Dungeon Defenders II is a cooperative Action Tower Defense game packed with roleplaying elements like loot, leveling, and pets.
Recent Reviews:
Mixed (136) - 62% of the 136 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (13,337) - 74% of the 13,337 user reviews for this game are positive.
Release Date:
Jun 20, 2017

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Recent updates View all (373)

March 7


Greetings Defenders,

The Barbarian’s Wrath, Update 2.3, has stormed into Etheria! This update heralds the arrival of the Barbarian, a pure damage hero powerhouse; huge changes to item progression and gearing; shard changes to get you out of the inventory and into the battle; and updates to many important systems. Grab your axes, it’s time to slash through some barbaric patch notes!



“Hailing from the mountains of Etheria, the Barbarian is a notorious warrior king that can wield the powers of Wrath and Fury to crush his enemies. Becoming an unstoppable flurry of muscle and steel, the Barbarian can hurl himself into battle becoming a whirlwind of death. His foes tremble at the mighty shouts of this tremendous warrior leaping in to crush his enemies.”

The Barbarian is the first hero to have two unique resources: Wrath and Fury. Wrath is gained whenever the Barbarian deals damage, and Fury is gained whenever damage is received. In order to put out the most damage you are going to be in the fray constantly. Stance dancing and balancing your Wrath and Fury are your keys to being an unstoppable force!

The Barbarian is a hero with only damage abilities — four abilities and four stances that modify his play style:

Furious Slash
  • A mid ranged Fury resource spender that pierces enemies but does not trigger weapon shard activation abilities.
Staggering Shout
  • A mid ranged frontal cone debuff ability whose effects are modified by the Barbarian’s primary active stance.
  • A powerful persistent AOE damage ability that gains different abilities based on the primary active stance.
Hawk Strike
  • A high damage short ranged attack that consumes all the Barbarian’s Wrath resource when used.

Tornado Stance
  • Increases movement speed, attack rate, and jump height, but primary attacks deal less damage. With Tornado Stance active, Staggering Shout and Whirlwind will slow.
Turtle Stance
  • Reduces attack speed and less mobility, but takes less damage and become immune to crowd control. Staggering Shout gains a stun and Whirlwind withers enemies.
Siphon Stance
  • Turned damage dealt with primary attacks into self-healing. Siphon Stance causes Staggering Shout to apply a lifesteal debuff to affected enemies, converting Whirlwind damage dealt into self-healing.
Lightning Stance
  • Gain bonus storm damage to primary attacks and chain storm damage every third attack. Each hit causes self-inflicting damage. Staggering Shout causes enemies to take more damage and Whirlwind gains chain storm damage.
Along with the Barbarian are a lot of visual additions. There are the four material effect costumes and the terrifying Blood Reaver costume with five additional accessories, twenty-seven different axes, and custom enemy death animations for smaller enemies. Send them gobus flying!

Loot Revamp

Item Progression
Items and upgrades produced a lot of issues for players as they progress through Onslaught and Chaos Trials. With this update, we took a good hard look at items and progression. Players wanting to progress the fastest used a system called “muling” to have a steadier stream of gear upgrades drop. Now, mules are a thing of the past! Every piece of equipment that drops is now based off of the highest gear score you’ve seen drop. Not picked up, not equipped, but dropped. All of this is tracked behind the scenes, taking all of the spreadsheet calculating and muling away, so you can get into the action sooner!

Gear Score

We mentioned above that gear is tracked off of the highest gear score item you’ve seen drop. Gear score is a new take on a previous system used to display an item’s power — iPwr. This system previously did not reflect the strength of an item correctly, causing items that may not be upgrades to have a higher iPwr than equipped items. This affected item progression and the general flow of how players were intended to progress.

Hero and Champion Score

Hero and Champion Score are additional ways to help measure the strength of your heroes’ gear! Hero Score is the average of all the gear equipped to any specific hero, and is shown on your hero cards as shown above. Champion Score is the highest Hero Score among all of your heroes, indicated with a crown above your hero cards (and a smaller one on the hero with the highest Hero Score). These scores are used to let you know when you’re ready for growing challenges you encounter as you progress. To better smooth out progression, different Chaos Trials are unlocked once you reach the appropriate Champion Score.

