the last bag in the inventory.

  • On the Dead Road, the green lava pool near the Cemetery spawner no longer deals damage on the inner part of the ledge.

  • Fixed an error message that was erroneously telling players that another player had logged in using their login data when that was not the case.

  • Speaking to any NPC in the Tavern will no longer make Training Dummies invincible.

  • Players should now be able to easily open End Game Chests on both Ramparts and Ramparts Siege.

  • Deleted old trap switch in Little-Horn Valley.

  • The shadows on items placed onto the Enhancement Wheel in the Outdoor are no longer too dark, jagged and positioned incorrectly.

  • Instantly doing damage to the Harbinger when he lands no longer keeps the cannons up. Cannons now stow properly during Build Phase.

  • Fixed the redeem success message for the Mailbox Claim button.

  • Fixed an issue where Little-Horn Valley’s minimap contained extra, unused spawn points.

  • Fixed a clipping issue in Temple of the Necrotic.

  • Fixed an issue where the Lightning Strikes Aura wasn’t properly draining if the targeted enemy died upon firing.

  • Fixed an issue where the F6 Help Overlay displayed debug text in the pet ability description.

  • Poisonous Stacks I Skill Sphere was using the Blaze Balloon skill sphere image. Now uses Poison Dart Tower image.

  • Fixed an issue where the default bindings for the Issue Ping and Pet Ability actions were not shown in the Options menu.

Known Issues

  • After leaving a game session and joining back, your name will not appear in the session list -- just your iPWR.

  • With empty deck slots in your Hero Deck, the incorrect card can be displayed in those slots after inspecting the deck of other players.

  • The  Abyss Lord’s Tomes do not display properly in the NPC shops.

  • The game can crash when selecting Options from the Title Screen.

  • Party Leaders are able to kick themselves out of a map in Private Games.

  • When using a controller, some of the Upgrade/Sell/Repair text and or icons can overlap when examining a tower.

  • The description for the Underworld Bonespine Hood accessory for the Abyss Lord is cut off.

  • The Orc Blockade and Colossus towers can be upgraded early for T2 and above.

  • The health values for the Orc Blockade and Colossus shown in the Inspect Defense window are not accurate.

  • Depending on the game resolution, the green highlight outline around NPCs does not display correctly.

  • The damage numbers for the Abyss Lord’s fully charged secondary attack display before the projectile actually impacts.

  • When deleting a hero in the Forge, the delete window does not automatically go away after deleting a hero. (Click to close atm)

  • When clicking between different pets in the Petrinarian UI, the pet ability on pets will sometimes not display. (It’s there. Just a UI issue.)

  • The “Ready Up” message does not go away after starting combat phase in Onslaught mode.

  • Heroes are not facing the correct direction when opening up the Costume Store.

  • Some text is overlapping in the currency bar at the bottom of the new UIs.

  • Sometimes currency totals do not load when loading into the game. Simply transition to a new map.

  • The Abyss Lord’s Abyss Stone ability does not count toward the new Monthly Mission.

  • The options on the Session List do not refresh after the associate event has occurred. For example, if you leave a party the leave party button will still display until you leave the UI and come back.

  • Occasionally the “Create” button will be displayed for the Apprentice when creating a new hero for a new user. Can be correctly by toggling to a different hero and then going back to the Apprentice.

  • The Masquerade Mage costume currently cannot be purchased. Players will receive an Inventory full message instead.

  • The F5 Hotkey will open, but not close, the What’s New message. Currently must use the ESC button to close the message.

  • The incorrect mesh appears on the Item Enhancement wheel when using an XP booster.


The PS4 Carnival update includes The Harbinger Awakens update, the Dragonfall Carnival update and all Steam patches up to Patch 10.10 from March 25th! We're also hard at work on the PS4 Calling All Heroes update, and we can't wait to get that into your hands. Stay tuned for more information.

Note:  The new monthly mission includes Pet Affection Boosters, an Admission Pass, XP, gold and a new title. It's our plan to modify May's monthly mission to reward the Narwhagon, the Scourge Dragon and the Dragolich.


New Boss: The Harbinger

  • Fight The Harbinger aboard his fancy-shmancy airship. If you can defeat him, you’ll earn loot you can only get from the big man himself. If you can’t, don’t worry, buddy. It just wasn’t meant to be. There are other boss fish in the evil sea.

  • This is where we would describe the fight, but honestly, you should just log in and play.

  • Also, his name is not Carl. This angers him greatly.

One New Map, Two Redone Maps

  • Airship Battle -- The Harbinger’s personal vessel of death and destruction. Powered by unadulterated malice and eco-friendly wind power.

  • Besieged versions of Throne Room and The Ramparts have been added to Campaign, Free Play and End Game. These maps introduce the story of The Harbinger.

New Cinematics

  • The next chapter of the story. These cinematics take place on the three maps in this update.

Two Awakening Weapons

  • Added the Squire’s Crystalline Saber and the Huntress’s Bow-Blaster from the Steam Group rewards! These can randomly drop in any map.

Loot V2

  • Note:  Loot V2 will require a slight refarm due to the Passive changes. This should only take a few hours based on the feedback we received from our Steam players.

  • Less trash, more treasure. We’ve spent a great amount of time increasing the usefulness of loot drops and condensing the amount of loot that drops. The result is that you should find upgrades more often, feel like more of your items contribute to your build and spend much less time managing your inventory.

  • Items generate with combinations of useful base stats much more frequently. For example, items with Defense Health/Defense Power or Hero Damage/Hero Health are more common.

  • Item passive generation is no longer random. It uses a weighted system based on the stats present on the item.

    • Combat/Hero-focused passives (like extra Sword Beam damage or lifesteal) appear on items with Hero Damage, Ability Power, Hero Crit Damage, and Hero Health much more frequently.

    • Builder/Defense-focused passives (like extra defense range or speed) appear on items with Defense Power, Defense Crit Damage, and Defense Health much more frequently.

  • The amount of loot that drops has been decreased, but the ratio of high-rarity items to low-rarity items has been increased, particularly as you move through the game.

  • Based on player feedback, armor items appear more frequently than before.

  • We’ve done a significant update to the current pool of passives, from removing some passives, to refactoring existing ones, to even adding a few new ones. Our goal with these changes is to increase the number of useful and desireable passives while pulling out some of the less liked passives. This should help improve the general quality of items, by ensuring that stats are generally paired with more appropriate passives for their role.

  • Several Passives now appear on more item slots in smaller amounts:

    • Superconductor (Ability Cost)

    • Channel (Mana Regen)

    • Tripwire (Explosive Trap Damage)

    • Pyromania (Flameburst Damage)

    • Vector Corrector (Defense Range)

    • Radiance (Aura Range)

    • Amped Up (Lightning Aura Rate)

    • Power Pole (Pole Smash Damage)

    • Full Hearts (Sword Beam Damage)

  • Passives Updated / Replaced:

    • Jackpot - Random chance to quadruple gold earned from any source; replaces Leprechaun (Double Gold), Pickpocket (Gold From Hero Kills), and Mercantile (Gold From Defense Kills) on future items.

    • Construction (Build Rate) updated to encompass both Construction and Service Call (Repair/Upgrade Rate) effects; Service Call will no longer drop.

    • Finglonger (Defense Interact Range) has been removed.

    • Experience-increasing passives have been disabled from all future items.

    • Mana Bomb Cooldown is now Mana Bomb Damage.

  • New Basic Passives Added:

    • Iron Core - Increases Cannonball and Heavy Cannonball Damage

    • Shrapnel - Increases Concussive Shots and Sticky Nades Damage

    • Starlight Burst - Increases Arcane Volley Damage

  • Several Passives rebalanced to scale to much higher values at higher iPWRs:

    • Retribution (Damaged Reflect)

    • Conflagrate (Damaged Fire)

    • Regeneration (Health Regen)

    • Life Leech (Hit Heal)

    • Heavy Toe

  • Removed Magic Resistance and Physical Resistance as secondary base stat options from Armor items.

  • Lockboxes appear less frequently.

  • Pet consumables and eggs appear slightly less frequently.

  • Slightly increased the total odds a weapon will drop with a Defense stat over a Hero stat.

    • Increased the weight of Defense Power moderately.

    • Increased the weight of Defense Crit Damage slightly.

Heroes Marketplace (Influence Vote Addition)

  • Thanks to your Influence Vote, we’ve added the Heroes Marketplace to the game! The Heroes Marketplace was built with expansion in mind. Find all of your favorite vendors plus a few extra additions in this sunny place of respite and socialization.

  • Functionally, the Heroes Marketplace replaces the Social Tavern.

Dragonfall Carnival

  • Experience the madness and wonder of the Dragonfall Carnival! But act fast, because the Carnival won’t be around forever! The Dragonfall Carnival includes:

    • Dragonfall Carnival Map

    • Bling Wheel

    • Wheel Tickets

    • Carnival Prize Wheel

The Dragonfall Carnival Map

  • Access the Carnival map through the Heroes Marketplace. This map contains new enemy variants, special prizes and more! You can play the map with or without an Admission Pass, but you can only get the items on the Bling Wheel if you have a Pass.

Bling Wheel

  • If you entered the Dragonfall Carnival map with an Admission Pass, you’ll get to spin the Bling Wheel for 1 of 16 unique prizes! The Bling Wheel does not give out duplicates, so each Pass is guaranteed to give you a new item from the Bling Wheel. Prizes include:

    • 7 Premium Golden Pets

    • 4 Shadow Costumes

    • 4 Galaxy Costumes

    • A bundle of 5 Lockbox Keys

    • And once you get all 16 items, you’ll receive the Grand Prize: The Carnival Costumes!

Wheel Tickets

  • While the Carnival is in town, play on any map in the game to receive Carnival Prize Wheel Tickets! These red Tickets can be used on the Carnival Prize Wheel in the Heroes Marketplace!

Carnival Prize Wheel

  • The Carnival Prize Wheel is found in the Heroes Marketplace and will disappear once the Carnival is over. Collect tickets by playing the game and spin the wheel! The Carnival Prize Wheel introduces some new features to Etheria:

    • Item Consumables

    • Jackpot Containers

End Game Unlocked at Level 40

  • End Game, non-Nightmare playlists now unlocks at level 40 (this includes End Game Incursion and End Game Onslaught). This should help address the tedious level 38-50 grind.

