Create a hero from one of four classes to save Etheria in this 4-player coop Tower Defense Action-RPG. Includes Steam exclusive Portal gun & TF2 familiars!
User reviews: Very Positive (9,077 reviews) - 93% of the 9,077 user reviews for this game are positive.
Release Date: Oct 18, 2011

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Packages that include this game

Buy Dungeon Defenders Collection (Summer-Winter 2012)

Includes 25 items: Dungeon Defenders, Dungeon Defenders - Quest for the Lost Eternia Shards Part 4, Dungeon Defenders - Etherian Holiday Extravaganza, Dungeon Defenders - Karathiki Jungle Mission Pack, Dungeon Defenders - President's Day Surprise , Dungeon Defenders - Quest for the Lost Eternia Shards Part 1, Dungeon Defenders - Quest for the Lost Eternia Shards Part 2, Dungeon Defenders - The Tinkerer's Lab Mission Pack, Dungeon Defenders Anniversary Pack, Dungeon Defenders Halloween Costume Pack, Dungeon Defenders Halloween Mission Pack, Dungeon Defenders Lucky Costume Pack, Dungeon Defenders New Heroes DLC, Dungeon Defenders The Great Turkey Hunt! Mission & Costumes, Dungeon Defenders Warping Core Challenge Mission Pack, Dungeon Defenders: Assault Mission Pack, Dungeon Defenders: Barbarian Hero DLC, Dungeon Defenders: City in the Cliffs Mission Pack, Dungeon Defenders: Etherian Festival of Love, Dungeon Defenders: Jester Hero DLC, Dungeon Defenders: Penny Arcade Character Pack, Dungeon Defenders: Quest for the Lost Eternia Shards Part 3, Dungeon Defenders: Series EV Hero DLC, Dungeon Defenders: Summoner Hero DLC, Dungeon Defenders: Talay Mining Complex Mission Pack

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Downloadable Content For This Game

Buy Dungeon Defenders Lost Eternia Shards Complete DLC

Includes 6 items: Dungeon Defenders - Quest for the Lost Eternia Shards Part 4, Dungeon Defenders - Karathiki Jungle Mission Pack, Dungeon Defenders - Quest for the Lost Eternia Shards Part 1, Dungeon Defenders - Quest for the Lost Eternia Shards Part 2, Dungeon Defenders: Assault Mission Pack, Dungeon Defenders: Quest for the Lost Eternia Shards Part 3

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Recommended By Curators

"Game is fun, but you gotta get all the dlc or you will just feel leftout. Standard towerdefence type game like orcs must die."

Recent updates View all (131)

November 6

CDT Update 1 Beta Updated

A message from the Community Development Team:

CDT Update 1 testing continues! We've included some additional fixes, as well as made some changes based on your feedback (The genie has decided to grant your wishes and returned to his old self)! If you haven't checked it out previously, it's not too late! Simply right-click on Dungeon Defenders in Steam, click Properties, click the Betas tab, and select "community beta branch" from the list!

Here's the lowdown:


  • You asked for it, you got it: Now has 20% chance to "crit", dealing slightly more damage and applying knockback to all enemies (including Ogres!), as well as affecting heavier enemies such as Orcs more strongly.
  • An errant muzzle flash left behind by the JITB's "projectile" has been told what to go do with itself.
  • Overall attack speed slowed through a combination of adjusting Tower Rate stat scaling and animation scaling. The animation should be visible for a much wider range of attack rate stats. We felt that this was important since there is no other visual indicator of the tower attacking.
  • Damage increased significantly to compensate for the slower attack rate. Now those punches really... pack a punch.
  • Range is no longer affected by buff beams or Monk Guardians. No more super sonic punches that extend several times the reach of the punching animation!
  • Base range slightly increased, range scaling slightly reduced; the Jack-in-the-Box should be able to bloody the noses of ogres attacking at their max range sooner. After all, they're Ogres, not Trolls.

