Dungeon Defenders II is a cooperative Action Tower Defense game packed with roleplaying elements like loot, leveling, and pets.
Recent Reviews:
Mostly Positive (241) - 75% of the 241 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (12,979) - 74% of the 12,979 user reviews for this game are positive.
Release Date:
Jun 20, 2017

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December 12

Power of the Ancients Expansion is Live!



Greetings Defenders,

Dungeon Defenders II: Power of the Ancients is live for all platforms! This expansion is full of new progression, power, and challenges.

The content released in this expansion is massive. We’ve included the long awaited Onslaught game mode, our new largest map ever, The Lost Temple, and our new Ancient Power system. There’s tons of things to share in these patch notes, so let’s get right to it!

Onslaught



Onslaught introduces a new floor based progression, enemy mutators, and unique enemy schedule and lane selection. You gain better loot with every floor, see different enemies in every lane, and have to tailor your defense to each and every threat. The deeper you descend, the stronger your opponents become, unleashing familiar Trials enemies, as well as progressively difficult mutators and enemy schedules.

In addition to the new systems, we’ve added some new Onslaught rewards! For beating certain floors, you can unlock new Flair sets. You might even be able to find a new companion from Victory Chests…

Did I mention Victory Chests? Onslaught will feature a new Victory Chest that is exclusive to Onslaught and is a little more visually impactful. You’ll see what I mean when you beat your first floor!

Floor Progression

In each floor of Onslaught, there can be 1-3 maps on each floor. This will cycle between 1, 2, and 3 until you reach our end-game scaling around Floor 60.

For Example:
  • Floor 1: 1 Map
  • Floor 2: 2 Maps
  • Floor 3: 3 Maps
  • Floor 4: 1 Map
  • Floor 5: 2 Maps
And so on and so forth. In our end-game, every floor will be three maps.

Each floor that you beat will have better and better loot up to our current maximum Chaos VII level.

Mutators

Mutators are a system that existed in the game previously, but now we’ve really cranked it up to eleven. There are over 20 different mutators that will unlock as you progress deeper into Onslaught. These mutators will be semi-randomly selected based on the enemies that they’re assigned to. Mutators will shift and change how you need to build each lane, so pay attention to the enemy billboards that appear over each enemy spawn, and check out the new corresponding Mutator icons that will show up when you target an enemy that has one. We’ve blacklisted certain combinations of Mutators from appearing together, but there are some crazy combinations that will definitely crank up the difficulty for players interested in strategizing.

Some Example Mutators:
  • Berserker Mutator: Enemies start off weak, but become stronger the longer they are alive.
  • Exhaustion Mutator: Enemies start off strong, but become weaker the longer they are alive.
  • Detonator Mutator: When enemies die, they explode, causing damage to heroes and defenses around them.
New Enemy Schedules

Groups of enemies within our game are referred to as “schedules” in our studio. These schedules determine what types of enemies that spawn out of each enemy lane. In Onslaught, each lane will spawn a different enemy schedule and will require you to build a set of defenses that is effective against that group of enemies.

Example Enemy Schedules:
  • Game Ogre Enemy Schedule: All enemies are Ogres.
  • Timmy’s Revenge Enemy Schedule: Every type of Goblin in a lane. Gobu.
  • Cy-hex Lava-zerker Wompers: Cyborks, Hex Throwers, Lava Orcs,
  • Berserkers, and Melee Goblins… have fun!
  • And many more!
New Gating and Unlock Progression

The choice is YOURS!... in regards to how you progress. As you unlock more floors through Onslaught, more tiers of Trials are unlocked, and on the flip side, the more Trials tiers you complete, the more floors you unlock. Current players that have completed certain difficulty levels of Trials will already have appropriate Onslaught floors unlocked. For example, players that completed Chaos VII have Onslaught Floor 55 available now. Here’s a list of where you’ll end up in this expansion when you first load in:
  • Chaos I: Onslaught Floor 3
  • Chaos II: Onslaught Floor 4
  • Chaos III: Onslaught Floor 7
  • Chaos IV: Onslaught Floor 10
  • Chaos V: Onslaught Floor 16
  • Chaos VI: Onslaught Floor 37
  • Chaos VII: Onslaught Floor 55


Defenders can choose to progress through each Floor of Onslaught, or clear through our unlock progression via Trials and each Chaos difficulty. Check the Challenges UI for details about when these unlock or check out the next Chaos level of Trials at the War Table and it will show you the requirement needed to unlock the next level.