  • End Game Nightmare playlists still unlock at level 50.

Four New Build Weapons + 1 Build Shield

  • Defeat the Harbinger to get these new build weapons and a new build shield!

  • The four weapons have the chance to drop with either a Defense Build Passive or a Hero Build Passive. Find them all!

New Costumes and Premium Pet

  • The Awakening Costume Pack

    • Dark Disciple Squire

    • Galactic Assassin Huntress:  Includes new jetpack VFX

    • Dark Shawl Monk:  Includes new spawn VFX

    • Arcanatrooper Apprentice:  Includes idle stream breath VFX

    • G4-T0 Pet:  Four custom faces, new animation set, new “Radial Blast” ability

  • Humbug Holiday Costumes

    • Nymph of Yesteryear Huntress

    • Mournful Moorley Monk

    • Lord of Winter’s Bounty Squire

    • Reaper of Future Winters Apprentice

  • Guardian of Fire Huntress Costume

  • Ebonfire Warlord Squire Costume

Winter Lockboxes

  • The Winter Lockboxes contain exclusive winter accessories for all four heroes and have the chance to drop the Humbug Holiday Costumes!

  • The event ends with the next content update.

NPC Shop Update

  • Updated the Blacksmith (Armor & Weapons) and the Relic Hunter (Relics) shops to have more useful gear for your heroes.

  • Shops will now roll gear for your heroes based on their average Item Power up to a certain Item Power range.

  • Shops will now roll 12 items.

New Challenges & Quests

  • New challenges have been added for The Harbinger. Complete all of these challenges to earn two new titles!

  • Added three new quests during the Campaign stretch for the new Harbinger content.

Costume/Premium Pet/Inventory Sales

  • Added in the ability to put items on sale in the Costume Shop, Pet Shop, and the Inventory.

Tutorial Revamp

  • We’ve streamlined the tutorial to play out a bit snappier and help players jump into the game a bit quicker.

Item Consumables

  • We have two special jackpot containers that have loads of prizes: the Carnival Prize Wheel Mega Jackpot and the Mega Pet Jackpot.

    • Consumable Buffs: Activate a stat buff from your Inventory. These consumables last 10 minutes and increase that particular stat by 10%.

    • Popcorn Machines: Place an interactable popcorn machine in the world. Use the machine to gain health regen, ability mana regen and 10% to both Hero and Defense Critical Chance. Don’t miss out!

    • Costume Masks: Activate to gain a Carnival-themed mask for 10 minutes.

    • Fireworks: What better way to capture the spirit of amusement than to create your own personal fireworks display! Use to place a short duration fireworks. Celebrate during the Carnival with us!

Jackpot Containers

  • We have two special jackpot containers that have loads of prizes: the Carnival Prize Wheel Mega Jackpot and the Mega Pet Jackpot.

    • Mega Jackpot: These rare Jackpots come from the Carnival Wheel and contain 1 of every consumable item available during the Carnival.

    • Mega Pet Jackpot: Another rare reward for the Carnival Prize Wheel, these Jackpot containers have 1 of every pet consumable in the game. Ramp up your pets with pet food, reroll items, and evolution material from these rewards.


  • There are two new lockboxes available for a limited time while the Dragonfall Carnival is in town:

    • Carnival Lockbox: Exclusive festive accessories for the Carnival Costumes!

      • Zebra Crossbody Accessory

      • Leg Day Leggings Accessory

      • Madam Grandiose Plumes Accessory

      • Stylish Black Stilettos Accessory

      • Seriously Funny Mask Accessory

      • Heavy Mottle Accessory

      • Corny Sapphire Accessory

      • Thalian Spaulders Accessory

    • Wondrous Lockbox: Unlock for a chance at these Costumes and Accessories!

      • Sweet Dreams Squire Costume

      • Goblin Infiltrator Huntress Costume

      • Academy Apprentice Costume

      • Tiguar Monk Costume

      • Eternity Marking Accessory

      • Guardian Trouser Accessory

      • Knight's Pauldron Accessory

      • Short Shorts Accessory

      • Leather Two Piece Accessory

      • Battle Vest Accessory

      • Red Elegant Robes Accessory

      • Adept Wizard's Scarf Accessory

Item Stacking Updates

  • Pet food now stacks (up to 10)

  • Lockbox keys now stack (up to 5)

Buff Bar

  • Added a new UI element to display active buff effects and temporary items currently equipped. This element also displays the amount of time left on the buff/item.

Additional Feature Notes

  • Individual tower range is now shown while inspecting a defense.

  • Pings are now on a 5-second cooldown.

  • Added toggle in the Options menu to disable already-viewed skippable cutscenes.

  • When players leave a tavern, their towers are now automatically sold.

  • In order to matchmake across regions, you must change your region on the Main Menu. Invites will no longer automatically change regions as that was causing server issues.


Onslaught Loot Update

  • Onslaught loot ramps up in Item Power much more quickly.

    • Pre-Nightmare IV Onslaught maps ramp to maximum iPWR loot in 3 or 4 rounds (down from 13).

    • Nightmare IV Onslaught maps ramp to maximum iPWR loot in 7 rounds (down from 13).

End Game and Incursion Experience

  • End Game, Non-Nightmare, Difficulties now provide experience.

  • Heroes in the level 40-50 range should focus their levelling experience on End Game Hard and End Game Insane difficulties.

Item Power Progression and Difficulty Updates

  • We wanted to make some slight tweaks to the overall difficulty to ensure that players smoothly progressed from one difficulty to the next with iPWR progressing smoothly alongside them. This has a resulted in a small increase in difficulty in some parts of the game. We also refactored our iPWR recommendations in many parts of the game, to better reflect what we think is the ‘target’ iPWR for those difficulties.

    • Increased difficulty in Free Play hard slightly.

    • Increased difficulty in End Game Normal and Hard significantly.

    • Increased difficulty in End Game Insane moderately.

    • Increasing difficulty in Nightmare 1-3 modes slightly.

    • Increasing difficulty in Nightmare 4 incursions slightly.

  • We’ve also gone through and tried to take a serious look at iPWR progression, all the way from Campaign end to Nightmare IV. We’ve updated our iPWR recommendations for a lot of content to reflect what we think is a reasonable challenge. We hope this makes it much clearer as to which maps you should tackle next with the gear available on your heroes.   

  • Nightmare IV difficulty reduced for 1-, 2- and 3-player matches. This change affects Nightmare End Game and Nightmare Incursions.

Enemy Stat Updates

  • Increased Enemy Health and Damage Growth rates by 12.5%

    • Enemies overall will see very little change at lower levels and slightly more stats at very high levels.

  • Rebalanced some of the Introduction Enemies to be a bit easier (and one a bit harder!).

Heavy Cannonball Tower

  • We’ve upgraded the damage output and accuracy of the Heavy Cannonball Tower to be more competitive with other towers.

    • Defense Power Ratio increased 1.9 -> 2.4.

    • Projectile speed increased 2,250 -> 3,500

Lightning Strikes Aura

  • The LSA was lagging behind other defenses, so we’ve increased its damage output to try and bring it back into a competitive state.

    • Defense Power Ratio increased 5.2 -> 7.

Towering Poison Health Update

  • Increased Defense Health bonus of Towering Poison passive.

  • 80% Increase -> 130% Increase (Max).

  • Minimum values increased to maintain parity with new maxes, which should retroactively buff all existing Towering Poison items.

Hearty Blockade (Spike Blockade)

  • Hearty Blockade now increases Defense Health based on Defense Health (was based on Hero Health); old items should receive the updated passive.

  • Shields now have an exception to generate with Hearty Blockade.

  • Increasing Hearty Blockade per-piece maximum to 20%-25% to achieve comparatively same maximum health as before this update.

    • Existing items will update to a comparatively useful new value.

  • You can read more about these changes in Brett’s thread.

Additional Balance Notes

  • Adjusted mortar-style shot DPS to be closer to other weapon behaviors for Huntress/Apprentice.

  • Wyverns that Betsy summons during her fight were previously overly aggressive and overly leveled. The level of those wyverns has been reduced. The keeper of those wyverns has been warned to not let it happen again.

  • Changed Gatodouken/Rock Throw to not use homing so they can freely knockback enemies

  • Pet debuffs that can stack now have their damage potential capped. Note:  There’s a bug where some pet abilities can only stack if the pets involved are of different evolution tiers. We’re looking into this.

  • Increased the drop rates on the Ramparts Incursion weapons.

  • Heroes using weapons with splash damage were gaining the full Critical Damage bonus for every target hit, even if the initial hit only did 1 damage due to falloff. Crit Damage is now a % bonus so it proportionately scales all Hero Damage. The splash damage from crits now also falls off the further away an enemy is from the point of impact.

Bug Fixes   

  • Fixed multiple game crashes.

  • Fixed multiple server crashes.

  • Fixed a bug where pets were going to the Scavenger and getting sold when the pet bag was full.

  • Fixed the REALLY LOUD CINEMATICS. Cinematic volume is now controlled by the Master Volume slider.

  • Fixed an issue where ranged enemies were clogging lanes.

  • Added a tentative fix for minibosses (like Ogres) getting stuck in spawners.

  • Zen Monument now decreases time between healing ticks as intended.

  • Fixed multiple geometry holes where enemies said farewell to life before you could do it for them.

  • Fixed an issue where players were having issues inviting players into Private/Group Taverns.

  • Fixed an issue where Pet Ability Rerolls were not dropping from Pet Reroll Boxes.

  • Fixed an issue where rerolled pet stats were not updating in the Stable.

  • Fixed an issue where players would lose premium items they received right before a disconnect or server crash.

  • Fixed an issue where Poison Tips was unintendedly buffing player towers and causing server stability issues.

  • Fixed an issue where the Pet Evolution popup was displaying inaccurate pet stat growth.

  • The Defense Preview (when a defense is selected but not yet placed) will now display a defense’s true range, taking into account any Skill Spheres, passives or stat points that affect range.

  • Fixed missing loot events on some special/intro enemies (Kobold Flier, Explodinator).

  • Fixed an issue where comparing fast and slow weapons were showing reverse for minus and plus.

