Greetings, Defenders! Lots of exciting changes are coming to Dungeon Defenders II. Get ready.
On October 13th, the Steam version is entering Open Alpha! This is when the game will be free for anyone to join in the Early Access period. To this point, the feedback from our Early Access players have led to major changes to core features, and we’re excited to extend this opportunity to everyone. Players who join in during Open Alpha and beyond will not receive the currency or exclusive goodies unless they purchase one of the packs on Steam. When we move into Open Alpha, there will be no more full wipes, but we may still have limited resets/rerolls depending on what we add or change to the game.
But before Open Alpha happens, we’re releasing our next major update: Ascension! (Current tagline: “Ascend to even greater heights of power, courage, awesomeness and friendship!” ...we’re still working on it.)
This update will release in two parts. The first part releases on October 7th, and the second part tentatively releases on October 27th. Part One contains:
Experimental bigger towers and clustering changes
New ranged/melee weapon variety
Stat Allocation System: choose where you put stat points when you level up!
A new Huntress build
New costumes
Enemy rebalancing and more!
Part Two contains:
Two new maps!
A new Incursion
New minibosses
Four new hero builds
New spooky costumes and more!
To see the Ascension update in action, check out today’s Devstream below.
Greetings, Defenders! Lots of exciting changes are coming to Dungeon Defenders II. Get ready.
On October 13th, the Steam version is entering Open Alpha! This is when the game will be free for anyone to join in the Early Access period. To this point, the feedback from our Early Access players have led to major changes to core features, and we’re excited to extend this opportunity to everyone. Players who join in during Open Alpha and beyond will not receive the currency or exclusive goodies unless they purchase one of the packs on Steam. When we move into Open Alpha, there will be no more full wipes, but we may still have limited resets/rerolls depending on what we add or change to the game.
But before Open Alpha happens, we’re releasing our next major update: Ascension! (Current tagline: “Ascend to even greater heights of power, courage, awesomeness and friendship!” ...we’re still working on it.)
This update will release in two parts. The first part releases on October 7th, and the second part tentatively releases on October 27th. Part One contains:
Experimental bigger towers and clustering changes
New ranged/melee weapon variety
Stat Allocation System: choose where you put stat points when you level up!
A new Huntress build
New costumes
Enemy rebalancing and more!
Part Two contains:
Two new maps!
A new Incursion
New minibosses
Four new hero builds
New spooky costumes and more!
To see the Ascension update in action, check out today’s Devstream below.
The October monthly quest may blow your mind, Defenders. There is disturbing news from the front. Many troops have had reports of terrifying nightmares. A mass of hulking skeletons, shambling towards a cache of legendary treasures. They are led by horrifyingly cute teddy bears.
This is the work of a gang of Bearkiras, psychic Creepers with frightening powers. Head to the Incursions, secure the Legendaries and destroy their skeletal minions. They’ll be forced to join us in our fight against the Old Ones.
Teddy Bear Nightmare
Kill 75 Skeleton Special Enemies
Find 75 Legendary Items
Win 25 Incursions
We hope you enjoy this month's quest, Defenders! What do you think of the monthly pets so far?
The October monthly quest may blow your mind, Defenders. There is disturbing news from the front. Many troops have had reports of terrifying nightmares. A mass of hulking skeletons, shambling towards a cache of legendary treasures. They are led by horrifyingly cute teddy bears.
This is the work of a gang of Bearkiras, psychic Creepers with frightening powers. Head to the Incursions, secure the Legendaries and destroy their skeletal minions. They’ll be forced to join us in our fight against the Old Ones.
Teddy Bear Nightmare
Kill 75 Skeleton Special Enemies
Find 75 Legendary Items
Win 25 Incursions
We hope you enjoy this month's quest, Defenders! What do you think of the monthly pets so far?
Working on the Defense changes, Stat Allocation System, and planning a cool upcoming event with the team.
Also here is a riddle:
“I bask in the twilight I strike from the shadows The shadows writhe around me I am the darkness The darkness writhes Twilight falls upon us all What am I?”
Guess correctly and win a “correct!” reply that I will post! First to guess correctly gets an imaginary cyber cookie!
Danny Araya, Creative Director (DannyAraya)
Working on story outlining, Carl scripts and Carl storyboards!
James Reid, Software Programmer (Driscan)
Working on the SAS system as well as squashing some bugs.
Continuing the prototyping work from last few weeks. Looking good so far, can’t wait to share more with you guys!
Steven Collins, Level Designer (Esorath)
Working with the world builders to make sure the updates to Little-Horn Valley are smooth.
Chris Flores, QA Lead (likethatwhenigothere)
Testing on the next milestone is in full swing. Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system. Fun times.
Abraham Abdala, Lead Tech Animator (Broham)
All about the Weapon Variety System. And new skins! Lots of testing and iteration to this new system that hopefully will be a big hit!
Joshua Javaheri, Lead Technical Artist (javahawk)
Spending some time this week on polishing our latest patch content and determining priorities for the next milestone!
Adam Stow, Associate Producer (TE_Stow)
Signing off on adjustments to Little Horn Valley. Let us know if they work for you when this goes live soon.
Jason Yu, Associate Producer (urfyness)
We’ve started Stabilization Week which is where we take a look at all the work we’ve done for the Milestone, figure out what makes it in and doesn’t, and fix as many bugs as we can in a week. We may have found the bug that was causing our social taverns to poop itself (Bad social tavern! Bad!) which in turn, is causing a lot of issues that are affecting all of our wonderful fans. Some possible bugs this may fix are the Daily/Monthly Missions improperly resetting, some instances of the game failing to save, and infinite black loading screen.
