Team Fortress 2

The Steam Workshop is a giant thing, containing over 24,000 Skyrim mods, over 413,000 Portal 2 levels and, for some reason, over 100 Goat Simulator characters and mutators. It's also a profitable thing. Team Fortress 2, Dota 2 and Counter-Strike: Global Offensive all have curated Workshops—letting players pick the community-made items that will go on sale in the game.

Valve has now announced that, since the launch of the Workshop in 2011, the total payments to individuals for the creation of in-game items has surpassed $57 million.

Previously, only Valve games had curated item Workshops—something Valve attributes to the "sheer number of challenges required in order to scale to a global audience of creators and players". Seemingly, these hurdles have been overcome, as the Workshop is now hosting curated item Workshops for Chivalry: Medieval Warfare and Dungeon Defenders: Eternity.

"Purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content," writes Valve, before going on to say that they expect more curated Workshops in "the coming weeks and months".

Dungeon Defenders
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Nearly three years after Dungeon Defenders came to the PC, the "definitive version" of the game is available as Dungeon Defenders Eternity, an all-in-one package offering "previously released material, new content, redesigned gameplay balance and cross-platform play." It is not, however, the sequel, which is still in the works.

A tower defense/RPG hybrid, Dungeon Defenders didn't knock it out of the park in our review, but it was a big success nonetheless, moving more than one million copies across all platforms by early 2012. That was enough to spur a sequel, announced in 2013, and while work continues on that, developer Trendy Games has made it a little easier to pass the time by bundling up the original with new features, new options and new levels.

"As we get closer to the arrival of Dungeon Defenders 2, we re thrilled to revisit the title that forged the franchise," Darrell Rodriguez, CEO of developer Trendy Entertainment, said in a statement. "Dungeon Defenders Eternity is in many ways a product of our players, built around feedback from fans. Having an open dialog with our fans is core to all our efforts at Trendy, and that same philosophy is being actively applied to our work on the sequel as well."

While it's essentially the same game as the original, it's been "rebuilt from the ground up," with rebalanced heroes, a redesigned loot system and more tools for players to use in defense of their dungeons. It also adds visible armor, a new dashing system, consumable boosters, increased security by way of dedicated servers and four new missions, with more planned as free add-ons in the future.

Dungeon Defenders Eternity is available now from Steam for $15, a launch week promotion of $5 off the regular price. Gamers who already own Dungeon Defenders will get 45 percent off the regular price until September 22, and anyone who buys it will also get exclusive items, titles and pets in Dungeon Defenders 2 when it launches.
Dungeon Defenders - [TrendyEnt] Kim
Surprise! Today marks the release of Dungeon Defenders Eternity, the definitive version of the original Dungeon Defenders. Eternity takes the best missions from the original game and includes a host of new features, content and anti-hacker security as requested by our loyal Defenders!

Visit the Steam page to learn more!
Dungeon Defenders - [TrendyEnt] Kim
Surprise! Today marks the release of Dungeon Defenders Eternity, the definitive version of the original Dungeon Defenders. Eternity takes the best missions from the original game and includes a host of new features, content and anti-hacker security as requested by our loyal Defenders!

Visit the Steam page to learn more!
Dungeon Defenders - [TrendyEnt] iamisom
So far we’ve given you quite a bit of insight into how our levels are developed visually from start to finish. There is, however, one final element that greatly contributes to the atmosphere of our beautiful maps: audio. Once our level designers have finished building and scripting a map, and our VFX artists have gone through to make sure everything is appropriately shiny, it’s finally time to implement sound.

When a map is ready for sound, my first step is to generate an audio asset list for our talented sound designer, Afshin Toufighian. It is during this process that I decide which environment pieces and effects will require an audio element and which areas of the map will require their own stereo ambient sound waves.

Read More (And Listen To These Sounds!) Here

Dungeon Defenders - iamisom
So far we’ve given you quite a bit of insight into how our levels are developed visually from start to finish. There is, however, one final element that greatly contributes to the atmosphere of our beautiful maps: audio. Once our level designers have finished building and scripting a map, and our VFX artists have gone through to make sure everything is appropriately shiny, it’s finally time to implement sound.

When a map is ready for sound, my first step is to generate an audio asset list for our talented sound designer, Afshin Toufighian. It is during this process that I decide which environment pieces and effects will require an audio element and which areas of the map will require their own stereo ambient sound waves.

Read More (And Listen To These Sounds!) Here

Dungeon Defenders - [TrendyEnt] iamisom
In the original Dungeon Defenders, we used different colors to designate enemy difficulties. This was a clear way to show that one enemy was harder than another, but it didn’t allow for variety in the way enemies were presented during each wave.

In Dungeon Defenders II, we’ve thrown out the color system, and we’re now using a tier system. A tier is basically an “upgraded” version of an enemy. We’ve shown you different enemy tiers in previous blogs from Javelin Throwers to the nightmare-inducing Ogres. These enemies and almost every other enemy in the game will come at your defenses in different tiers. Below, you can see a Tier 1 Orc, a Tier 2 Orc and a Tier 3 Orc.

Read More Here!

P.S. We're still working on the DD2 community hub to post all of this DD2 into. Thanks for your patience. We really appreciate it! And to everyone who just joined us over the Steam Summer Sale, we hope you're enjoying the game!

Dungeon Defenders - iamisom
In the original Dungeon Defenders, we used different colors to designate enemy difficulties. This was a clear way to show that one enemy was harder than another, but it didn’t allow for variety in the way enemies were presented during each wave.

In Dungeon Defenders II, we’ve thrown out the color system, and we’re now using a tier system. A tier is basically an “upgraded” version of an enemy. We’ve shown you different enemy tiers in previous blogs from Javelin Throwers to the nightmare-inducing Ogres. These enemies and almost every other enemy in the game will come at your defenses in different tiers. Below, you can see a Tier 1 Orc, a Tier 2 Orc and a Tier 3 Orc.

Read More Here!

P.S. We're still working on the DD2 community hub to post all of this DD2 into. Thanks for your patience. We really appreciate it! And to everyone who just joined us over the Steam Summer Sale, we hope you're enjoying the game!

Dungeon Defenders - [TrendyEnt] iamisom
Before any of the lush environments, gnarly villains and dashing heroes step into the third dimension, we need to make them look like something — preferably something cool! So how do we create concepts for DD2? I figured we could go back to one of our recently revealed enemies, the Javelin Thrower, and see what it took for this abomination to come into fruition. (I also want to use this blog post as an excuse to melt your eyes with tons of art.)

Click to Read More!

P.S. Thanks to the comments in our previous announcements, we should have an official DD2 Steam group in the near future for all of our DD2 announcements. We'll post about it here when the group goes live. Thanks for your patience, Defenders!

Dungeon Defenders - iamisom
Before any of the lush environments, gnarly villains and dashing heroes step into the third dimension, we need to make them look like something — preferably something cool! So how do we create concepts for DD2? I figured we could go back to one of our recently revealed enemies, the Javelin Thrower, and see what it took for this abomination to come into fruition. (I also want to use this blog post as an excuse to melt your eyes with tons of art.)

Click to Read More!

P.S. Thanks to the comments in our previous announcements, we should have an official DD2 Steam group in the near future for all of our DD2 announcements. We'll post about it here when the group goes live. Thanks for your patience, Defenders!

...

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