  • Victory Smell now decreases time between burn rate ticks as intended.

  • Fixed an issue with Poison Tip and Sandstorm pet abilities that was causing server crashes and unintended instant boss killing.

  • Fixed a bug where “Transaction Error” popped up after pressing Play on the Main Menu.

  • Item Enhancement should now always give stat points when upgrading gear.

  • The Apprentice’s Range Skill Spheres now give the proper 10% increase to Flamethrower Towers.

  • Fixed an issue where gold was being gained on a Wave One loss.

  • Fixed an issue where the Frostbite Tower would rapidly machinegun the frost beam if the tower was blocked by an object but detected enemies behind it.

  • Fixed an issue where the incubation timers on eggs could be anywhere between 3 - 15 seconds longer than they were supposed to be.

  • The Spooky Bow had a generic name before. Its new name is Bow o’Lantern. Like every major life change, it needs some positive reinforcement to boost its confidence. Jump in and give it company.

  • The Monk’s onslaught polearm will now correctly spawn a Kobold Flier.

  • Fixed a bug where pets would gain pet affection if you lost a wave. You will need to win the wave to gain affection.

  • Fixed an issue where the Challenge Complete notifications were not always appearing.

  • Fixed an issue where the Hero Health Small Skill Sphere was giving the actual health of the stat value and not being scaled by the hero modifiers.

  • Fixed an issue where some towers placed near Betsy’s nest would become invincible.

  • Fixed creeper species pet ability “Gravebolt” so the lifesteal does % damage.

  • Fixed frost element pet ability “Frost Shards” homing and projectile speed for consistent hits.

  • Fixed earth element pet ability “Stalagmite” to now do damage to bosses even though knockup is negated.

  • Region Select dropdown font for "US East (Northern Virginia) NEAREST" wouldn't fit on the widget.

  • Fixed the special enemy’s pathfinding issue in the Spooky maps.

  • Like quitting an addiction, Reviving Skeletons no longer count as a kill each time they “die.” It only counts on their last death.

  • Fixed an issue where Skeleton Goblins and Melee Goblins couldn’t hit the cores in Throne Room, Ramparts and both Spooky maps.

  • Apprentice Cooldown Spheres now give the correct % when combined or equipped in certain combinations.

  • Towers can no longer be placed inside the wall near the Crashed Balcony enemy spawner on Ramparts.

  • Fixed a draw distance issue in the Tavern.

  • The Onslaught build phase timers between waves will now appear for solo Onslaught matches.

  • Fixed an issue with transparency around the edges of billboards.

  • Fixed a graphics bug in the Costume Shop.

  • Playlists/difficulties that you have not unlocked are now distinctly locked.

  • Fixed weird "robot" audio issue with king clapping during victory state.

  • Skeletons should drop mana in Onslaught again.

  • Fixed an issue where Private Tavern player kicking wouldn’t work.

  • Fixed a collision issue on Nimbus Reach.

  • Fixed an issue where Elemental Stats were not generating on all weapons.

  • Fixed an issue where the egg cores didn’t have collision during the end game countdown.

  • Fixed an area without collision on The Wyvern Den.

  • Tweaked inventory coding to help decrease load times.

  • Adjusted the timing on the Too Many Matchmaking Requests error so players won’t run into it as often.

  • Possible fix for the Harbinger being instantly killed by the Apprentice Barrier explosion when they are stacked where he spawns in Phase 4.

  • Fixed an issue where the Daily Mission/Quest popup would display twice upon entering the Tavern.

  • Fixed an issue where Liferoot Forest did not have a Daily Bonus icon.

  • Fixed an issue where equipping a pet while in the Stables and evolving it would display higher than intended numbers of the Pet Evolved UI.

  • Fixed an issue where the Onslaught Currency reward was displaying as a Bow Icon.

  • Fixed an issue where sometimes quests that require the player to talk to an NPC wouldn’t complete.

  • Fixed an issue where Timothy, Jimothy, and Gregory did not look appropriately affectionate toward Wyverns.

  • Enemies can no longer attack the Ramparts Cannon from the Crashed Balcony lane. They have been told to just go ahead and move on to more important targets like the castle doors.

  • Fixed an issue where the incorrect key binding for interacting with objects is shown on the contextual text when targeting objects.

  • Fixed an issue where premium-currency-purchased costume accessories were not automatically unlocked on purchase -- the player still had to click “Get” in order to unlock them.

  • Fixed an issue where Witherbeasts were not being killed when Harbinger dies or when the Harbinger goes into the next build phase.

  • Fixed an issue with quotes.

  • Fixed an issue where The Harbinger’s Voidreaver Sword would appear with red and green emissives on its elemental drops.

  • Resolved an issue in Greystone Plaza where enemies fell to their death in the central spawn.

  • Fixed an issue where the Skill Spheres shop did not have Skill Spheres displayed until a filter was selected.

  • Fixed an issue where “Max Tier” did not display on towers built in the tavern after hitting the maximum upgrade level.

  • Fixed a tower building issue in Greystone Plaza.

  • Fixed a stuck enemy issues on Siphon Site D Onslaught.

  • Fixed an issue where the Squire’s Pin Cushion challenges were not unlocking.

  • Fixed an icon issue with the Spooky Monk Polearm.

  • Fixed an issue where the Map Selection screen displayed the Daily Quest Icon.

  • Fixed an issue where in the Petrinarian UI, the evolution preview box appeared grey.

  • Fixed an issue where Autumeow's eyes did not update after final evolution until transition or unequip/reequip.

  • Fixed an issue with the Tavernkeep’s dialogue.

  • Fixed an issue with the Enchantress’s dialogue.

  • Fixed an issue with egg collision on Liferoot Forest.

  • Fixed a collision issue on Throne Room.

  • Fixed an issue where pets were flickering at the Petrinarian.


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

Our New Hero Influence Vote has begun! Which hero will you choose to join the fight -- the Gun Witch, the Lavamancer, or the Barbarian? Earn Influence Points by logging into the game and logging into the official website every day, and then cast those Points to make your voice heard. The hero with the most points at the end of our three-round tournament will be our next hero!

The first round is Gun Witch vs. Lavamancer. Learn more about these heroes, and then cast your vote!

Elliot Cannon, Creative Director

Just like last week, we’re in bug fixing mode for the Calling All Heroes release! This has been a tough but fun one. Less people, flooding basements, a new UI, a new Hero, strategy revamp behind the scenes in a separate branch, PS4 meets PC in the face, not to mention tons of creeping death flu junk that’s been going around. Lots of folks have really been cranking to make sure we get things solid. Some dudes have been up to two and three a.m. non-stop for weeks on end and will probably collapse seventeen seconds after this baby goes live. Nevertheless, we’re almost done! Share the word of DD2 on social media, call back your friends, and get ready to play, we’re getting close! A fun influence vote is now live and it’s Gun Witch vs Lavamancer. Get your votes ready. Loving Glitterhelm. Check images below. Every time I see the art progress by the Diaz brothers on that map with its classic three-prong layout, I keep having DAOC’s Darkness Falls flashbacks. Hmm. Now there’s a mean image isn’t it? Abyss Lord dropping Knight of the Abyss + (3) Abyss Stone + Colossus + Direct Command on top of a full warband, lawl.

Tim Shannon, PS4 & Live Producer ([[77554,users]])

The PS4 team is finishing everything up. I’m excited to announce that we’re heading into FQA on Sunday, and if everything works out, the Harbinger + Carnival PS4 update will be out next week! In the Americas we’ll be releasing the inventory pack simultaneously with the milestone so you can get your hoard on. Unfortunately, though, it’s going to be a week or two till it comes out in Europe due to differences in the requirements the store teams place on releases.  

In other good news, I spent some time with the Calling All Heroes PS4 build this week, and it’s looking pretty good already. We don’t have any set timelines yet, but I’m excited for what we might be able to work on this time around now that we’re not inheriting as much merge debt. Hop on the forums and let me know what you think the #1 issue to resolve on PS4 is at the moment (other than “catching up to PC”).

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

For the past few Dev Logs, it feels like I’ve been only saying one thing:  “Working On the Abyss Lord!” This is now finally coming to an end and pretty soon he will be in your loving hands. He is ridiculously powerful and hopefully a lot of fun to play. I’ve been working on fixing several bugs with him, some last-minute tweaks and moving on to the next three heroes. I’m currently making some final edits to EV2’s design and working on the first few drafts of the next few heroes starting with the Lavamancer and helping with the Gun Witch.

We are also beginning some early exploration on bringing the first four heroes to the coolness and effectiveness level of the soon to be released Abyss Lord. For all you Squire, Huntress, Monk, and Apprentice fans out there, there may be some changes inline a while after the launch of the Abyss Lord.

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

As you know, we're working on DD1 remake levels and now it's the time for the well-known Glitterhelm! This one is damn huge -- probably the biggest map to date. The direction we have with these remakes is to keep a very similar gameplay layout but with a different visual approach, something new and fresh! So don't expect lava in Glitterhelm -- expect something dark and cold! Here are some work-in-progress shots:



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

Working on the biggest level so far...yea, you’re absolutely right, it’s Glitterhelm! It's been a long time since our Heroes had the last battle at Glitterhelm, and like everything, time does not stand still and some things have changed over time, so expect a new looking and fresh Glitterhelm cavern!

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

I’m incredibly proud of all that we’ve done for this patch, but like all things game dev, we’d still be working on this patch if we could. Last week, I said that wrapping up the patch was one of my favorite times in game dev and that still hold true. There’s something gratifying about seeing the game improve during these periods that gets me every time.

This week, we’re continuing to hammer out the last of the issues. Planning for the next milestone is now in full swing. We’ve got a rough outline to start, and we’re now doing the estimations.

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

We were able to give a sneak peek into the tower / enemy overhaul that we are working towards. As you can see, our goal is to provide that strategic layer that our current lineup and tower sets don’t provide -- as well as provide that freedom to experiment with tower strengths and weakness to get a variety of builds per map depending on what’s coming down the lanes.

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

Been plowing through these UIs. We’ve laid a substantial foundation for future work. These new UIs are really starting to flow nicely. I hope you’ll see the grand vision of where we are going once this thing goes live. There are some kinks still in the system, but we’re ironing them out as fast as we can. DD2 will feel like a completely different game once we get all the UIs switched over to this new vision.   

