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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)

H E R O D E C K    H E R O D E C K    H E R O D E C K    H E R O D E C K

H E R O D E C K    H E R O D E C K    H E R O D E C K    H E R O D E C K

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.

H E R O D E C K    H E R O D E C K    H E R O D E C K    H E R O D E C K

H E R O D E C K    H E R O D E C K    H E R O D E C K    H E R O D E C K

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.



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

Elliot Cannon, Creative Director

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


Daniel Haddad, Design Director (Blacksmith)

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

Tim Shannon, PS4 Producer (TimmyTrashTier)

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

James Reid, Software Programmer (Driscan)

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




Jeffrey Bickel, Technical Level Designer (TE_Jeff)

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

Steven Collins, Lead Level Designer (Esorath)

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


Chris Flores, QA Lead (likethatwhenigothere)

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

Jason Yu, Associate Producer (urfyness)

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

Jesus Diaz, World Builder (N3oDoc)

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

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

Daniel Diaz, World Builder (DanielKaMi)

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


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


The Dragonfall Carnival comes to town on February 9th! The update includes the eponymous Dragonfall Carnival, which is a brand-new, limited-time event map full of whimsy, wonder and wmiracles. (That’s a word. Google it.) The update also includes a new social hub called the Heroes Marketplace, crazy prizes and more!

For more details on the update, check out our new landing page.

We hope you enjoy the Carnival! For more details on what’s coming out this year, check out the 2016 Roadmap blog.

The Trendy Team


Patch 9.8 for Steam


We’re one week away from the Dragonfall Carnival update! Next week’s update includes the eponymous Dragonfall Carnival, the new Heroes Marketplace outdoor social hub, bug fixes and more. While we focus on getting the update ready, here’s a quick patch that includes the new Monthly Mission, a few bug fixes and a sale.

New Monthly Mission (Begins at 11AM EST)

  • Show the dwellers of Etheria your love! Save the Kobolds and Quab from a horrible demise and give your pets some attention!

  • Requirements:

    • Gain 50 Pet Affection Levels!

    • Help stop 500 Kobolds before ignition!

    • Defend the Quab 5 times!

  • Rewards:

    • Big Bundle of Pet Love (New Consumable:  Increases Pet Affection)

    • 300,000 Gold

    • 40 Wyvern Tokens

    • Title:  The Lover

Bug Fixes

  • Player towers are no longer removed from gameplay maps when a player leaves.

  • Fixed an issue with enemy pathing on Ramparts Siege.

Moving Day Sale

  • In preparation of next week’s move to the new outdoor Heroes Marketplace, the Costume Shop is having a sale!

  • Get 25% off these Costumes!

    • Farmboy Apprentice

    • Academy Apprentice

    • Dryad Apprentice

    • Goblin Infiltrator huntress

    • Tiguar Monk

    • Capt’n Monk

    • Sweet Dreams Squire

  • Get 10% off Inventory and Pet Bag Space!

  • Get 10% off these Costumes!

    • Magma Mage

    • Ramster Knight Squire

    • Red Riding Huntress

  • Get 10% off these Pets!

    • Table Flipper

    • Shinobi Kitty

    • Evilwick

  • Hurry! These discounts disappear February 9th!

Remember:  The Dragonfall Carnival update comes out on February 9th! You might hear more about the update very soon. Perhaps in some sort of update page or video.


The Trendy Team


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

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

UPDATE 1/30 12:36PM EST

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

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


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


UPDATE: 1/29 11:30 AM EST

Got some news and clarification for you, Defenders:

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

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

UPDATE 1/28 9:49 PM EST

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


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

Again, thank you for your patience with us. 


Elliot Cannon, Creative Director

Hey all! We’re pushing for content lock for the Dragonfall Carnival where all the pieces come together! Everyone is working mega-hard and folks are jamming and coordinating with lightning speed to maximize coolness for you. The amount of passion and talent here is staggering. You need a seatbelt or you’ll fall off! In addition to this, we’re scoping out the next few milestones from our big picture roadmap for 2016. Seeing the Hero’s Marketplace outdoor hub wrap up, the new map, and the Abyss Lord coming together is amazing. Brief update from me for now. Every second counts! Back to it.

Daniel Haddad, Design Director (Blacksmith)

Continuing to work on the Abyss Lord with the rest of the team. Writing several design documents for things to come including hero deck improvements, something new with currencies, investigating how free players can unlock heroes… etc Also continuing work on matchmaking with Brys and planning out more heroes beyond the Abyss Lord. It’s going to be a year of heroes everybody!

Danny Araya, Art Director (DannyAraya)

TONS of map fixes, tweaks, dialogue revisions and paintovers to try to get everything as awesome as possible!

Tim Shannon, PS4 Producer (TimmyTrashTier)

Getting used to being back in Florida and finalizing everything for Content Update 2 (which drops tomorrow at ~9:30 AM EST) is my primary concern this week.  I’m also diving more deeply into how the next month will play out from a PS4 dev perspective now that we’re doing everything internally.  Then there’s some other stuff I’m spinning up on that has not been announced yet (queue ominous music).

Jay Twining, Senior Game Designer (TrendyJayT)

Wrapping up polish on the festive items. I’m excited to see your reactions to them, and the power items. The Prize Wheel has rewards for all players at all levels of play. Ride the train of Carnival awesome!

James Reid, Software Programmer (Driscan)

This week I’m hard at work on everything Dragonfall Carnival related.  I’m focused on getting the player access to the carnival and setting up normalized play.  For those that don’t know, Normalized Play allows you to grab a level 50 character and join the frey with your friends.  No need to worry about getting your character high enough  level to join your friends or any of that jazz.

(These are WIP images and may change)





Steven Collins, Lead Level Designer (Esorath)
Working hard on getting the carnival map balanced out at each of the difficulties. Making sure all the wires are connected on our little Jester Box surprises and putting the finishing touches on what comes out of the box.


Chris Flores, QA Lead (likethatwhenigothere)

Stuff works, and then it doesn’t work. Stuff works again then it again doesn’t work. I hope when we release this we land on the stuff works side.

Abraham Abdala, Lead Tech Animator (Broham)

Finalizing everything animation related for the Carnival Map, finalizing a lot of other stuff for the Abyss Lord.

Adam Stow, Project Manager (TE_Stow)

It’s a beautiful day for those of you looking for clearer UIs, and I’m not talking the carnival.  I really hope we can get to some of the stuff we’re discussing sooner rather than later.  Oh wait, that’s my job to assess & determine! >.<

Jesus Diaz, World Builder (N3oDoc)

Been adding the final touches to the Carnival level, now I’m focused on adding/creating some cool carnival stuff to the Social Hub level.

Daniel Diaz, World Builder (DanielKaMi)

So now that we're mostly done with the carnival level, polishing a little more the social hub with new cool stuff!

Dani Moore, Remote QA Manager (Dani)

Whack-a-mole. Replace moles with bugs. And the hammer with a bug report form.

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