Auto-Equip Gear and Shards

There is a lot to learn in Dungeon Defenders II in order to become the greatest Defender of Etheria! While gear maketh the Defender, it can be a lot to manage when learning the intricacies of every hero and enemy. To help through this process, we’ve created an Auto-Equip feature for both gear and Shards. Both buttons (located below your relics) have you confirm if you want to use this feature, and if confirmed, equips the highest Gear Score for every slot. For relics, it will discern between a blockade and towers, focusing on equipping Totems for blockades and Medallions/Marks for all other towers.

If you wish to only Auto-Equip the highest gear score per slot, you will be able to select the slot and “Auto-Equip Slot”. On PC this is bound to "U" by default; on PlayStation 4 by pressing “”; and on Xbox One by pressing “”.


Previously, Shards were placed into Shard Slots located on equipment. This system caused Defenders to spend more time in their inventory, moving shards around any time they received an upgrade or wanted to change their build than we liked. When progressing for the first time, or after gaining Ancient Power, this meant a lot of time spent managing your inventory.

In this update, Shard Slots are now equipped on equipment slots directly to your heroes! This means as you receive upgrades, you equip them and your shards stay put. You can still equip up to three shards per slot. However, all three slots will be active only if you have the appropriate tier equipped. Slot activation follows the same conventions it previously did, with Uncommon activating the first slot, Epic activating the first and second slots, and Mythical and Legendary activating all three.

In this update, shards that are on equipment already equipped to your heroes are automatically migrated to those heroes. You login and continue playing without having to manage the shards they were previously wearing. However, shards slotted into equipment that is in your inventory will be removed from the gear. If your inventory is full, the shard(s) are placed into Shards of Containment and sent to the Scavenger.

Incursion Weapons

Incursion weapons are very unique items in the game as they each contain unique passives that previously took up a Shard slot. With this Shard change, we wanted to make sure that Incursion weapons were still something players wanted to acquire. Now, all Incursion weapons will retain their passives AND have three Shard slots. We took a balance pass at these weapons as well, which we’ve included below.

What Happens To Stored Shards?

For users that do not have enough inventory space to hold all of the shards that was previously attached to gear, we've created the Shard of Containment. This Shard is a tool used to segway Defenders into our new Shard system while reducing stress of losing items many of you have farmed. Any shards previously in equipment that cannot fit in your full inventory with the Shard migration are placed into a Shard of Containment and sent to the Scavenger.

The Shard of Containment holds up to 16 shards before another one is created. These are located on the Scavenger and NEVER expire. Shards will be grouped by their upgrade level, bundling the highest Shards together, and the lowest Shards together. This makes it easier to decide which Shard of Containment to open in order to get all of your most used shards.

In order to use a Shard of Containment, you must have the amount of inventory slots open equal to the number of Shards located within the Shard of Containment. If you have 8 Shards, in order to open a Shard of Containment you’ll need 8 inventory slots.

Shards of Containment are a tool we’re using as we bring in our new Shard equipping system. There are more inventory management changes coming down the road!

New User Experience

There’s a lot for new Defenders to learn in order to properly defend Etheria, and it is not an easy undertaking! This update introduces a New User Experience to help acclimate new players understand the basics of the game without getting bogged down on reading tons of details and instructions.

There are a myriad of changes that go along with this:
  • New floating instructional text!
  • Tutorial level replaced with new animated interactions with Betsy!
  • Huntress available immediately
  • Ascension UI locked until 50
Mananode Changes
Green mana allocation is now completely different! Mananode chests are a thing of the past, here’s what you see now:
  • Green mana is now automatically distributed by Mananode itself at the beginning of the Build Phase!
  • There is no longer a green mana cap. There is a green mana bar that goes to 2000 green mana. If you go above this amount, the bar starts to fill again!
  • Mana and gold collection radiuses are TRIPLED during the build phase. No more pesky out of reach mana!
These changes are an additional measure to allow Defenders to do the things they enjoy the most: building and fighting!