Dan Pingston, Character Artist

Touching up the next few heroes for their big releases.

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

[Chris wasn’t able to fill out the Dev Log because he must remain constantly vigilant for new bugs. [[10523,hashtags]]]


Devstream 54 Recap

Today, we revealed the Calling All Heroes update, coming to Steam in early April! This update includes the Abyss Lord, an all-new Hero Deck, Defender Medals and more! The update page has more information.

In the second half of the stream, Phil, Elliot and Steven showed a sneak peek at something that isn't in the update but coming soon: the Strategy Revamp. The goal of the revamp is to provide a more interesting challenge on every map in the game.

Here's a recap:

  • If you sign up for the newsletter, you’ll receive Defender Medals in every email beginning when the update goes out! Sign up here.

  • Update Release:  Early April

  • What's In The Update:

    • Hero Deck Changes:

      • Build with all of your heroes

      • Level four heroes at once

      • Quickly swap between decked heroes using hotkey (even in Combat Phase!)

      • Inspect other players’ decks

      • New UI

    • Abyss Lord:

    • Defender Medals:

      • Earnable currency

      • Used to recruit new heroes and unlock new Skill Spheres

    • First Steps of Strategy Revamp:

      • Removal of Lane Resistances

      • Higher Nightmare XP

    • Abyss Lord Skill Spheres:

      • With the Abyss Lord, we’re introducing some changes to Skill Spheres that we’ll eventually bring to the four original heroes.

      • The Abyss Lord has four Large slots.

      • All of the Abyss Lord’s Skill Spheres are designed to add powerful effects to the Abyss Lord. We want players to really think about which Skill Spheres to equip and make those choices interesting, tough and exciting.

      • His Skill Spheres are obtained through Defender Medals.

  • What We’re Working On (Not In This Update):

    • PlayStation 4 Harbinger + Carnival Update:  Early April

    • PlayStation 4 Calling All Heroes Update

    • Maps from the Original Dungeon Defenders!

      • Foundries & Forges

      • Ramparts

      • Glitterhelm Caverns

    • Strategy Revamp

      • Original Four Hero Tower Revamps:  Giving heroes the ability to work together to build a solid defense setup for the different lane types. Includes changes to their defense kits and defense balance changes.

      • Enemy Genotypes & Counters:  Right now, we have four Genotypes:  Speedy / Tank / Flying / Sniper. Each lane will spawn with a genotype, and enemies are being rebalanced and tweaked to fit each one. This enemy composition provides different tower setups to combat the individual threats. With the removal of resists, any tower can deal full damage to the enemy it’s attacking, which allows players to generate builds we didn't see coming.

      • Special Enemy Revamps:  We will be changing special enemies and they way they come out to challenge the way players have setup their defenses. They can come out as strong versions of the same enemy genotype or come out as a counter to the defense setup. Watch out for these guys.

      • Mana Increase & DU Revamp

    • Bug Fixes

      • Blackscreen Issue

      • Server Issues Related to High CPU Usage

      • Long Load Times

      • Server Connection Issues

    • And a lot more. More info soon. :)



The Calling All Heroes update is coming in April! This update includes:

  • The New Hero Deck: Major changes to the Hero Deck, including the much-requested ability to build with all of your heroes, leveling up all of your decked heroes at once, quickswapping your decked heroes at the press of a button and inspecting other players' decks!

  • New Hero, The Abyss Lord: This is just the first of many heroes coming to the game this year!

  • Defender Medals:  A new earnable currency used to recruit new heroes!

  • And more!

Learn more about the update on our new landing page!

Before the update comes out, meet the Abyss Lord!

Want to see the update in action? Tune into the Devstream on Friday at 5PM EDT! We’re going to show off the Abyss Lord and all of the new Hero Deck changes, and then we’re going to give you a sneak peek at our strategy revamp, which is scheduled to come out in a future update. Tune in live for a chance to win the Dark Arts Apprentice costume!

Dev Log 63:  Strategy Revamp Progress


Elliot Cannon, Creative Director

We’re on the home stretch! Be sure and check out the cool Abyss Lord video above and the Calling All Heroes anchor page the guys put together. It’s bug fixing mode in the studio this week as we push to the finish line. This next release is another big step towards making the game cooler and more fun. Being able to build with any hero, swap in combat, and level them all at once while melting face with the Abyss Lord is fun business. The new UI looks slick and will really allow us to move towards a cleaner cross-platform development flow over time. I’ve been sorting through a massive backlog of robust features and improvements for the game, which we’re prioritizing this week. We need to keep pushing. Our big goal, as I’ve said before, is to get that hero library built out and never stop adding to it, but at the same time there are tons of fixes, improvements, features, and more to do and we won’t forget them. EV2 is the hero up next, but who’s after her is up to you. Keep your eyes peeled for the influence vote! As a former RR 80+ Slayer in Warhammer Online, Age of Reckoning (RIP) I’m going to vote for the barbarian! “Give me death!”


Steven Collins, Lead Level Designer (Esorath)

Working on the changes to lanes / enemies / and towers. This is an overhaul of the strategic depth of DD2, so we are making sure we get this as fun as possible. As you can see, this lane is comprised of Air Enemies. You can also see they are flying right over my traps and barricades. This is one example of the types of changes we want to make to ensure build variety. We're going to talk more about this on Friday's Devstream!

Daniel Haddad, Design Director (Blacksmith)

First there was the great flood that shut us down for a few days. Then I got terribly sick again. Ultimately we lost a lot of time that we could have spent solving world hunger, curing cancer, but most important of all, we could have spent that time making the Abyss Lord eeeeeeeeven cooooooooooler. Have no fear! I’ve successfully constructed a time dilating device that allows us to nearly double the amount of time in a day. I call it, the Don’t Sleeper 3000 X PWN!!!!

For the past three weeks we had early builds of the Abyss Lord playable to a close circle of hardcore DD fans. (BTW if you guys want to join this super awesome cult write a comment and reach out to Dani. The initiation ceremony is not bad at all and we only require you to donate one or two organs.) These DD fans gave us a lot of feedback on the Abyss Lord, and we’ve been tweaking him and making him more and more awesome with each increment. Now I’m working on his Skill Spheres and Passives and playing with him trying to place the final, final touches before he goes off to college and you can all start playing with him. Treat him gently, he’s always been a special boy… girl… er… Cthulhu thing...

Tim Shannon, PS4 & Live Producer (TimmyTrashTier)


Also, we’re down to finalization of the PS4 update, so we’re hoping to get the Harbinger + Carnival update out to you in early April. Keep an eye right here for more news.

Jason Yu, Associate Producer (urfyness)

Last week, the Flood of Trendy 2016 closed the building from Tuesday all the way through Monday. A water main had ruptured in an elevator, flooding the basement overnight with 5000+ gallons of water and caused the transformer to shut down, disabling electricity throughout the building. Several Trendy guys came in Thursday to drag a generator onto the roof, snake an extension cord down into our server rooms, and power on the internal servers so we can continue development. After several hours of troubleshooting, a thunderstorm rolled into town forcing them to stop for the night. Luckily power was restored to the building on Friday, and the team rallied for the final push towards our patch release. The effort from the team has been incredible thus far, and I’m incredibly proud to be a part of it.

This week, we’re in finaling mode, one of my favorite times of the project. We get to solve problems and see the fruits of our labor, but by the end of it, I’m ready to get back to making features.

James Reid, Software Programmer (Driscan)

Lots more work on the new Hero Deck UIs. The team has been busting their butts getting all this new functionality in. This has also been a deep dive of our UI System and what it can/can’t do.  This allows us to make future UIs easier and quicker but requires a ton of upfront work and time.  Anyone who’s worked with UE3 native UIScenes will understand.  

So while the below pictures might not look like much has changed since last week, the innards are muuuuuch better.

Also, did you see that Abyss Lord video!?  That thing is the bee’s knees!



Jesus Diaz, World Builder (N3oDoc)

At this point we have just started to work on a visual test for what might be the next Dungeon Defenders II level. All I can say this is going to be another dungeon type level. Here's a sneak peek. :)


Daniel Diaz, World Builder (DanielKaMi)

We loved watching you guys what the level was last week. Lots like a good number of you guessed correctly! Now, we are starting a new level.

Dan Pingston, Character Artist

Making heroes and costumes and costumes for heroes and accessories and marketing illustrations and icons and all kinds of fun things.

Chris Flores, QA Lead (likethatwhenigothere)

We’re still full swing with the new UI testing, Defender Medals, the Monthly Mission for April, Abyss Lord, and a bunch of other stuff that creeped up. Business as usual.


Here are the notes for Patch 10.8 and 10.9 on Steam!

Patch 10.9

  • Fixed an issue from Patch 10.8 that caused some players' pet abilities to reroll. This should be fixed now!

Patch 10.8

Bug Fixes

  • Fixed a bug where pets were going to the Scavenger and getting sold when the pet bag was full.

  • Ping chat notifications will no longer happen while the ping is on cooldown.

Known Issues

  • All equipped pets will appear to not have a pet ability after the patch. Unequip and re-equip your pet in order for the ability to show up again.

  • Sometimes “Unknown Error:0” will appear when attempting to matchmake. We’re looking into it.

Calling All Heroes!

  • The Calling All Heroes update is coming soon! Check out the update page for more information, and don't miss the Abyss Lord trailer:



Elliot Cannon, Creative Director

Ian Gillan’s voice comes to mind on a day like this.

“They burned down the gambling house
It died with an awful sound
Funky Claude was running in and out
Pulling kids out the ground
When it all was over
We had to find another place
But Swiss time was running out
It seemed that we would lose the race.”

Thankfully, we replace fire with water. On Tuesday morning, a water main broke in the basement of the building where we’re on the sixth floor, and all power went out, including ours. We had to send everyone home and it’s now nearing the end of day two of this unfortunate event, to steal a tag line from Daniel Handler. It’s not clear whether the water level rose high enough to hit the electric breakers or what, but we’re hoping to be able to get back in the building soon! I’m glad we’re not in the basement. In the meantime, folks are working from home on DD2 as much as possible. It’s not ideal, and we have some backup plans in case this delay keeps extending. This week is the last week of content lock, so if all goes well, we’ll be able to wrap everything up over the weekend. Let there be light, please Bon Scott.