The Lost Temple



It’s HUGE, it’s crazy, and it changes every time you play! The Lost Temple is by far the largest and most interesting level we’ve ever made. During each visit to this humongous map, different lanes and cores will be selected and activated, providing a different experience upon each visit. As you are playing the map, keep an eye out for an additional lane opening up. When a new lane opens up, we’ll give you more mana and Defense Units to be able to properly defend it.

Another awesome addition to this map is the sheer number of enemies that will be able to be on the map. Combat may be a little more chaotic with the huge waves of enemies that will be spawning on this map. We cranked up the number of enemies on screen by almost 200%! Maybe even more? I don’t know, it’s insane… but also very fun. We hope you’ll enjoy it.

Ancient Power



Get far enough into Onslaught, and unlock the ability to gain Ancient Power, an additional character progression system. Each time you gain Ancient Power, you will receive a number of permanent account buffs, raise the maximum cap of points that you can put into each Ascension talent, and keep/increase your new Minimum Ascension Level.

Minimum Ascension Level

The Minimum Ascension Level is based on your Highest Achieved Ascension Level, your Highest Achieved Floor of Onslaught, and will increase each time that you push your limits. You will gain +3 to your Minimum Ascension Level for each additional Floor of Onslaught that you beat over Floor 65 and for every 50 Ascension Levels that you have when you finally hit “Gain Ancient Power”. When you gain Ancient Power, your new Ascension Level after the reset will be whatever your Minimum Ascension Level is.

For example:
On your first playthrough, you hit the minimum requirements to gain Ancient Power and have beaten Floor 65 and have 250 Ascension Levels. Your Minimum Ascension Level will not be 15. You got +0 for beating Floor 65 since you didn’t push above it, and you gained +15 for your 250 Ascension Levels.

On your second playthrough, you also only do the minimum requirements to gain Ancient Power. You will gain +0 to your Minimum Ascension Level because you did not push any additional Floors past 65, and you didn’t gain any additional Ascension Levels that would have raised your “Highest Achieved Ascension” number.

At this point you need to push Onslaught Floors or Ascension Levels over 250 to gain more Minimum Ascension Level.

Permanent Buffs

Each time you gain Ascension Level you will also yield permanent buffs:

  • +5% Permanent Experience Bonus
  • +5% Permanent Gold Gain Bonus
  • Ascension Talent Cap raised by an amount that corresponds with your
  • progression.
  • Increase or Keep your new Minimum Ascension Level

Ancient Powers

In addition to the permanent buffs, you will also receive one point that you can allocate into a number of additional unique Powers! These are the ones that stack with other party members. Some of these include:
  • Increased Tower Health %.
  • Increased Tower Damage %.
  • Lifesteal based of x% of Hero Damage dealt.
  • Reduced resurrection timer.
  • Increased resistances %.
  • And more!
All the buffs can be used in every game mode!

Limited Progression Reset

When you gain Ancient Power, your progression will be reset back to Onslaught Floor 1 and Chaos I with your gear and shards reset to that appropriate level. Using your new Powers, you’ll be able to reprogress back through our end-game at a quicker pace and push into deeper floors of Onslaught with your newfound strength!

Leaderboards

We are adding leaderboards to see who have progressed the furthest through Onslaught. There are two new boards that track different things. The first, our Onslaught Leaderboard, will track the furthest floor progressed similar to Mastery’s leaderboard (i.e. players completing the highest floor at the same are both listed as first).

The second, our Ancient Power Leaderboard, will track which players have acquired the most Ancient Power. There is more info regarding these leaderboards down the road, but are currently used to see who is the best of the best!

Defender Packs

We’re introducing a new system, Defender Packs, to acquire flairs, costumes, pets, and accessories. We weren’t a fan of our old lock box system because it had limited accessories you could unlock, and required keys to open them. Defender Packs were made to always feel rewarding whenever you received one. There are various ways to acquire them, a couple include completing the campaign or progressing through Onslaught. They have a chance to drop from the highest floor you've completed, even when farming your highest floor. If you’ve already completed the campaign, you automatically receive the Defender Packs you would have earned.