Party Popper
  • The Party Popper has given up dancing, and will no longer "Do the Twist" while attacking.
  • Projectile ratios adjusted favor splashing/piercing projectiles slightly more for extra party fun:
    • Magic Missile and Archer Arrow ratio decreased very slightly (Deadly Striker Bolt unchanged)
    • Fire, Poison, Thunder, and Purity Djinn shot ratio increased very slightly
    • Ogre Snot Ball and Fireball increased very slightly
  • The pierce limit for Djinn shots has been increased by 50% (4 to 6). Magnum Bullets!
*Overall effect should be more area-of-effect damage, to address player feedback.

  • Fixed an invisible wall on Buccaneer Bay. You'll have to practice your miming skills elsewhere, sorry!
  • Fixed an edge case in Pirate Invasion where finishing a phase with only a few seconds left would cause the game to glitch out.
  • Gave aerial enemies in Buccaneer Bay a strategy lesson. They should now spawn in a much less erratic pattern.

Bugs / Issues Fixed
  • Say ARRRRrrrr: the Pirate Patch has been buffed up to Turkey Mask levels.
  • Shiver me Timbers: The Pirate Skeleton on a Treadmill is sporting a new icon and a colorization issue on the skeleton has been addressed.
  • The original Christmas map boss will now listen to you yelling at him to hurry up (or at least pressing the skip button) and thus his intro cutscene can now be skipped.
  • Shock beams now use standard healing logic, which is a really fancy way of saying pets and abilities can now repair them.
  • The Shock Beam was also told to stop using its cheat code, and no longer heals itself to full after every attack.

Bugs Added
  • Genies will once again grant you three wishes, as we have reverted him to his previous state. This may be revisited in the future when/if the bug can be fixed without causing undue burden to our hardcore fans.

Known Issues
  • Mac / Linux builds of Moonbase and later patches are still in progress. We hope that this will be able to be addressed at some point, but there is no guarantee.
  • The Pirate Patch reward is currently clamped to Insane.
  • The beta branch is defaulting to GameSpy (which no longer exists) as the Online Provider. To fix this, please go into the game's configure tool and change the Online Provider back to Steam in order to play online. Sorry for the inconvenience!

11 comments Read more

October 15

CDT Update 1 Public Beta is Here!

The Community Development Team is a volunteer group of community members dedicated to bringing you new Ranked Mode content and changes! Below, the group talks about the beta for their first update to the game!


Greetings Defenders. The Community Development Team is proud to announce that our first content update is ready for Public Beta testing! We’ve got lots of great stuff for you to try out today, including a new map and challenge, new items, and improvements to the Jester hero class! Check out the video for a preview of the Jester changes, and read on below for the full details!

To join in on the fun and provide us your valuable feedback, follow these simple steps!

  1. Right-click on Dungeon Defenders in your Steam Library
  2. Click on the "Betas" tab
  3. Select "community_beta_branch" from the list. The download will begin automatically. Note that you can not change this setting while the game is running.

Community Development Team Update 1 Patch Notes

New Content
  • Temporary Moonbase themed tavern - Yes tavern themes are back!!
  • Buccaneers Bay Campaign Map (Including Survival)
  • Pirate Invasion Challenge
  • Two new weapons - (Campaign and Survival rewards)
  • Two new pets - (Survival rewards)
  • New accessory (Challenge reward)
  • Two new towers for the Jester (Feedback Thread Here)

  • All boss cutscenes are now skippable
  • The trading UI allows viewing all 48 items that can be present in a trade
  • Added a thousands separator (,) to all numbers using high value formatting when between 1,000 and 1 M
  • Tavern Dummy report text moved above hit damage text to allow for easier viewing.
  • Tavern Dummy report text life increased to 8 seconds
  • Tavern Dummy averaging period increased from 2 to 4 seconds to improve consistency
  • Tavern Dummy now reports the total damage dealt between reports as well as the DPS
  • If Nightmare difficulty is selected in the tavern, all towers, heroes and pets will deal the damage they would in the map. Any towers or heroes spawning while Nightmare is selected will use Nightmare levels of all other stats but will not update when switching between difficulties.
  • Mana token and player shop max price increased to 2B
  • EV builders can now move while placing the child node of a beam. The player must be within casting range of either node to begin construction
    Imp and Tower boost repair traps and beams the same way they do other towers
  • Traps and beams now use identical repair logic to other towers and will not allow repair focus for only a single charge during combat (can be repaired during combat from 95% health)
  • Tavern shop can now sell items with prices sensible for their quality (tavern shop quality consistency to be improved later)
  • Greater Turkey Hunt wave 9 time limit increased by 30 seconds
  • Item Value is reported using the high value formatting (eg. 2.1204 M) to improve readability. This is applied to the item box, player and tavern shops, item tooltip, and item inspect panels
  • Tower Wars and Moonbase now have level previews in game setup
  • Hit damage text is of a constant size. Size is about half of the previous maximum
  • Hit damage text is placed relative to the target, not the hit location
  • Jester present boxes have new defenses and adjusted spawn chances (Less chance of ogre spawns)
  • Jester present box unlock levels increased