Daniel Haddad, Design Director (Blacksmith)

Working on making some final tweaks to our Abyss Lord as well as preliminary work on the next FOUR (yes you heard me FOUR) heroes! The Abyss Lord is coming along well but alas none of us can enter the office! Something is wrong with the water and power and we’ve not been able to enter for the past two days… heck we might not be able to enter tomorrow too! We are waiting to hear from the water and power people. :(

Jason Yu, Associate Producer (urfyness)

We are fast approaching the deadline for putting all changes into the game before the next patch. By the end of the week, Defender Medals will be earnable and spendable, all the hero deck UI will be in and playable, and everything about the Abyss Lord will be wrapping up. Next week, we’ll fix the bugs we introduced into the build when we bring everything together as well as fixing some bugs that are in the live game.

Or at least that was the original plan. The building we’re in sprung a massive leak and flooded the basement with 5,000 gallons of water and took out all electricity in the building. We’re exploring interesting options such as getting a generator onto the roof so we can power some of our critical machines and get back to developing DD2!

Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

So the power went out right as we were about the set the hotfix live Tuesday morning… so that’s been making life interesting. The new hotfix is pretty light, but it contains a much-needed fix involving certain pets being destroyed as soon as they hit the Scavenger. While this one arose because of the bling wheel, any time you would’ve earned a hatched pet in the future this could have happened. Once that goes live we’re going to be looking into problems with our login chain and why some of you stop being able to play when we patch (this is bad and we’re closing on what exactly seems to be happening). If you’re running into this issue and would like to help, please send your logs to us, and that will help us get to the bottom of what’s going on.

PS4 is cruising along and is closing in on the finalization period. There are still a lot of things we need to fix, but Carnival and the Harbinger are starting to come together and are looking pretty good. As I’ve been saying, we’ve really been diving deep this milestone and trying to figure out how to improve the game overall, and I’m excited for what we have planned in the coming months (especially the research we’re doing on getting rid of full-screen takeover UIs in split-screen).  

I know that crashes have been a sore point for people and so our CTO himself has been diving into the crash reports Sony provides and trying to give us some useful information. This next patch should drastically reduce the number of server crashes you see and will hopefully help out with a couple client crashes as well.  


Josh Isom, Community Manager (iamisom)

Water, you delicious, destructive ***. Thanks to you, O' Master of Thirst and Despair, we've delayed our Devstream from this Friday to next Friday, March 25th. But it's not all bad news:  The delay means we can reveal a sneak peek at the Strategic Revamp coming after the next update. You win this time, Water. You win this time.

James Reid, Software Programmer (Driscan)

This week has been tough. Got a ton of UI work coming in hot. We knew our goals for this milestone were ambitious but by golly I’m gonna do everything I can to hit them (goodbye sleep!).  Then to top it off, the power is cut off to the building while they drain the basement and fix the electrical.

Since I’ve been a little hamstringed by the power outages, I’ve been going through and replacing quite a few cardboard support beams with new and improved steel support beams. Translation: Implementing these new UIs exposed several weakness in underlying systems. Been fleshing those systems out and taking them from hackfix/prototype to fully functional properly implemented systems.

And now for the pictures! I’ve included last week’s images for some hot before-and-after action.





Jesus Diaz, World Builder (N3oDoc)

This week we are working on a new level. At this point we’ve already made good progress, but there is a lot of work left to be done.

I'm pretty sure Dungeon Defenders fans will love it!

Daniel Diaz, World Builder (DanielKaMi)

Quite right! We're working on a new level! The main geometry is mostly done at this point, so it's time to start polishing it. From the pic at the top of this post, does it look familiar to you?

Chris Flores, QA Lead (likethatwhenigothere)

Missed the first part of the week due to it being my turn to be infected with the Annual Trendy Plague. Now we’re having power/water problems with the office. Once we’re back in and rolling again, it’s full steam ahead with finishing MS22 and MS21 PS4. That means full blown testing with the Abyss Lord, Defender Medals, and biggest of all, the new UIs and Hero Deck changes!



Elliot Cannon, Creative Director

This week’s theme: more Abyss Lord, more Hero Deck, and more Strategy Revamp. Did hardcore and detailed battle testing on Abyss Lord over the last five days and got that out. He’s getting close. Can’t wait to jump on him again after the team has had a chance to nail the refinements to his visual effects, sound, and feedback. Active defending is fun. You can always tell when a Hero is starting to click because you start pulling off little tricks and combos in a risky way, so when you get away with it, it’s fun. I love the synergy between the Knight of the Abyss PBAOE and the Abyss Stones.  

Collins and Brett’s strategy revamp is gaining momentum with internal playtesting. What they’re doing really brings strategy back to tower choice, placement, and hero loadout. Playing it today with Jason and Phil made DD2 feel like a new game all over again, with a neat blend between tactical puzzle solving and responding to lanes overrun with baddies. It’s much more interesting mixing thinking and plotting with mass destruction!

Jesus Diaz, World Builder (N3oDoc)

We are already done with our first Dungeon type level! For those who didn't notice looking at previous pics of the level (or missed the image above), it's a remake of DD1 Foundries and Forges level but with a DD2 look! We can't wait to show off more in future Dev Logs.

Now we are doing some visual tests before we start working on the next level.

Daniel Haddad, Design Director (Blacksmith)

With each passing day we get closer and closer to the Abyss Lord’s release. My primary focus is making sure the Abyss Lord is as fun and entertaining as possible before you all get your hands on him… her… erm… Not entirely sure what the Abyss Lord is as a matter of fact. At the same time I’m working with a handful of people on our upcoming heroes beyond the Abyss Lord and helping out with all the other initiatives we’re working on from shared experience for the hero deck and hotswapping.

We had our Remote QA and Remote Playtesting Group teams play the Abyss Lord this week and we are just now looking through their feedback and making some changes based on what they and people internally are saying. I’ll be having a one-on-one call with RQA later this week to talk to them directly about the Abyss Lord.

Jason Yu, Associate Producer (urfyness)

Thank you all for your interest and participation in the Abyss Lord playtests. There were limited spots available, and it filled up way faster than we thought. For those that made it into the playtest, please fill out the survey and share your thoughts. While we may not respond to every piece of feedback, we definitely spend the time and read through them. There is another update to the playtest build later this week so keep an ear out for that one. Also wanted to give a quick shout-out to two of our fans Cord McLennan and Grier Eutychus who helped us test an updated Abyss Lord build.

As some of you may have heard on the stream, we decided to go with the shared hero experience across the Hero Deck and combat hotswapping rather than moving forward with implementing account leveling. Thanks to Javier’s hard work on the account leveling prototype, we were able to test out the changes early. Although we shelved the prototype, we really loved being able to try out some of the things we’ve been wanting to do for a while.  

The shared experience across the Hero Deck and combat hotswapping are currently being implemented, and we will be playtesting these changes internally this week. To give a sneak peak at the test we’re running this week on the hero deck, the XP earned is awarded to the other heroes in your deck as well as your active hero. That means, if you got 100 experience at the end of a wave for your active hero, the other 3 heroes in your deck will also get 100xp each. As for combat hotswapping, we’re testing out things such as ability cooldowns ticking down when the heroes are swapped out, having a global cooldown for hotswapping, and mana not regening while the heroes aren’t active. I make no promises that we’ll keep these changes, but I wanted to share a bit more details of the really cool happenings here in the studio.

Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

In live land, we think we found one reason why people randomly stop being able to play the game after certain patches, so we’re looking into reproducing and resolving that. This week’s hotfix should also help out with ping spam and reduce the amount of bot farming going on in Onslaught matches.

In PS4 world, we’re cranking on UIs for the Carnival and trying to get everything fixed up. It’s slow but steady going because we’re trying to sort out some of the quirks in the game as we go along.   

Steven Collins, Lead Level Designer (Esorath)

Watching and listening to all the feedback about the strategy revamp. We are just as excited as you guys to get some more strategic options in the game. With the removal of resistances, we can move forward with some more interesting tower / enemy relationships. Hoping to get a sneak peak next week into some of the more specifics.

James Reid, Software Programmer (Driscan)

Now that the Hero Deck UI flow has been hammered out, I’ve been heads down cranking these UIs out. So far, things are moving along nicely. Got a couple of screenshots to share with you.  Most of the big pieces are finished, and now it’s slotting everything into place and iterating on look and feel.







Chris Flores, QA Lead (likethatwhenigothere)

Been working on finishing up test plans for the current milestoness for PC and PS4 as well as preparation for the upcoming weekly patch. I can’t hold all these builds.

On the testing side, we’re starting to get some fixes in for the Abyss Lord so hopefully that’ll open up more to test with him and get him a bit more functional. We’re in full swing with the shared XP feature and eagerly awaiting the implementation of the new UIs.

Daniel Diaz, World Builder (DanielKaMi)

Working on a new visual test level. For this test I'm building some modular assets: arches, walls, columns and stairs to test some ideas. An old decrepit castle is awaiting you!


Dani Moore, Remote QA Manager (Dani)

I’ve spent the past week in the testing trenches with some of the finest and generous testers the community has to offer, and I want to thank them for all the help and support they have given so far and the support they will give until we finish playtesting.

Apologies to any later signups. We’ve hit our target numbers and our hands are full. We’ve created a preference list for late signups that didn’t make the cut-off point, and if we expand to include more testers we will hit up those of you that have pitched an email offering to help.

I’ve always been proud of the community we’re lucky to have, and yet again I am impressed by your dedication and support. The Abyss Lord is gonna rock.



Here are the notes for Patch 10.7 on Steam!


  • Pings are now on a 5-second cooldown.

  • Added Pet Affection Consumables to March’s Monthly Mission rewards.

Bug Fixes

  • Fixed an issue where gold was being gained on a Wave One loss.

  • Fixed an issue where the Pet Mega Jackpot boxes from the Monthly Mission had incorrect tooltips.

Known Issues

  • If you’re experiencing a crash, black screen or constant server disconnect issue, please head to this thread and follow the instructions.