General Changes

  • When you create a hero, you can now choose to create them at your highest hero’s level or at level 1.
  • On gamepads, hitting Right Button + D-Pad Down will open the Inventory.
  • The D-Pad can now be used on gamepads to navigate the left side of the inventory.
  • Added East and West descriptors to subcores for Throne Room maps.
  • Added new Loading Screen text:
    • “Mastery provides some of the toughest challenges in all of Etheria but rewards you with powerful Hyper Shards, golden pets, flair, and more!”
    • “The stars you earn across different Chaos difficulties in Mastery pool together. Tackle maps in any order that you want to unlock rewards!”
    • “Defender Packs contain costumes, accessories, exclusive flair, and much more! Earn them by achieving victory on your current highest Onslaught floor!”
    • “Feeling lucky? Rerolling Defender Packs gives you another chance at earning rare rewards!”
    • “Beating Incursions allows you to purchase exotic weapons from the Wayfarer.”
    • “Got eggs? Visit the Stable Boy in the Town HUB or Tavern to hatch new pets!”
    • “Pet eggs that expire in your inventory will turn into resources that you can use to evolve your pets.”
    • “Get your style on! You can access the Cosmetics Manager from the Inventory.”
    • “Climbing higher in Onslaught and earning Ascension Levels allows you to unlock your Ancient Power!”
    • “Need a boost? You can spend gold and Defender Medals to upgrade equipment and shards!”
Defender Packs

We’ve added a slew of new costumes and flair to our Defender Packs:
Flair (crowns):
  • Ebonfire Blaze
  • Winner’s Crown
Flair (Wings):
  • Gilded Honorwings
  • Earth Drake Wings
  • Great Eagle Wings
  • Hive Strike Wings
  • Gargoyle Wings
Flair (Sets):
  • Bonemancer Set: Bonemancer Crown and Bonemancer Wings
  • Bramblewood Set: Bramblewood Crown and Bramblewood Wings
  • Gilded Chrome EV2
  • Rosen Chrome EV2
  • Amethysium Chrome EV2
  • Verdanite Chrome EV2
  • Carbide Chrome EV2
Incursion Weapons
Incursion Weapons maintain their previous effects as passives with the new Shard changes. With maintaining these passives, we took a balance pass to adjust some slightly overpowered passives, while buffing underperforming passives.

Molten Tome
Now deals:
  • 1000% (previously 950%) Ability Power per Meteor.
  • 850% (previously 650%) Ability Power per Lava Fissure.
  • 200% (remains the same) Ability Power burning over 5 seconds.
Haunted Halberd
  • Summons up to 5 (previously 3) Halberds that deal 250% (previously 150%) Ability Power.
North Pole
  • Secondary Projectiles now deal 350% (previously 1000%) Hero Damage.
  • Now hits up to 4 targets dealing 75% (previously 135%) Hero Damage.
Glaive of the Storms
  • Storm deals 1000% (previously 1500%) Ability Power as Storm Damage.
  • Bolts deal 350% (previously 500%) Ability Power as Storm Damage.
All Incursion Weapons not listed here will have their max upgraded shard values applied to their new passives. For instance, Terra Blade’s passive will pierce up to 3 targets dealing 100% Hero Damage.