Bug Fixes
  • Reload speed, charge speed, knockback, blocking, guardian and propeller cat boosting stat generation clamped within their allowable range (no more picking up swords with 1000% Blocking Bonus only to find it turned into 30% in your item box)
  • Tavern Dummy is only hit once per tick by the Slice’N Dice and Lightning Towers to match all other targets
  • Tavern Dummy no longer waits for the first hit after a report window to begin the next window.
  • “Pro-Mode” and “Invest All” continue to function as advertised when the cost to upgrade exceeds 1B mana
  • Greater Turkey Hunt correctly spawns 8 turkey bosses
  • “Invest All” will bring the banked mana to zero if the upgrade cost is greater than the banked mana
  • “UnLock/Lock All” item box functions no longer cause long freezes when used
  • Akatiti water no longer removes the slowing effect of a spider web
  • Projectiles reflected by a reflect beam no longer trigger the genie pet granting mana if they hit an enemy
  • Enemies with suppressed elemental effects are always affected by gas traps
  • Guns with negative ammunition counts (displayed as 1 ammo) can now be upgraded
  • Fix banking mana at the forge eating the invested mana
  • “Report Issue” button in options menu now points to a public form (and results are sent directly to the CDT)
  • Projectile towers report the complete period between attacks. Previously the animation time was not included. (This does not affect DPS. Just a more accurate attack rate reporting)
  • Genie pet can no longer grant multiple sets of mana as it completes its “swing” animation (Discuss this change Here)

19 comments Read more


“…raises the bar for downloadable titles.”
9.5/10 – Destructoid
“...countless hours of entrancingly addictive gameplay”
85/100 –
“Blend DotA-style crystal defending with the strategic building of a tower defense title and the loot-whoring aspect of a Diablo-like action-RPG and you have a genre fusion that will keep you coming back.”
4.5/5 – GamePro

Just Updated

Steam Exclusive Offer

  • The Aperture Science Handheld Portal Device for the Huntress hero class. Constantly consuming energy when active, this device allows it’s user to open portals from one location to another and can be used to greatly extend a trap’s range, quickly teleport across the map, or confound enemies!
  • Four Team Fortress 2 Familiars:
    • The Heavy: Uses his Gatling gun to shoot at enemies from afar.
    • The Engineer: Repairs groups of nearby towers while you’re on the offensive.
    • The Medic: Heals a group of nearby allies amidst battle.
    • The Pyro: Uses a flame-thrower to set your foes on fire.

About This Game

Dungeon Defenders is a Tower Defense Action-RPG where you must save the land of Etheria from an Ancient Evil! Create a hero from one of four distinct classes to fight back wave after wave of enemies by summoning defenses and directly participating in the action-packed combat!
Customize and level your character, forge equipment, gather loot, collect pets and more! Take your hero through multiple difficulty modes and challenge/survival missions to earn more experience & even better treasure. Join your friends with 4-player online and local (splitscreen) co-op to plan your strategies together or compete in PvP Deathmatch.