Defender Packs include a giant inventory of different skins and flairs, some being extremely rare and prestigious. If you happen to receive a flair, costume, or accessory you already own, you’ll be rewarded handsomely with gold instead!

Maps

Forest Biome
  • Updated to give 1250 mana from 1000 mana.
  • Now matches the maps Defense Unit cap.
Bug Fixes
  • Fixed a button display issue with Ev-2 when placing a defense with a controller.
  • Frostbite Tower can now target training dummies.
  • Fixed a spelling error with The Dawn of the Blood Moon Incursion.
  • Fixed an issue where the “G-Up” sound was not playing correctly.
  • Fixed a pet unequip issue at the Petrinarian.
  • Fixed an issue where the town hub music was tied to the SFX slider.
  • Thunderbolts and Lightning can only be equipped to magic staves now.
  • Fixed Lavamancer Harden/Inflame VFX.
  • Fixed an issue with Start Campaign appearing after completing it.
  • Escape can now cancel pet rerolls.
  • Water spout trap now named properly.
  • Orbs should no longer drop during Campaign.
  • Less words are caught by the profanity filter now.
  • Glaive of Storms attack animation ends correctly now.
  • Fixed an issue where controller inputs could provide an extra daily mission.
Known Issues

  • We are investigating an issue where Harpy’s Perch currently does not gain the pierce buff while corrupted.
  • We are investigating an issue where Angry Nimbus does not gain storm damage or change material while in Corrupt form.
  • Frosty Beams Shard affected enemies are not kept frozen through the entire duration.
  • Vampiric Empowerment Shard’s current stat boost is being displayed incorrectly.
  • Automation does not work on Snaking Sands, Slime Pits, Geyser Trap, and
  • Angry Nimbus towers.
  • Tuskar is currently using Witherbeast's icon.
This is just the start for what’s to come in Dungeon Defenders II! We poured a lot of love into Power of the Ancients and know you’ll enjoy Onslaught. We have a lot of planned for Dungeon Defenders II in 2018, and are grateful for the support you show us to make the game the best it can be.

For Etheria!

The Dungeon Defenders II Team
3 comments Read more

November 15

Dev Log 95 — Power of the Ancients



Greetings Defenders

Today we announce the next chapter of Dungeon Defenders II, the Power of the Ancients expansion, releasing next month! Check out the [/url]trailer here.[/url] Within our expansion are some legendary additions to the game:
  • Onslaught, our new game mode that is your main focus of progression.
  • Ancient Power, our new character progression that allows you to push the limits as defenders and increase your strength.
  • The Lost Temple, our new HUGE map that changes its layout every time you attempt to conquer it.
  • Defender Packs, a new way to unlock unique flair, costumes, and pets.
  • And much more!
We are going to be revealing more Power of the Ancients info soon, and talking about Power of the Ancients on our Devstream this Friday at 3PM EST! To give insight into what we’ve been working on, we’re having some of our epic developers chime into the work they’ve put into Path of the Ancients, experiences throughout our development process, as well as what we’re most hyped about! Let’s get started:

Alec Saare, Community Manager (@Lawlta)
For those of you who don’t know me from our different social platforms, I’m Community Coordinator turned Community Manager for Dungeon Defenders II. My focus has been taking all the feedback that you, our courageous, strong, glorious community, have provided to help make sure that Power of the Ancients is a behemoth of an expansion that you all want to conquer. This means taking your feedback and wants, meeting with designers, discussing the things that defenders enjoy, molding our new content to the things you enjoy, and then testing the beastly content that is created. You’re in for a wild ride!

Onslaught provides something for everyone to enjoy, from those who have just completed campaign, to the grizzled veterans of Chaos Trials 7. The progression feels so incredibly solid and polished. You steadily get gear and shards that are improvements as you progress. Trials now drop MORE gear and shards than before, making them more rewarding for taking on harder enemies sooner than you would in Onslaught. You can choose to progress through Trials to unlock Onslaught floors, or through Onslaught floors to unlock Trials, which just feels great having the option to go between the two and still progress. On top of this you also can increase your Ancient Power (a new form of character progression), which just offers a slew of benefits and choices that provide meaningful character advancement.