Hero Updates

  • Furious Slash: Mid-range attack that pierces enemies.
    • Cost: 5 Fury
    • Cooldown: 2 seconds
  • Tornado Stance: Hit faster, move faster, jump higher, but deal less damage.
    • Cost: 6 Fury per second.
    • Cooldown: None.
  • Turtle Stance: Take less damage, become crowd-control immune, but move slower.
    • Cost: 6 Fury per second.
    • Cooldown: None.
  • Siphon Stance: Gain Health Points while attacking.
    • Cost: 6 Fury per second.
    • Cooldown: None.
  • Lightning Stance: Attacks gain additional lightning damage, but self-inflict damage.
    • Cost: 10 Wrath per second.
    • Cooldown: None.
  • Staggering Shout: Debuff enemies in a frontal cone.
    • Cost: 15 Wrath.
    • Cooldown: 5 seconds.
  • Whirlwind: Deal Area of Effect damage to enemies within melee range.
    • Cost: 26 Wrath per second.
    • Cooldown: None
  • Hawk Strike: Deal massive damage in a small area. The more Wrath consumed, the higher the damage.
    • Cost: All Wrath.
    • Cooldown: 10 seconds.
  • Zephyr’s Warpath: Increase movement speed in Whirlwind by 5%-105%.
    • Found in Campaign.
    • Equipment Slot: Boots
  • Full Shell Ahead: Increases movement speed while in Turtle Stance by 25-525.
    • Found in Chaos I.
    • Equipment Slot: Boots.
  • Turtle Power: Increase Damage Protection while in Turtle Stance by 1%-21%.
    • Found in Chaos II.
    • Equipment Slot: Chest.
  • Cowabunga!
  • Echoing Shout: Increases the duration of Staggering Shout debuffs by 0.5s-4.5s.
    • Found in Chaos III.
    • Equipment Slot: Helmet.
  • Draining Strikes: Increase the healing from Siphon Stance by 5%-25%.
    • Found in Chaos IV
    • Equipment Slot: Helmet.
  • Maelstrom: While Lightning Stance is active, the Barbarian's attacks have a 5%-25% chance to drench enemies, stunning them for 1.5s-3.5s.
    • Found in Chaos V.
    • Equipment Slot: Weapons.
  • Talon Strike: Hawk Strike now stuns for 2s-4.5.
    • Found in Chaos V.
    • Equipment Slot: Weapons.
  • Boiling Blood: Causes the Barbarian to take 20%-2% of his Max Health as damage, every 5s during combat phase gaining Fury.
    • Found in Chaos VI.
    • Equipment Slot: Chest.
  • Shellshock: While Turtle Stance is active the Barbarian's attacks wither enemies hit for 3-13
  • seconds reducing their damage to 75%-35%.
    • Found in Chaos VI.
    • Equipment Slot: Weapons.
  • Ride the Lightning: Increase the damage bonus of Lightning Stance by 1%-21%.
    • Found in Chaos VII.
    • Equipment Slot: Gloves.
  • Wreckless: The Barbarian deals up to 0.5%-20.5% bonus damage based upon current Wrath.
    • Found in Chaos VII.
    • Equipment Slot: Gloves.
Bug Fixes
  • Adjusted Dark Arts Apprentice green clouds effect.
  • Fixed issues causing floors to appear black.
  • Fixed an issue causing crashes when opening extremely large numbers of Defender Packs.
  • Adjusted the material on the Yesteryear Nymph costume.
  • Fixed an issue on Nimbus Reach with the Victory Chest always being Powerful (green).
  • Fixed an issue on Dead Road in death areas where character models would fall through the map.
  • Fixed an issue with Direct Command not castable on multiple Skeletal Orc towers.
  • Fixed an issue where Slime Pits were not dealing damage to enemies affected by the Power Block mutator.
  • “To HUB” now says “To Town”.
  • Fixed an issue being able to play as a deleted hero.
  • Fixed an issue where Haunting Shard was not showing the correct VFX.
  • Fixed an issue when using a controller that would lock NPC/Object interactions.
  • Fixed an issue when multiple cores are active and one dies, it would show a dead core with 75% health value.
  • Fixed a split screen issue where core health bars were not displaying correctly.
  • Fixed a frame drop issue when inspecting a billboard and then looking away from it.
  • Fixed an issue with Betsy’s Curse zones disappearing when switching heroes.
  • Fixed an issue with The Abyss Lord’s primary attack SFX.
  • Fixed a split screen issue where health bars for Player 1 were appearing much larger than intended.
Known Issues
  • Inputs were reset for all platforms.
  • Sometimes you have to hit “Auto-Equip Relic” a few times before it works.
  • When using the All Bags option in the inventory and sorting items by Weapons, it will cause all items in the inventory to disappear. Purely a visual issues and toggling inventory bags will refresh the inventory screen and they will reappear.
  • Occasionally the Auto Equip function doesn't prioritize the highest gear score items first.
  • Occasionally players will get stuck on a black screen when trying to load into the Outdoor HUB. Restarting the game will fix it (or if you know where the menu options are in the escape menu you can click the Leave game button which will still work if you can find it).
  • Occasionally when booting up the game with the controller already active, the navigation focus will be on one of the social media links to the side instead of the main menu options.
  • The keybindings that appear throughout the tutorial maps don't show the correct button icons with custom keybindings set.
  • The icons of the towers on the mini-maps of the tutorial maps are different colors.
  • Some of the weapon firing rates did not carry over correctly.
26 comments Read more

March 2


Greetings Defenders,

In our most recent Devstream we announced that the Barbarian is making his glorious return to defend Etheria once more. His return is something Defenders waited for a long time, and he’s bringing some great features with him:
  • New Hero: The Barbarian, a whirlwind of wrath and fury!
  • New User Experience: New Defenders are thrown into the action of defending Etheria!
  • Shard Slot overhaul to spend less time in your inventory and more time on the battlefield!
  • Item Progression rework to increase power and knowledge of the gear you acquire!
We recently discussed the changes to the shard system and our item progression during our last Devstream (check it out here). Our latest Devstream recapped that information and also showed off the might and power of the Barbarian in all his glory! This update included a lot of work to create this new Hero and make some much anticipated changes to core systems of the game. Let’s get started!