  • Pings can still appear in the chat while the ping is on cooldown. We’re hoping to change this in a near-future patch.

Devstream 53 Recap

In yesterday’s Devstream, Phil, Elliot and Josh revealed new changes coming to the Hero Deck, new gameplay changes, new Abyss Lord details and some upcoming UI changes! Here’s an overview of the stream (with timestamps courtesy of CharrLegion on YouTube):

  • New Abyss Lord Minion Reveal:  Bone Archers (7:40):

    • Long-range sniper tower that can see and attack in two directions at the same time, allowing it to cover multiple lanes. The Abyss Lord’s Direct Command will make the Bone Archer unleash a rapid-fire volley of death.

  • Abyss Lord Abilities (9:25):

    • Direct Command:

      • The Abyss Lord’s signature move. Use Direct Command on your minions to activate devastating attacks. Direct Command will make the Abyss Lord a powerful ally during Combat Phase.

    • Summon Abyss Stone:

      • Short-term, area-of-effect pulsing mine ability. Place up to three at a time down the length of a lane of stack them in an area -- your choice.

    • Knights of the Abyss:

      • The Abyss Lord summons a fallen soldier from the spirit world to stun, knockback and damage enemies in an area.

  • Hero Deck/Gameplay Changes (23:50):

    • What’s Releasing in the Update:

      • New User Interface, Hero Cards:  

        • We’re starting our UI revamp beginning with the Pause Menu and Hero Deck screens. Hero Cards will display your hero’s iPWR, name, level, title and costume. You can easily view other player’s decks, iPWR and gear. We’ve also made it easier to manage your party.

      • Shared Hero Deck Experience:  

        • All cards in your deck will gain XP together!

    • What We’re Working On:

      • Quickswap Heroes (F1 - F4):

        • Quickswap between your heroes using hotkeys! We’re excited to get this highly requested feature into the game. :)

      • Combat Phase Quickswapping:

        • We’re going to experiment with letting players quickswap between the four decked heroes during Combat Phase.

      • Strategic Revamp (Prototype):

        • Working on changes to defenses and enemies to improve the strategy of the game, beginning with removing Physical/Magical resistances and revamping towers/enemies to have more defined strengths and weaknesses. More details soon.

    • What We Will Be Working On:

      • Swap Into Deck During Build Phase:

        • We're going to experiment with letting you swap heroes in and out of your deck during Build Phase, which will let you bring more than four heroes into a match. Only heroes in your deck will gain XP, get loot and be available for Combat Phase hotswapping. We haven't figured out all of the details, but that's the overall idea.

      • Loot For All Heroes In Deck:

        • Loot will drop for heroes in your deck.

What do you think of these changes? Let us know in the comments below!


Elliot Cannon, Creative Director

Looking forward to the community playtesting the Abyss Lord this week. (See Jason Yu’s post below.) I’ll be jumping in on that after hours late at night. The more tire-kicking on this dude the better. Feedback on his active defense playstyle will help us make him rock. We want to know about the subtleties and things you like and don’t like, especially minute details. Everything else is percolating along and I don’t want to steal anyone else’s thunder in the Dev Log, but I do want to squeeze in an off-topic: go, go, Connor @TheNotoriousMMA.

Jason Yu, Associate Producer (urfyness)

If you want to get involved in the Remote Playtesting Group and help us test the Abyss Lord, send an email to dani.moore[at]trendyent[dot]com! Just let Dani know in the email that you want to be involved, and he'll be in contact with you shortly.

Working really hard to get the Abyss Lord out to our community playtesters so they can give us their first impressions on him. The build is somewhat unstable right now, but we’re working really hard to get one together. Thanks for your patience. 

Also, I can tell this week is going to be crazy already. This morning, our lead programmer, Javier, tells me that he worked all weekend to put in the first-pass implementation of account leveling and committed it into the build. He also worked on optimizations when first loading into the game. That’s some dedication!

It’s almost guaranteed that these changes have broken other systems in the game, so our designers and QA will be working with Javier throughout the week to fix and document these issues. Changing our leveling system from individual heroes to account wide will be an interesting experiment!

Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

In the PS4-verse we’re moving forward on the Harbinger and Carnival work. We’re focusing on UI engineering and memory optimization that will make your heart skip a beat and give you that sensation of butterflies in your stomach (well… it would if you could see it, honest.)  

On the live team side of things we have a brand-new patch that is all kinds of shiny and chrome. We've heard your feedback so far on the new Monthly Mission. We're trying to find rewards that aren't new pets for the Monthly Missions, so please head to this thread to let us know what you think would be rewarding for future Monthly Missions! We’ve turned on client logging so we can get some better information on some of the core technical problems with the game. Onslaught rewards should now have proper iPWR ratings. Finally, Poison Tips should no longer cause server stability issues.

Steven Collins, Lead Level Designer (Esorath)

Moving forward with some prototypes on enemy and tower adjustments. This is part of the way we want to introduce more strategy to the game so cookie-cutter builds are less desirable ways to complete maps.

Joshua Javaheri,Lead Do-Er-oF-All-The-Things (Javahawk)

The last few weeks, the art and features teams have been working hard to redesign a few systems - and in the process, the visual design of our user interfaces to be simpler and cleaner.  

James Reid, Software Programmer (Driscan)

It’s been an intense last couple of weeks hammering out these new UI flows. I can give you a quick tease here, but if you want to see the full direction we’re going, you’re gonna have to tune into the Devstream on Friday. Now that the design/flow is mostly hammered out, the implementation should really take off and by the Devstream after this you should really see it come together.

Here it is in all its glory! It’s so pretty! Remember this is nowhere near close to final art, style, or information. This is the wee beginnings of the implementation stage.


Super early work on the new UI. Check out the Devstream on Friday to see what it'll look like when it's finished!

Chris Flores, QA Lead (likethatwhenigothere)

So this week we’re continuing to work on the hotfixes as they come out. But more importantly we’ve opened the testing floodgates on the Abyss Lord and some very, very early prototypes of the Account Leveling. So we’re gonna evaluate the Account Level stuff, learn how it works and then get ready to test it when it’s available -- all while poking fun at the Abyss Lord so he feels bad about himself and gets in shape before he releases. (Hit the gym, fatty!)

The PS4 is also in our hands now, and we’re working on MS21 (the Dragonfall Carnival + Harbinger update) so that it can ship on ********** (that’s a secret). [Ed. Note:  Secret as in we don’t have a date yet!]

Also, I believe O’ Irish Dani Moore is getting some playtest builds and groups together to get some earlier feedback and sneak peaks at the Abyss Lord. Contact him for details if you’re interested. And if he’s not the person to contact, screw it. Bother him anyway.

Jesus Diaz, World Builder (N3oDoc)

We’re almost done with our first Dungeon type level, so at this point we are adding some final touches and waiting for some feedback.

Daniel Diaz, World Builder (DanielKaMi)

We can't describe the fun we are having working on the dungeon level! It's coming pretty fast and there are more to come!

Dani Moore, Remote QA Manager (Dani)

I can already feel my inbox burning from your emails. Oh my.

Josh Isom, Community Manager (iamisom)

Poor Dani.


Here are the notes for Patch 10.6 on Steam!

March Monthly Mission

  • Requirements:

    • Earn the Super Win of the Day 7 times

    • Collect 1,000 prize wheel tickets

    • Win without losing a sub-objective 25 times

  • Rewards:

    • 1 Carnival Admission Pass

    • 300,000 Gold

    • 7 Mega Pet Jackpot Boxes

    • Title: Lucky

Bug Fixes

  • Nightmare IV Onslaught loot drops now grow to the current max iPWR as intended.

  • Fixed a bug where item tooltips would sometimes not appear in the Inventory.

  • Fixed an issue where Poison Tips was unintendedly buffing player towers and causing server stability issues.

  • Lane wisps on Throne Room are now displaying the correct color.

  • Pings should now work correctly.

Server Updates

  • We’ve made some changes to our servers that may help with the initial login to the game and initial requests for matchmaking. It may also increase the speed of loading a profile.

  • Improving server stability and fixing technical issues are at the top of our priority list. We’ve added new logging in this patch to help us determine the cause of these issues, which will lead to us squashing them with the fury of a thousand disappointed mothers. If you’re experiencing crashing or other technical issues, please visit our Support page.

Main Menu


  • The tooltip on the pet box rewards for the Monthly Mission say “"Mega Pet Box x7." Each box only contains 1 Jackpot, not 7.

Bug Fixes

  • Fixed an issue where lockboxes were consuming gems instead of keys.

Monthly Mission Reminder

  • The new Monthly Mission is live! Login and complete the Monthly Mission to get a new pet!

In case you're wondering, most of our PS4 bug fixes will be delivered to you through our major updates (like the recent Ascension update). As for news on the next major PS4 update, we're currently hard at work on the Harbinger + Dragonfall Carnival 2-in-1 update. We don't have a release date just yet, but as soon as we have one, we'll sing it from the mountaintops.



Elliot Cannon, Creative Director

This week is critical details week. Production locked the detailed milestone feature list on Monday and everyone is cranking around that. It’s very cool to have them lining up every hour so we can achieve realistically. Special thanks to Marco and Jason for owning this part of the game’s development. The Abyss Lord is going through team wide playtesting, feedback collection, and refinement. This fast type of iteration is something most AAA development studios can’t wrangle due to size and complexity. With a small studio, everyone can join in on playtests and give feedback. It’s much better that way in my opinion. Every person has a stake in what we’re doing. Anyone can express an opinion with the good of the game for you in mind. The Abyss Lord is in that phase where Dan is wrangling the team’s feedback and working with Derek, Abe, John, Brett, Collins, Jason, Brian, and Josh to bring him to the finish line.

Josh Javaheri championed the Hero Deck UI mockup iteration and what he has going is freaking awesome. He’s solved a ton of issues on flow between PC and PS4 in a smart way. The whole studio is chiming in on these, once again, something only small dev teams can do.