Key Features

  • 4-player Online and Local Co-Op - Team-up with up to 3 friends to defend cooperatively, with character classes that support each other’s strengths and weaknesses. Dynamically combine local (splitscreen) and online players and leave/join any time, so that the game’s always full.
  • Tower-Defense Meets Action-RPG - Choose your class, customize your character & equipment, strategically assemble your defenses, and participate directly in action-packed battle to preserve your castle against the invading horde!
  • 4 Distinct Character Classes - Each character class has a different skill tree, set of towers, and even basic attacks! You can choose if you want to play stealthy, turn invisible, and plant traps behind enemy lines with the Huntress or go all out, block off choke points, and brutally beat your foes into submission with the Squire!
  • Loot and Level-Up - Grab the mounds of money and items that your defeated foes drop and trade them or store them for later use in your Item Box! Getting kills and completing waves earns you experience points, which can be used to upgrade your characters, skills, equipment, and towers on a per-statistic basis. Do you want to enhance Hit Points, Attack Rate, Damage, etc? The choice is yours... Store your massive overflow of money in the 'Mana Bank' and then spend it to improve your equipment or trade with other players. Proudly show off your best equipment in your own 'Adventurer’s Tavern', without fear of item theft!
  • Tons of Enemies and Huge Boss Fights - Over 100 simultaneous enemies will attempt to tear through your defenses and gigantic Boss Monsters will appear to rain down havoc upon everyone. Only by employing the most effective defensive strategies, teamwork, and strong characters will you defeat such devilish foes! Many enemy types run the gamut from big dumb Orcs swinging huge axes, to lithe Dark Elves that strike from the shadows, to crazy kamikaze goblins! Can you defeat the epic boss battles and collect the special loot while still defending your crystals?
  • Mission & Game Play Variety - Each level has a different visual setting, layout, enemy types, traps, and distinct surprises. To collect all the loot and reach the highest levels you must take your character through 4 difficulty modes, survival missions, challenge maps, and more! Some maps force you to have mobile defenses, guarding a crystal which warps around the map. Others have YOU attacking enemy encampments!
  • Collect and Trade Pets Online - A variety of pets exist to assist you in the land of Etheria, each with distinct behaviors. These pets can be leveled-up and customized to match your unique play-style. They can even be traded online with other players!
  • Secure Trading System - Afraid another player won't live up to their word? Use our secure trading system to trade your precious weapons, armor, and pets with other players online! Watch your name and fame spread online, as people seek out the best pet raisers or item forgers!
  • A Mountain of Stats - Every shot you take, kill you make, and defense you build is logged and recorded for posterity. Pore over the voluminous charts and graphs at the end of each session to analyze your team’s performance, quickly review your best statistics for each level, and compare your data online with other players to see who is the greatest hero of all. Furthermore, your Achievements are visible for all to see within your very own Adventurer’s Tavern, and the highest scores for each of your heroes are ranked on the worldwide leaderboards!
  • Dungeon Defenders Development Kit - Dungeon Defenders includes a free development kit where you can create and edit new Dungeon Defenders missions and more utilizing all of the existing Dungeon Defenders assets. Download and share these user created levels via Steam Workshop for an endless Dungeon Defenders experience!

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: 1 Ghz Dual-Core CPU
    • Memory: 1 GB RAM
    • Hard Disk Space: 2GB
    • Video Card: Graphics Card with Shader Model 3 support, 256 MB video memory
    • DirectX®: 9.0c
    • Sound: DirectSound-compatible sound device
    • OS: Windows 7
    • Processor: 2Ghz Dual-Core CPU
    • Memory: 2GB RAM
    • Hard Disk Space: 2GB
    • Video Card: Graphics Card with Shader Model 3 support, 512 MB video memory
    • DirectX®: 9.0c
    • Sound: DirectSound-compatible sound device
    • Additional:
    • OS: OS X version Snow Leopard 10.6.3, or later.
    • Processor: 1.3 GHz Intel CPU
    • Memory: 2 GB RAM
    • Hard Disk Space: 3 GB
    • Video Card: Open GL 2.1 / Shader Model 3 capable graphics card with 256 MB video RAM
    • OS: Ubuntu 12.04 LTS
    • Processor: 2 GHz CPU
    • Memory: 2 GB
    • Hard disk space: 6 Gb
    • Video Card: ATI Radeon HD 2400 or NVIDIA GeForce 7600, equivalent or greater
    • OpenGL: 2.1
Helpful customer reviews
88 of 107 people (82%) found this review helpful
60 people found this review funny
949.2 hrs on record
Posted: June 7
This game is a pain in the ♥♥♥ and kick in the nuts....