Check out our forum devlog to check out some of the animations, artwork, and inventory preview by clicking here!

Alec Saare, Community Manager (Lawlta)

Since working at Trendy, there have been two things that our brave, powerful, and passionate community of Defenders have wanted for a long time: The Barbarian and a way to track gear strength. Everything in this update has been affected directly by the feedback and desires that all of provide, and we’re very grateful for your help in making the game better as a result.

Creating The Barbarian was an amazing process to be a part of. We went from having a base design, and overhauling him completely to crank his epicness up to 11! There was a huge goal of capturing the spirit of the Barbarian from Dungeon Defenders 1 and turbo-charging that spirit. The result is a whirlwind of wrath and fury that is both an immovable object and an unstoppable force. HE. IS. A. BEAST.

With his arrival is something as a player I am stoked to see in the game — gear and shard changes. As someone who has gained Ancient Power and is climbing Onslaught, not having to move shards combined with the changes to gear progression and visibility feels so great! You’ll experience yourself very soon.

The introduction to Dungeon Defenders II is also vastly different than before. Our veteran Defenders are not exposed to this area of the game, but we noticed a lot of newer players were not getting pumped up with the original tutorial and so we set out to improve tenfold! Now new Defenders experience action from the get go, with a certain dragon really setting the pace of the rest of the game.

We cannot wait for all of you to really sink your teeth into this meaty update!

Colin Fisher, Associate Producer (Elandrian)

Hey everyone, just a quick update from me. I have been making larger posts recently about upcoming features so the Dev Log won’t have TOO many tidbits… but I’d like to give everyone some pieces to start thinking about. There’s some areas of our game that we’re planning to improve, so I’d like to clue you in on what those are. I’m sure I’ll have mentioned some of them before, but I’d just like to reiterate what we’re looking into next.

We’re looking at ways to store items, ways to create and customize existing items, ways to exchange items, and ways to enhance items. Did I mention that we’re heavily looking into making items more interesting? We have some features that we’re planning, but we’ll reveal more specifics about them at a later date. There’s a lot of ways we want to make the game more engaging and interesting to players, while also figuring out a plan to continue rolling out new content like maps, costumes, heroes and such. We’re a small team, so finding that balance between improving areas of the game while also adding content is a challenge.

We appreciate our community that are playing, giving feedback, and even just following our updates on the site, forums and social outlets. Can’t wait to tell you guys about what’s to come, so stay tuned!

Eric Petrie, QA Designer (Petire)

Being a Dungeon Defenders player and playing a ton of Barbarian in the past, I wanted to bring the visceral gameplay of jumping across the map at rapid speed while also clearing hordes of enemies and wiping bosses off the map with a speed second to none. One of my goals was to bring back the stances that made the Barbarian so much fun to play, flying between lanes and destroying any enemy.

He is meant to have some of the strongest and most fun abilities to use that require an active playstyle to have his damage reach its highest potential. Many different ideas were thrown around to allow players to interact with other players or other heroes/defenses; the end result is we wanted the Barbarian to be focused on just absolutely demolishing the hordes of monsters you face. This means that instead of being able to buff others, he can debuff enemies in some fun and unique way for other heroes and defenses to interact with.

Daniel Driussi, 3D Character Artist

I was recently hired at Trendy, and I am very excited to be here! When I started there was a working model of the Barbarian that was already modeled and textured by the previous character artist. Likewise this older barbarian was fully playable, but it did not meet the new look that we were trying to achieve. So my first task here was to model and texture the “New” Barbarian.

The process to create the 3D model of the Barbarian consists of a couple of steps. First, I took the concept art into Zbrush and quickly made a body. Then I took that into Maya to complete the rest of the modeling and created the clothing and armor. Many iterations went into making sure everything worked properly.