Besides putting time into our new expansion, I’m constantly working on ways to make our community a better place to be. I’ll be rolling out some new initiatives to make our social spaces an even better place to interact with one another; give our streamers a single banner to fly under, transparent requirements, maybe even some incentives; and everything I can to spotlight the greatness that is the Dungeon Defenders II community. There’s more to come soon!

Colin Fisher, Associate Producer (@Elandrian)
FINALLY. I’ve probably been teasing most of our players for too long about our new “end-game mode” and “update” that we’re working on, but now I can finally talk about it! Huzzah! It’s not just a “game expanding update” anymore… It’s an expansion.

I remember a day, where I was just a baby armchair developer, playing the old version of Onslaught, wishing for checkpoints and some sort of save system that would keep my progress. Whelp, I wish I could say those were the “good ol’ days”, but this new version of that game mode is far beyond anything I could have expected.

We’ve taken several pain points of gameplay that players have been experiencing and kicked them to the curb! Facing off against the same enemies every map and the build never changes? CURBED. Tired of smart loot being weird? CURBED. Wanted more things to do in the game, but Trials was the only option? CURBED? (DISCLAIMER: Trials is still an option, but we tried to make Onslaught a better option. I mostly just wanted to use the “kicking to the curb” analogy but it may not have been the right choice. The aforementioned “CURBED” features still exist in the game in the Trials game mode, we’re just building future content in a better way.)

To give a really quick “Elandrian’s TL;DR” set of bullet points about this expansion:
  • Onslaught is a brand new game mode that completely changes our end game progression and is nothing like the previous version of Onslaught.
  • Onslaught features new loot progression that makes sense. Higher Floor Number = Higher Loot Stat Numbers.
  • Onslaught features enemies and modifiers that will make your defense different each time.
  • Onslaught will save which floors you were able to beat, you can then immediately play the next floor in your progression.
  • Ancient Power is a way to do a limited reset on your account but keep progressing over time.
  • The new map is unreal. You’ll have different lanes and cores each time you load in.
We’ll go over the specifics about each feature in future Devstreams and posts, so make sure to stay tuned for more specifics! You could also probably join our Remote Playtesting Group, sign an NDA, and check out the new content early, but I’m sure Dani will mention that below!

John Muscarella, Lead Animator (@Muskie4242)
Howdy defenders. It’s been a while.

This milestone the animation team has been pretty focused on some very ambitious cinematics to announce our awesome release. Hope you enjoyed them. As well as an in-game event piece that you end game players will be seeing very soon...

There is a lot more to come, but until then, please enjoy one of my favorite cosmetic flairs we’ve been working on over here.



Creepy right? Almost like it’s going to reach out and grab you…

Dani Moore, Remote QA Lead (@DaniSenpai)
Our testing teams have been hard at working getting Onslaught up and going, and we’re ready to expand testing to our Remote Playtesting Group to get our community feedback and gut checks before we push for release.

Our playtesters are great folks and have helped make our releases better. If you want to get early access to Onslaught in exchange for giving us feedback and helping us iron out issues before release, we want you!

If you are 18 or over (sorry you need to sign our NDA so we can’t bend on this rule) and wish to help (PC only help for now, sorry console bros!), email me dani.moore(at)trendyent.com and let me know. We’re hoping to start testing this week, so you’ll want to be there when we do!

Steven Collins, Level Designer (@Esorath)
Holy frick, this map was a challenge and a half. This isn’t your grandpappy’s old Dungeon Defenders II level.

Since there are so many different possibilities that can happen in this game mode, I wanted to be really intentional with everything this map has to offer. We ran through scenarios and tests as to what combinations of the different Onslaught elements could appear and made sure that these combinations came together in a meaningful manner.

When the lanes open and cores are different each time, you get to have a different experience with different core and lane combinations. These two things working alongside the enemy modifiers make this one of the top experiences for Dungeon Defenders II.



Mark Telfer, Technical Designer (@TrendyMark)
Hey Defenders!