Dungeon Defenders: Prepare To Cry Edition

Every time I play this game, I sacrifice my blood, sweat, tears, vomit and self-control.
In the beginning you're so strong and overpowered, but when you reach nightmare difficulty, then you will relize you're not a hero, but nothing more than a cheap b-itch.
The game becomes 1% actual gameplay and 99% grinding.
Losing countless times to the same mission and when you finally beat the almost impossible boss, you expect your reward. You go back to the tavern and relize the reward has crappy stats. (it's time for another run)

My worst nightmare is "Silent Night" win-rate: 0,0000000000000000001%

This game is a pain in the ♥♥♥ and kick in the nuts....but I enjoy it
Was this review helpful? Yes No Funny
120 of 163 people (74%) found this review helpful
204 people found this review funny
859.1 hrs on record
Posted: June 18
It's not addictive.
Was this review helpful? Yes No Funny
94 of 143 people (66%) found this review helpful
22 people found this review funny
972.8 hrs on record
Posted: September 25
No, I would not recommend this game to anyone, for any reason. At the tail end of of almost a thousand hours, and after careful deliberation, I cannot find anything redeeming in Dungeon Defenders. Not its single-player, not it's multi-player, certainly not its Tower Defense, not its loot mechanics, and, most assuredly, not its community. The whole Dungeon Defenders experience, from the first achievement for simply following a tutorial, to the last achievement in killing four giant snowmen and an alcoholic Santa Claus, is garbage.

Let me get this out of the way – The original thirteen maps of Dungeon Defenders and the original four classes, they're fine. The original, vanilla Dungeon Defenders experience, although simplistic, has a very clear and defined progression. Your four classes – the Apprentice, the Squire, the Huntress, and the Monk – are fairly well balanced for both solo play and multiplayer, and because you can swap characters during maps in solo play, you can make doubly strong defense setups with combinations from those four classes. It is entirely possible, with good tower strategies, to go from the beginning of the game to the end of the game – that is, from Deeper Well to Glitterhelm Caverns - all on the same difficulty with hardly any farming, up to the tail end of Insane difficulty. The original Dungeon Defenders, simplistic it may be, is roughly fifty hours of a tight tower defense experience with a lot of experimentation possible within it.

Enter Nightmare. Enter spiders, enter djinns, and enter sharkens. Which, alright, those aren't bad. These are enemies that are designed to target and disrupt your defenses so that you'd have to reconsider your defense setups. Up to Insane, you weren't really punished for not using all four classes, so Nightmare is the point where the game decides to kick you around a bit and force you to play it better. So, you'll go back and level up a new class to use in conjunction with your usual class and take another crack at it.

So with a format like this, how did this game get screwed so badly?

DLC upon DLC happened, ramping the game's difficulty by numbers up faster than players could keep up with it. You could gotten away with playing with lower stats if it weren't for the Sky City patch that introduced Goblin Copters. Goblin Copters dropping their buffed up Ogres on your defenses alone increased the minimum stat requirements for maps by quite a bit. After that, maps began spamming Ogres ad nauseum just as a difficulty supplement rather than having actual difficulty within the map's designs. Suddenly, people couldn't keep up with the game's difficulty without farming late waves of Survival mode for incrementally better gear. But the random number generator was bugged, so it wasn't giving out progressively stronger gear as often as it should have been. And so, people spent more time farming in the game than they do actually progressing in it.

Entire class DLCs – The Series EV, the Jester, and the Summoner – were released just to keep the game possible to beat, rather than to supplement the game with new and interesting ways to play it. By the real end of the game, those classes are a requirement to succeed. If you favored the Squire or the Apprentice when you began playing the game, they are going to gather dust in your character roster because the real end of the game doesn't even have actual tower defense in the way that the very first thirteen maps do.