From that point, I took the model into 3D Coat and Photoshop to paint the textures. My biggest hurdle that I faced in getting the “style” of the textures of the barbarian was matching the look of Dungeon Defenders.

This took a lot of work, but I am glad to say that the hurdle was vaulted and the Barbarian looks awesome next to all the other characters in game. Now that he is finished, I really enjoy seeing this hulking mass of muscles, that I helped to get into this game, glide through combat like a beautiful murder ballerina!

Keith "Keithimator" Walheim, Animator

Hey Defenders! Rage, wrath and sheer power were just a few of the words going through my head while animating the Barbarian. Oh, and SMAAAAAAAASH! He is definitely not a dainty ballerina, but he is still quite an agile character. I would say one of the greatest challenges while animating this human tank was moving all that muscle mass around while making him quick enough to react for the Defender playing him. One way we approached this was to really focus on emphasizing the weight shift in his shoulders.

Some of my favorite animations that I got to work on for this bad boy were the death animation (finding interesting ways to make characters meet their demise can be fun), and the stances.

The four stances were challenging because of the animation needed to depict the functionality of the stance in a split second, while still showing the weight of this huge character. One of the animations that I had the most fun with was a one armed handstand pushup that unfortunately didn’t make it into the game, but you can see it here.

There is one thing related to the Barbarian I got to animate that I feel makes playing him a whole lot more interesting, the enemy death animations. Each time the Barbarian smashes a Kobold, Goblin, or Javelin thrower they will — well, give him a try and see what happens. Run, don’t walk!

Jose Villegas, Technical Designer (TrendyJose)

Hey Everyone! Since last update I have been ESSENTIALLY focused on various Quality of Life improvements. Chief amongst those is the revamp of the previous iPwr system. In theory, iPwr should have been a good indicator to know how strong an item is, but in practicality it didn’t reflect that. You could have an uncommon item drop alongside a legendary item and both of them would have similar iPwr, but because the legendary had multiple stats, it seemed to be way better. This led people into equipping lower iPwr items by trying to maximize their stats.

This also led to the ‘muling’ issue many of you are aware of. Since the highest iPwr of your heroes would determine the drops you see in the game, you were encouraged to have a throw-away character to get the best drops.

GearScore is the solution we came up for both issues. A piece of equipment’s GearScore value is determined after evaluating every single element of what makes it strong. That is the value of the item’s stats, the number of Shard slots it will enable, and the number of secondary stats it has. Like we mentioned in the Devstream, GearScore should give you the certainty that an item with a greater GS value is overall better than a lower one. Of course, if you are pursuing a certain strategy, you are encouraged to play the game your own way and ignore GS.

Alongside this, I want to say under no ambiguity: Muling is dead. The gear that we are dropping in the game has no relation, whatsoever, with what you have equipped, or what’s even in your inventory. The strength of the items that you see in DD2 is tied to your progression. The more you play, the stronger items you will see, across all game modes. Of course, each game mode and difficulty has a ceiling of the strength at which items may drop, so you are encouraged to always keep pushing higher.

On a different note, we also brought some improvements to Shard management. We want you to keep playing the game with the least amount of interruptions as possible, so we decided to streamline the Shard equipping process. Now shards will be tied to Gear Slots, instead of Gear. This will allow you to naturally equip better Gear, without having to move your Shards around to keep your same build. These Shards improvements come with inventory adjustments to the UI so you can quickly equip and unequip shards.

Anyhow, I’m sure these new systems will allow you to keep doing what you like to do the most: blasting goblins and building towers. I’m more than happy to listen to your feedback, post on our forums and I will see it. Happy defending =).

Mark Telfer, Technical Designer (TrendyMark)

Hey Defenders! From this day forward, I am officially taking all noobies under my wing! Since the Power of the Ancients update, I’ve been hard at work revamping the new user experience (NUE) of Dungeon Defenders II. Our goal was to make the first hour of the campaign exciting, informative, and most importantly, a showcase for what makes Dungeon Defenders II special.

Over the past couple of months we’ve brought testers into our studio and watched them play both the current tutorial level and the first hour of the campaign. These tests revealed that many people were confused about how to interact with some of the fundamental systems of DD2. Players were having a hard time understanding how to interact with gear that was dropping, they were forgetting to go to the green mana chests, and worst of all, many didn’t realize you could swap between different heroes!