I can’t tell you how fun it has been to watch all of you play Mastery each week, and I am incredibly grateful for the positive feedback you’ve given me. I’m still hard at work revamping the loot generation system (it’s going to make sense, dammit) and designing out some new and exciting things coming in the future. I can’t wait to see the final weeks of Mastery and to watch you guys conquer Onslaught and beyond!

Love,
Mark

Zack Smith, 3D Artist
My first thought when looking at the concepts for the Onslaught expansion was, “whoa! I get to create these amazing concepts in 3D?!” I was very excited to create a variety of the 3D models and textures for the Onslaught Expansion. I enjoyed creating a wide range of assets ranging from a dragon to a tiling floor texture. The goal was to create a look that was mysterious, fun, and vibrant with bold colors.



Jose Villegas, Technical Designer (@TrendyJose)
Hey Everyone!

My name Jose and I’m a Technical Designer here at Trendy. Over the past couple of milestones, I have been working as the designer for the new Onslaught game mode. It has been a long and tiring endeavor, but we are so happy to finally have reached the point where you can see what we made for you.

Let me go over a few points to give you insight on our expectations for Onslaught and the immediate future of DD2. For this I need to go back to the somewhat-distant past of March 2017 and the release of Trials. While we enjoyed what Trials provided to the game, as a recurring game mode, it was evident that we needed a true end game with a longer life, and clearer progression.

This led us into thinking about how to create a new game mode that will keep you engaged with exciting content and challenges, regardless of how much time you put into the game. Onslaught, at its core, is just that: an ever-increasing challenge that will grow alongside the player, for as long as they want.

The main obstacle in front of us to achieve this goal was how to ensure a satisfying replayable experience. The immediate answer for us was the enemy selection, and how to mix them effectively. So far, every game mode in DD2 has run the same enemy types in each lane whenever you load into a map. However, for Onslaught, each lane will have different enemies coming through them. For example, one lane may have Cyborks and the other one may have Vanguard Goblins. That means that the same build will not work in every situation, and you will have to react independently to each lane. We gave each schedule of enemies a distinctive name, which you can use to strategize and share your best builds online on how to counter them.

As a secondary way to achieve replayability, we are bringing back enemy Mutators with full force. In the past, Mutators are modifiers that have been used to affect the performance of a given lane. A few months ago, I asked people in the forums to give me ideas for exciting new Mutators, and they did not disappoint. I’m pleased to say we have made roughly 35 new Mutators, all of them impacting gameplay in many ways. None of them are going to be boring flat number increases, but our goal was to provide you with fun challenges to overcome. In fact, some Mutators act as double-edge swords for the enemies by making them stronger in some way, but weaker in another.

Finally, the best example of Onslaught’s replayability lies in the new map we made for it: The Lost Temple. The Lost Temple is the biggest DD2 map yet, with 30 lanes and 10 cores! Of course, these are not going to be all open at the same time, but different lane/core combinations will be selected each time you play it.

Alongside replayability, our priority from Design was to help clarify the game’s gear progression. For this we are dividing Onslaught into Floors that will guide players in an upwards ladder of power progression and enemy difficulty increase. No longer will you have to worry about whether or not you should be playing a given Chaos difficulty to progress effectively, you now can just simply play the next floor in Onslaught and you will know you are on the right track.

My job was to design, balance, and work on the implementation of all the systems that I have talked about in this log. Anyway, I think I wrote way too much already. I don’t use twitter, but you can reach me on the official Discord. I hope you will enjoy all the exciting content we are preparing for you in the expansion =).

More Info Soon

We'll be talking more about Path of the Ancients over the next few weeks. To make sure you get the most up-to-date information, check out our social media platforms:
Also visit our Devstream this Friday at 3PM EST on Twitch, where we'll be showing off some Path of the Ancients goodness.

As always, we are incredibly grateful for the support that you, our glorious community, provide us. Get ready to dive deep into Onslaught, it’s going to be here before you know it!

For Etheria!

The Dungeon Defenders II Team
24 comments Read more

Reviews

“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.”
GameZone

“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.”
IGN

“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

    Minimum:
    • 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.
    Recommended:
    • 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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