Let's also keep in mind that much of the DLC maps released during and betwixt the Eternia Shards campaign packs were also outsourced to the winners of map contests held by Trendy on their official Dungeon Defenders forums (that unnavigable mess) and other DLCs are very clearly sourced to a different set of developers from the initial game. What this means is that there's a ton of maps in the game that have an inconsistent graphical quality and difficulty – difficulty, by the way, at this point rarely amounts to anything more than using the same three correct classes over and over in the correct spots with no room for experimentation. Then, those maps take anywhere from twenty to forty minutes at a time because of rapidly inflating mob counts per wave.

Look, I get that a difficulty name like “Nightmare” means, okay, the game is going to be hard now, and that naturally does mean you're going to need higher stats to beat older maps, as well as be pretty damn tough in order to meet the requirements of the endgame. That's standard difficulty in game design. And Dungeon Defenders does that! Initially, Nightmare mode challenges your perception of building maps to compensate for spiders dropping in behind your defenses, sharkens who can charge in and completely push them out of the way, and djinns who can just outright destroy them.

Then, the metagame changes and suddenly the solution is always a line of summons on a buff beam underneath a stack of auras. Every special mob and the threat presents is handled by that solution alone. And with that one-size fits all solution, it becomes the only solution that maps are designed around. Difficulty is reduced to a stat requirement on a board that says, “Here. This is how difficult it is, this is what kind of numbers you need to scrape by on the skin of your teeth with, this is what kind of numbers you need to beat it comfortably and farm it, and this is what kind of super low number you can beat it with to stroke your ePeen.”

But once you get somewhere in Dungeon Defenders, you're stuck there for a while, because the loot is bugged. By a Trendy developer's own admission, the stats on drops are bugged so that they rollover – become worse than they should be when they're spawned – and thus the progression is more restrictive than it was ever intended to be. And indeed, DLC was released to try and get around that too. But DLC can't fix a fundamentally broken game, and in fact, it actually broke it more, because the loot coming out of it was too god, so it came out gimped, per that bug.

It is actually to the point where, in order to maximize your chances of getting loot that will give you better stats, and thus, help you move forward, an X-Box controller emulator was devised in order to take advantage of splitscreen. This is so you can have four chances at a map's rewards, rather than just the one, for your thirty minute run of what-the-hell-ever map. And I expect that this tool was only ever intended for the obsessive munchkin crowd, but it rapidly turned into a requirement to proceed at all in the game.

This is not tower defense. This is just farming and reaping the rewards of poor soil.

So, now that you understand what a majority of Dungeon Defenders is, I want you to take a look at the Most Helpful (All Time) reviews here on Steam for this game. Most of them are from people with people whose hours number in the multiple thousands. I hope that at least explaining the arbitrary farming puts into context those hours.

Dungeon Defenders, even with all its DLC, does not have nearly enough content to justify those lengths of time, or, hell, even my own, and by its own design, it's not a game I could recommend to anyone.

It's a bad game.
Was this review helpful? Yes No Funny
21 of 31 people (68%) found this review helpful
2 people found this review funny
2.4 hrs on record
Posted: August 5
This is a mix of an action hack'n'slash and a tower defense game. You are pick a class you think you might like to level and upgrade to move on to higher level and stronger things. The game has a decent bit of replayability, but can get a bit repetitive at times. I would rate this game a 8.5/10 because I feel like it could have been better in certain areas.
Was this review helpful? Yes No Funny
14 of 20 people (70%) found this review helpful
1 person found this review funny
1,587.7 hrs on record
Posted: June 14
Dungeon Defenders is by far the best game I have ever played. The game perfectly mixes tower defense and fighting.

Great strategy game
Requires being attentive and is challenging
Amazing community. So many people are willing to help out newer players
Finally being updated again

Kind of repetive build. In end game, you use 1 strategy which can still be fun to figure out on your own
Requires all DLC to get the most out of it
Broken mob pathways on a few maps

Overall, it is very enjoyable and is one of the only games I have ever put more than a hundred hours into. I have recommended it to all of my friends and so far most have enjoyed it. If you're considering buying it, I would definitely recommend buying the collectors addition as well as the Tinkerer's DLC.

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