It was clear that the new user flow needed an overhaul. The approach we took involved creating immediate stakes for players by throwing them straight into the action-packed combat of DD2. We also wanted to incrementally introduce the foundational systems of the game so that players could fully appreciate their intricacies. Finally, we wanted to present each mechanic in a way that is concise, clear, and within context that demonstrated its value.

After many late nights and frequent focus group testing of our work, I am very pleased to announce that my self esteem remains (mostly) intact and that our new user experience will be dropping “sooner than you expect.” Happy defending!


P.S. All of the designers read every single forum post. Keep the awesome feedback coming.

Dani Moore, Remote QA Lead

Our testing groups had fun putting the early Barbarian through his paces. The ability to combine stances made for some interesting discovery of combinations, but also some interesting bugs and balance issues over the course of testing.

The new shard slots were immediately pounced upon as a solid quality of life addition by most of the testing folks, and thankfully didn't present too many issues.

We're also looking to expand our tester pool once again. Our testers get the chance to try out our still-in development work, in exchange for some cool stuff as a thanks. They help us with balance, feedback and bugs and their contributions to our releases are very valuable.

We have two teams:
  • RQA - our daily bug hunters (for folks with lots of free time each day),
  • RPG - our larger team for balance and feedback (for folks with limited free time).
If you are interested, drop me an email at dani.moore@trendyent.com and ask. I'm happy to provide more information on both teams to see what best suits. A big thanks to everyone involved in the Barbarian and the heaps of work and sweat that went into it all.
22 comments Read more


“What Trendy seems to be developing is a guided missile aimed straight at every gamers pleasure centers. Four-player co-op? Check. Addictive tower defense gameplay? Check. Loot and leveling? Check. The potential for infinite replay value? Check.”

“A bigger, better, more refined take on the original concept… from what I’ve seen, following their hearts is already paying dividends, and I can’t wait to play more Dungeon Defenders 2.”

“Other than The Legend of Zelda: The Wind Waker, I can't think of a game that looks more like an honest-to-god cartoon.”
PC Gamer

About This Game

Etheria is under attack! Build mighty defenses to freeze, burn and disintegrate your foes -- then grab a sword and jump into the action! Level up a team of heroes, deck them out in loot, and destroy the hordes by yourself or in four-player online co-op!

Create a Team of Heroes

Wizards! Robots! Thieves! Recruit a cast of characters to join you on your quest to save Etheria. Each hero brings unique abilities and defenses to the battlefield. Swap between your heroes on the fly to use all of their tools -- even in combat!

Build Your Defenses

Construct a deadly grid of laser beams. Drown your foes in quicksand. Build a wall of flamethrowers and watch the world burn, you sicko. A wide variety of defenses are at your disposal, and you'll need them all to protect the Eternia Crystals from the Old Ones' army.

Shoot and Loot

Leap into battle and get your hands dirty! Grab a sword, a bow or a laser shotgun to blast through hordes of enemies. As you play, you'll find loot and Shards to equip and customize your heroes with. Just beware of the goblin blood. As much as you scrub, the smell never goes away.

See the Sights

In your journey, you'll visit ancient forests, massive castles, haunted temples, active volcanoes, and a surprisingly small number of dungeons for a game named Dungeon Defenders II.

Bring a Friend (or 3)!

Dungeons aren’t meant to be defended alone! Invite your friends to join you in Etheria for four-player online co-op.

More Updates on the Way!

As we did in Early Access, we're going to add more heroes, maps, loot and things to do, and we'll continue to listen to you about how to improve Dungeon Defenders II!

System Requirements

    • OS: Windows 7 (SP1) 64-Bit
    • Processor: 2.0 Ghz Dual-Core CPU
    • Memory: 3 GB RAM
    • Graphics: ATI Radeon HD 2600 or better / NVIDIA GeForce 8600 or better, 512 MB video memory, with Shader Model 3 support
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: DirectSound-compatible sound device
    • Additional Notes: Internet connection is required to play.
    • OS: Windows 7 (SP1) / Windows 8.1 / Windows 10 64-Bit
    • Processor: Intel Core i5 or AMD Quad-Core or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 260 or AMD Radeon HD 4770 or better (1GB VRAM)
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: DirectSound-compatible sound device
    • Additional Notes: Internet connection is required to play. Integrated graphics chips are not recommended.
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