Javier Barreto, Lead Software Programmer (javo)
Stabilizing a.k.a. bugfixing/polishing.
We have found and solved some nasty issues with our servers. I can’t really say everything is fixed, but we are looking good. Having said that … part of my job is preparing the team for what is to come: NEW COOL STUFF!!! a.k.a. new features. Thus I’m working my head around what we need and how can we do it....… Yes; sometimes I feel I know what the designers will require next. Sometimes I’m totally lost. =P
Last but not the least: We are out on PS4!!! Check that out! I can’t find enough words of gratitude for the team responsible for that -- the Human Head Studios guys. Those guys are busting their a… ehhh … killing it! Thanks!
Ok … enough said. Thanks for your support (and reading this).Keep your eyes/ears open for incoming announcements… And enjoy the game!
PS: Don’t forget to check out the PS4 version!
Jesus Diaz, World Builder (N3oDoc)
Still doing some visual changes to the Little-Horn Valley level, adding some more details to the social hub level and checking out a new "whitebox” level, which is the next level we're going to be working on!
Daniel Diaz, World Builder (DanielKaMi)
Same as Jesus, we are really excited about the new level, can't wait to start working on it!
Dani Moore, Remote QA Manager (Dani)
Just like Chris: Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system.
Also organising and running our first playtest group, getting feedback on our next major release. Head to the forums and find the thread if you’re interested!
Philip Asher, Marketing Director (pmasher)
PS4 release. And… back to work!
Josh Isom, Community Manager (iamisom)
Helping Dani organize and setup the Remote Playtesting Group! This is a group of volunteer community members who will help us playtest new changes and provide feedback for the team. If you’re interested, email dani.moore[at]trendyent[dot]com.
And the PS4 pre-alpha is available for North American players! We’re working with Sony Computer Entertainment Europe (SCEE) to get the game to European players as we speak. As soon as we have a release date, we’ll share it with you.
Working on the Defense changes, Stat Allocation System, and planning a cool upcoming event with the team.
Also here is a riddle:
“I bask in the twilight I strike from the shadows The shadows writhe around me I am the darkness The darkness writhes Twilight falls upon us all What am I?”
Guess correctly and win a “correct!” reply that I will post! First to guess correctly gets an imaginary cyber cookie!
Danny Araya, Creative Director (DannyAraya)
Working on story outlining, Carl scripts and Carl storyboards!
James Reid, Software Programmer (Driscan)
Working on the SAS system as well as squashing some bugs.
Continuing the prototyping work from last few weeks. Looking good so far, can’t wait to share more with you guys!
Steven Collins, Level Designer (Esorath)
Working with the world builders to make sure the updates to Little-Horn Valley are smooth.
Chris Flores, QA Lead (likethatwhenigothere)
Testing on the next milestone is in full swing. Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system. Fun times.
Abraham Abdala, Lead Tech Animator (Broham)
All about the Weapon Variety System. And new skins! Lots of testing and iteration to this new system that hopefully will be a big hit!
Joshua Javaheri, Lead Technical Artist (javahawk)
Spending some time this week on polishing our latest patch content and determining priorities for the next milestone!
Adam Stow, Associate Producer (TE_Stow)
Signing off on adjustments to Little Horn Valley. Let us know if they work for you when this goes live soon.
Jason Yu, Associate Producer (urfyness)
We’ve started Stabilization Week which is where we take a look at all the work we’ve done for the Milestone, figure out what makes it in and doesn’t, and fix as many bugs as we can in a week. We may have found the bug that was causing our social taverns to poop itself (Bad social tavern! Bad!) which in turn, is causing a lot of issues that are affecting all of our wonderful fans. Some possible bugs this may fix are the Daily/Monthly Missions improperly resetting, some instances of the game failing to save, and infinite black loading screen.
Javier Barreto, Lead Software Programmer (javo)
Stabilizing a.k.a. bugfixing/polishing.
We have found and solved some nasty issues with our servers. I can’t really say everything is fixed, but we are looking good. Having said that … part of my job is preparing the team for what is to come: NEW COOL STUFF!!! a.k.a. new features. Thus I’m working my head around what we need and how can we do it....… Yes; sometimes I feel I know what the designers will require next. Sometimes I’m totally lost. =P
Last but not the least: We are out on PS4!!! Check that out! I can’t find enough words of gratitude for the team responsible for that -- the Human Head Studios guys. Those guys are busting their a… ehhh … killing it! Thanks!
Ok … enough said. Thanks for your support (and reading this).Keep your eyes/ears open for incoming announcements… And enjoy the game!
PS: Don’t forget to check out the PS4 version!
Jesus Diaz, World Builder (N3oDoc)
Still doing some visual changes to the Little-Horn Valley level, adding some more details to the social hub level and checking out a new "whitebox” level, which is the next level we're going to be working on!
Daniel Diaz, World Builder (DanielKaMi)
Same as Jesus, we are really excited about the new level, can't wait to start working on it!
Dani Moore, Remote QA Manager (Dani)
Just like Chris: Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system.
Also organising and running our first playtest group, getting feedback on our next major release. Head to the forums and find the thread if you’re interested!
Philip Asher, Marketing Director (pmasher)
PS4 release. And… back to work!
Josh Isom, Community Manager (iamisom)
Helping Dani organize and setup the Remote Playtesting Group! This is a group of volunteer community members who will help us playtest new changes and provide feedback for the team. If you’re interested, email dani.moore[at]trendyent[dot]com.
And the PS4 pre-alpha is available for North American players! We’re working with Sony Computer Entertainment Europe (SCEE) to get the game to European players as we speak. As soon as we have a release date, we’ll share it with you.