Brett and Collins are working on long-term game balance changes that will get us where the game needs to be once-and-for all in terms of how you play. You’ve heard me say multiple times that how you win needs to be up to what you put together, not just one crossword puzzle formula. That’s their marching orders and they are nailing it. The two of them working together is brilliant. I’m impressed and you will be too. Don’t forget, Collins is also cranking on new map designs to challenge your DD2 skills in ways different from the traditional defend the cart multi-lane configuration. That’s a lot! It’ll take time, but that two-prong approach will make it more fun for you in the end.

For me, I’m involved in just about everything. My job is to empower people, help them get the ideas into action, and as a veteran, enable them with feedback that comes from experience. This week, the details around account leveling need mega brain power on it as it touches on multiple areas of the game in different ways. It’s one of the trickiest ideas for DD2 that came from a brainstorm session last Monday, but I know we’ll figure it out.

I want give a special shout out to Argick for all the kind words and support for DD2 and Trendy in his Twitch stream last Friday from The Casters Guild. I appreciate the fact that fans and players make time to vocalize their opinions in fun, positive, and useful ways to make the game better. My wife and I watch these and actually take notes. At the end of the day, a fun game is what we all want and we’re working on it! We need a closet here at Trendy like the one in the back of Al’s Diner in Stephen King’s book, 11.22.63. That way we can get all the awesome stuff done in less than 2 minutes.


Daniel Haddad, Design Director (Blacksmith)

Working with this here awesome team to complete this here Abyss Lord for you all to enjoy. We had a playtest that involved the majority of the studio and the reception was surprisingly positive. We still have plenty to do before I feel satisfied that he is ready to jump into your adoring hands but it was certainly a good sign! In the back of my mind I’m also churning out more ideas for heroes.

Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

MS21 has kicked off this week for the PS4 and we’re digging into better UI coding practices and memory allocation (our main source of crashes) - which I know is the super sexy stuff you come to me for. This release may take a little bit as we set ourselves up for developing on both platforms simultaneously, but rest assured we’re going to deliver.

On the live team side of things, Patch 10.5 came out this week with the Bow-Blaster for the Huntress added to the game to celebrate the Steam Group hitting 175k members! If you haven’t joined yet, join here and help unlock the Apprentice’s Blaster-Caster for everyone.

Steven Collins, Lead Level Designer (Esorath)

Taking a good look at our current enemy/tower/hero relationships we have in the game. Currently there is a lack of yin/yang or push/pull enemies that get you to use different towers in different situations. Finding a way to encourage and empower players to experiment with different defense setups to deal with the challenge that's coming down the lane. As well as still exploring different gameplay elements that can make new maps fresh experiences!

James Reid, Software Programmer (Driscan)

Yet more meetings regarding UI, at least they’ve been extremely productive. I believe our UIs are heading down the right path. The big focus is to make sure everything works with both the gamepad and the mouse/keyboard. This allows us to develop one UI that works on multiple platforms.

Next week should see some significant progress on the implementation of these UIs. Can’t wait to share the WIP photos with you all!

Jason Yu, Associate Producer (urfyness)

The Abyss Lord is undergoing some final tweaks in the mysterious world of design land. The plan is to get him out to our playtesters sometime next week, and we’ll make any final adjustments based on feedback. We’ve had one office playtest with him, and he’s been well received so far. I’m anxiously waiting to hear the feedback once a larger group gets to play him.

Josh Isom, Community Manager (iamisom)

Speaking of Abyss Lord playtesting, we’re looking for volunteers for our Remote Playtesting Group. RPG members will get their hands on new heroes and content before anyone else! Of course, it’s not all fun and games -- we’re looking for people who will provide constructive feedback and spend a lot of time playing work-in-progress content. If that sounds like you, then email dani.moore[at]trendyent.com!


Jesus Diaz, World Builder (N3oDoc)

Working along with Daniel Diaz to bring some new levels. This week we are focusing on a Dungeon type level. 

Daniel Diaz, World Builder (DanielKaMi)

We're working now on some 'dungeon' type levels. Hopefully they'll bring back old memories for you. :)

Devstream 52 Recap

On Friday, Phil and Elliot revealed new information regarding the Abyss Lord and how you’ll be able to unlock him (and all future heroes) by playing. Here’s an overview of the stream courtesy of CharrLegion on YouTube.

  • Defender Medals (11:25)

    • Defender Medals are a new currency earned by winning or losing matches. It will be used to buy heroes, gear sets and other gameplay items and be available in the next update.

  • Hero Unlocks

    • Heroes can be earned with Defender Medals or purchased with gems. All Hero unlocks come with a free Hero Creation slot to, yanno, play and such.

  • Abyss Lord (20:20)

    • The Abyss Lord, like the Summoner from Dungeon Defenders, summons minions to aid him in battle.

    • The Abyss Lord is our first ‘Active Builder.’ Using his ‘Direct Command’ ability, the Abyss Lord can control his minions to do special abilities at the cost of blue mana. This will greatly increase your minions’ damage potential during the Combat Phase.

    • The Abyss Lord will release with the next major update.

  • Abyss Lord: The Colossus (26:42)

    • The Colossus is an oh-*** defense, and as such, you’ll only be able to build one of him on the map. He can be moved around the map by “rebuilding” him at no green mana cost. This is part of the Abyss Lord’s ‘Active Builder’ gameplay. Tune into the next stream for more minion reveals!

  • Q&A (31:15)

    • In the final part of the stream, we discussed a number of your balance questions. Improving and refining the game is a major priority for us this year, and in the coming major updates, you’ll begin to see refinements to existing heroes, systems, builds and more.

If you like the new Recap-style post, please let us know in the comments!



Here are the notes for Patch 10.5 on Steam!

Huntress Bow-Blaster, New Steam Group Milestone Added

  • Thanks to you, we’ve reached 175,000 Steam Group members! That means the Huntress’s Bow-Blaster is now a permanent drop in the game!

  • To unlock the Apprentice’s Blaster-Caster, the next Steam Group milestone is 200,000! We’re at 180,000 now, so you’re almost there!

  • Join the Steam Group here!


  • Individual tower range is now shown while inspecting a defense.

Bug Fixes

  • Fixed an issue where players would lose premium items they received right before a disconnect or server crash.

  • Fixed an issue where the Shielding Guard Uber was not functioning.

  • Fixed an issue where Ogres were getting stuck inside of the Jester Boxes.

  • Mr. Skwish is now affected by Thunder-o, Bearkira and the golden Possessed Sword’s special abilities.

  • Fixed an issue where Mr. Skwish can spawn in the ground if towers are built too close to the stage. All towers are now destroyed at the start of the phase in the area where Mr. Skwish spawns.

  • Fixed an issue where the Harbinger had a chance to not spawn on Wave 4 Free Play Easy.

  • Fixed an issue where Tutorial matchmaking from the Main Menu didn’t have a “found session” UI.

  • Fixed the Ruins water issue. Crisis averted, people.

  • Fixed a VFX issue with the Liferoot Incursion Ranged Goblin.


Elliot Cannon, Creative Director

The Abyss Lord is entering that phase where all his functionality and visuals are in and now he goes into critical playtesting and iteration to deliver wanton destruction and goblin obliteration. That cycle is going to repeat until he’s awesome. At the same time, art is jamming on our next hero, who I’m surE you’Ve guessed who 2he is. Stay tuned for visuals. Peeking over Jordan, Robbie, Pingston, and Rusty’s shoulder over the last few days was like looking into Santa’s Bag of character awesomeness. In the studio, everyone shook out the dust and set up shop on the floor, reorganized, and refocused. The creative force is strong, but I think Jason is having scheduling aneurysms trying to keep up! “These aren’t the spreadsheets you’re looking for…”

The hardcore work now really kicks into high gear. The Hero Deck UI is in visual design and programming wiring development, the PS4 content is lining up to get the Harbinger Awakens content and the Dragonfall Carnival in the game, which is awesome as that will put us closer to our ultimate plan of developing for the game with one unified codebase and content pipeline. Early work is starting on gear sets, hero role refinements, a refactoring of character vs account leveling to remove the new hero grind and the Diaz brothers are working with Jordan on some classic inspired dungeon maps. (Finally Dungeons to defend!)

Collins is expanding the game with new map designs to challenge your DD2 skills in ways different from the traditional defend the cart multi-lane configuration. This is awesome because I’m an old-school level designer myself, and a major part of any game’s magic is the level designer’s innate application of his instincts. Although we’re pushing forward with our 2016 plans, we’re not forgetting about the things you’ve been telling us. We’re revising many aspects of the game to remove excessive complexity and convoluted systems that were awesome experiments last year, but buried the fun too deep in the mud, especially pets and how you level your heroes. We’re working towards less grind, better balance, better role definition, more fun, and more ways for your skill and smarts about how to play to shine as opposed to a single answer. Keep the faith. Gotta keep pushing. More soon.

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

Working with everyone to plan out some quick prototypes for different parts of the game; hero deck, swapping heroes, ipwr, experience, leveling, hero unlocking, and so on. Getting distracted by a good bit of meetings but still also trying to wrap up the Abyss Lord and plan out future heroes in the meanwhile.

Tim Shannon, PS4 & Live Producer ([[77554,users]])

Getting spun up on Live team process and working on keeping the hotfixes coming. We think yesterday’s hotfix could have improved some black screen behavior - if you’re seeing any change please post to this thread on the forums.  

I’m also getting the gears turning internally on the next update for the PS4. Nothing solid yet on timelines, but we’re definitely moving forward full speed this week.

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

Lots and lots of meetings going on. I’m currently working on cleaning up behind-the-scenes code in regards to the Hero Deck. Now that that part is finished, I’m working on UI improvements and additions regarding the Hero Deck. I thought I’d have some WIP pictures to show, but not yet.  Hopefully, next week I can show you all what I’m doing.

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

Having some good meetings about what we can do to create some new gameplay for our maps. We’ve heard a lot of feedback about making larger and more complex maps to really push players on choosing solid points to put their towers. So looking into how we can do those things with any up-and-coming layouts we create.

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

Bug fixes, can i haz them? We sure as heck keep finding them >.<

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

Working on lots of setup for a new hero. Lots of meetings planning lots of exciting things. Finalizing everything for the Abyss Lord.

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

We are refocusing ourselves by really sitting down this week and discussing all the things we’ve been working on. Once we get a better understanding of what we want to accomplish for the next patch, we’ll start looking at what we can accomplish. We’re still working towards finalizing the Abyss Lord. We’re at the stage where he’s fully functional and undergoing initial balance tweaks which includes cooldowns, mana costs, and damage numbers. We’ll be implementing passives and skill spheres, and afterwards, we’ll do another final balance pass. Can’t wait to see what you guys think!


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

While I wait for the Abyss Lord level whitebox to be finished & approved, I'm working on a visual test for an upcoming level. 

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

Same as above. I’m doing a visual test for a dungeon level. (It's the one at the top of the post!)

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

I've begun a re-organisation of the Remote Playtesting Group with the intent to allow the grow more freedom and time in terms of their playtesting sessions, and allowing us to get more chances at feedback from the group members. Hoping to start getting new testers on board in the coming weeks.


Patch 10.4 for Steam


Here are the notes for Patch 10.4 on Steam!

Bug Fixes

  • Fixed a server crash. This may also solve the black screen issue. If you’re still experiencing the black screen issue, please go to this thread.

  • Fixed the “A” button issue on controllers where players were unable to correctly interact with objects.

  • Fixed an issue where the window for winning the 5 Lockbox Keys doesn't display the x5 multiplier.

  • Fixed a Forge issue in the Carnival where the player could be killed if the Forge is accessed during the opening cutscene.

  • Fixed an issue where the Mana Node minimap icons would not disappear after use.

  • Fixed an issue where the “Alpha” watermark disappeared in the last update.

  • Fixed an issue where NPC dialogue couldn’t be skipped using a controller.

  • Made minor adjustments to the Monk’s Shadow Costume.

  • Fixed an SFX issue in the Heroes Marketplace.

  • Fixed some visual issues in the Gates of Dragonfall.

Known Issues

  • Some players are reporting disconnects from the game. We’re trying to identify the issue. If you’re experiencing disconnects, please post in this thread.

  • When using a controller, you can’t speak to NPCs in the Hub/Tavern if they are still locked. Can speak to them once they are unlocked.

  • The water in Nimbus Reach is black.

  • The water in The Forgotten Ruins is missing.

Here are the notes for Hotfix 10.3 on Steam!

Bug Fixes

  • Fixed an issue where players could not properly feed their pets.

  • Fixed an issue where the Carnival Map was consuming Daily Win bonuses.

  • Fixed a tooltip issue with the Popcorn Machine buff.

  • Fixed a mesh issue with the Squire’s Carnival costume.

  • Changed a text issue with the Carnival Ogre Boss’s HP Bar.

  • Fixed an NPC lighting issue.

  • Fixed a collision issue in the Heroes Marketplace.

  • Fixed a debug text issue at the Enchantress.

Known Issues

  • Some players are reporting a black screen in the Tavern. We think we have a memory leak somewhere and are looking into it. 
  • Defense icons on the Minimap are blinking when they shouldn’t be blinking. Stop blinking! Why won’t you stop blinking? *cries*

  • The "A" button on the Controller is not properly interacting with objects.

  • Enemy icons on the minimap are not using the proper colors.

  • The Harbinger’s death touch has infected the water in Nimbus Reach,  turning it black as night. Drink up!

  • In the Forgotten Ruins, the Harbinger’s infection is so bad the water is just flat out gone.


Elliot Cannon, Creative Director

Hope you guys and gals are enjoying the Dragonfall Carnival! Keep your eyes peeled for an influence vote on Fun vs Power later this week. We want to hear what you think about the prizes so when that event circles around again, we can make it better. Right now, we’re midstream working on future hero content, (she’s mechanically awesome) <-note the word choices. Working on UI look, feel, and flow improvements for PC and PS4, solo and group play scoring systems, forming groups, better social hub UI, progression gear sets, new hero experience, hero deck interfacing that works better for all platforms. (Notice how we extracted the core intellect of James Reid’s brain and duct taped that to a super robot using a laser focus modulator that’s part bionic, and organic, but not a cyborg.) Tons of work kicked off, with both short and long-range goals to make the game better.

This past week was crazy large. QA tested like fiends and our programmers burned mega brain cells making sure things were tight. Incredible effort. Amazing commitment levels like that is what makes game development a passion. The developers here prove they’re brilliant - constantly. Even the sleddog family game rigs ran testing long into the night to try and help QA. (My wife is a hardcore Huntress DPSer, so her HD TV is bigger than mine.) There’s tons of magic happening here. Gotta keep pushing. More soon.

Daniel Haddad, Design Director (Blacksmith)

Working on two new hero designs and wrapping up the Abyss Lord. Also writing up some designs for set items, a means for free players to earn heroes, and some enemy redesigns for the far future.

Danny Araya, Art Director (DannyAraya)

Working on concept art for awesome new heroes!

Tim Shannon, PS4 Producer (TimmyTrashTier)

Hammering out the plan for getting the Carnival on PS4 and other stuff. Super hype about the new global submission set-up Sony is creating!

James Reid, Software Programmer (Driscan)

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I’m beginning work on the H E R O D E C K. Lots-o-neat-stuff coming down the pipe. Not a lot to show at the moment, but tune in next week for some WIP pictures.

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Jeffrey Bickel, Technical Level Designer (TE_Jeff)

I’m doing a lot of work this milestone on enemy scaling and progression through our game. Right now, leveling as a Monk or a Huntress solo is a pretty awful experience, and I’d like to change that. On the other end of the spectrum, a lot of our enemies aren’t where we want them to be in NM4, and those changes need to happen as well. So, lots of math (or, for our UK fans, lots of maths) in my immediate future.

I’ve also been storming some brain on how Onslaught should change this year and have put together a pitch. It’s still in a very early stage and scheduling concerns might take us elsewhere, but it’s something I’d like to see happen.

Steven Collins, Lead Level Designer (Esorath)

Glad to see some Nightmare IV Carnival runs being successful! The Abyss Lord is in full swing now. ;)

Chris Flores, QA Lead (likethatwhenigothere)

Helping to take care of some of the issues affecting the live game (can anyone say memory hog??). We’re also working on getting some hotfixes out this week and next week. Hopefully by the end of next week, things will have slowed down enough so that we can clean up our database a bit and get started on the Abyss Lord. At the same time gotta start factoring in the PS4 into our day-to-day shenanigans.

Abraham Abdala, Lead Tech Animator (Broham)

All kinds of prepro and prototypes for a new hero, maybe some new pets. When time allows, I’m also creating V2 of our most important animation and rigging tools, expanding them with more features and such.

Adam Stow, Project Manager (TE_Stow)

We hope you enjoy the carnival.  Hope you’re not afraid of (dying to) clowns! The team is switching gears to the next patch’s content now, and we’re accelerating in a new direction. Please look forward to it--and check out the Devstreams if you haven’t since we’re talking about these things before you see them written here!

Jason Yu, Associate Producer (urfyness)

We worked through the weekend to wrap up the Carnival. There’s always much more we want to do, and not enough time to do it. Still, I’m extremely proud of our team, and we all hope you guys enjoy it.

This week, we’re kicking off the new milestone for our next release. The major points are the Abyss Lord and a ton of UI work to help the flow. He’s going through final VFX and Audio passes for the content team and final balance pass for the design team. We’re also starting work on features that will go beyond this milestone and into the next. It’s going to be an exciting few weeks!

Jesus Diaz, World Builder (N3oDoc)

Working on a new level that will be used as a training level for the Abyss Lord!

Daniel Diaz, World Builder (DanielKaMi)

This week we're starting to work on a tutorial level for the Abyss Lord!

Dani Moore, Remote QA Manager (Dani)

Whilst folks are resting up from the Carnival prep and setting the gears in motion for our next big thing/s, I just wanna say thank you to all the folks in both the RQA and RPG teams that have put in a lot of time and care in helping make the Carnival that extra bit special.

We will also be opening the recruitment doors again soon, but we’re taking some time to do some planning and making some changes. More details shortly!

Really excited about some of the love and care going into planning our next content. It’s really inspiring and exciting for me to see what’s coming up. The awesome folks here at Trendy that will be diligently making it all happen, are some really talented folks.


Hotfix 10.2 for Steam


Here are the notes for Hotfix 10.2 on Steam!

Bug Fix

  • Fixed an issue where the February Monthly Mission pet affection consumable rewards were missing after the Carnival update.

Known Issues

  • The Feed x1 button for owned Pet Food does not work.
  • The Feed x10 button for owned Pet Food only feeds 1 item at a time.
  • The "A" button on the Controller is not properly interacting with objects.

The Dragonfall Carnival is here! Login to experience the whimsy and wonder of the Carnival before it disappears.

This update includes:


The Dragonfall Carnival Map

A silly map filled with weird enemies, zany traps and a jesting ringmaster! You can play the Carnival for free by Sneaking In, but if you purchase Admission Passes, you’ll get to spin the Bling Wheel at the end of the map!


The Bling Wheel

The Bling Wheel contains 16 exclusive rewards, including the Harbinger’s Veil Costumes, the Shadow Costumes and golden premium pets! Get all of the rewards to receive the grand prize:  the Carnival Costumes!


Heroes Marketplace

Thanks to your Influence Vote, there’s a brand-new social hub:  the Heroes Marketplace! Access the Dragonfall Carnival from this sunny locale.


Carnival Prize Wheel

While the Carnival is in town, you’ll earn red Wheel Tickets from any map in the game. Gather those tickets, and then head to the Carnival Prize Wheel located in the Heroes Marketplace to win temporary stat buffs, masks, fireworks and more!

For the full patch notes, head to the Dragonfall Carnival landing page!

As for the next update, we’re tentatively working on:

  • New Hero:  Abyss Lord

  • Hero Deck Changes

  • And so much more!

We’ll have more information on those new changes in the next few weeks. This year, we’re going to improve existing features, add lots of new heroes, make more fun content for you to enjoy and get out of Early Access. Stay tuned, and enjoy the Carnival!

The Trendy Team

Here are the patch notes for today's hotfix!

  • Skeleton costumes purchased prior to Ascension Part II should now properly display when equipped.

  • Premium Pets now actually deduct Gems when purchased.

REMINDER:  The "Scavenger Retrieval" slider in the Options menu will set the minimum quality level of loot that is automatically picked up by the user. Everything below that quality level will be sent to the Scavenger.

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