Jun 19, 2018
TOMORROW DON'T COME - Puzzling Depression - Peace & Love
Here's another small update, bringing a few new sfx and an updated logo, nothing grave but I hope you'll like the improvements. Thanks for all the positive feedback once again. <3
  • Looking back: fixed a bug where the glitch wouldn't start and added a safety net that automatically triggers the glitch after 3 minutes
  • Darkness: added new sfx
  • Let me die: added new sfx
  • Safe: added two new sfx and changed font when opened to make it feel more personal
  • Menu: background now fades to black when clicking on Continue
  • Credits & opening screen: added new logo & animation
Please report any bugs you encounter or suggestions here.

Hotfix 21st June: the new changes caused an sfx to play unwantedly when chapter "Looking back" was selected from the menu and in the same chapter some graphics randomly showed up before the glitch was playing. Both bugs are now fixed.

You can now also follow me on the Developer Homepage to not miss any future titles: click

Peace & Love
Patrick
Unleash - DeBock


A new major feature update has been released today, including the ‘TD Scenario Editor’ - which allows players to design, create and share their own Tower Defense scenarios, using Steam Workshop.

Watch the promo trailer here.

This marks a major feature on the current roadmap version, and represents the first step towards rich modding capabilities in Unleash. We’re looking forward to seeing all the amazing, creative and challenging TD scenarios that will start showing up on Steam Workshop.

To see the full changelog for the latest update, read more here. You can also read more about this and other new features in the latest development blog post.
Jun 19, 2018
Freebot : Battle for FreeWeb - SeedWallGames
Hello I have a few words to tell you.

First thanks to those who have already bought the game,
your support is not negligible :)

Updates :

-Indications for rebinding your keys and more clear now
If you are not satisfied about the keys you just need to rebind them, this is easy ;)

-In the second intermediate level,
when you reach the end of the corridor you have to cross crouching
you were greeted by an enemy horde that would keep you out
problem solved now you no longer need to squat
and the number of enemies at this moment ,
has been reduced because they were much more than needed

There will be updates every week for an indefinite time
for example for next week there will be the addition of a new level and a sniper rifle.
There will be new levels every week so update once a week minimum.

PS :Please forgive my english ,it's not my native language,
so i learn little by little

See you later;)
Jun 19, 2018
Mushroom Wars 2 - T_ormoz
Jun 19, 2018
Zula Global - GM ZULA Latino
Jun 19, 2018
RockShot - RockShot Official


We all know these moments: the perfect sniper hit over an insane distance, the last-second-multi-kill-victory, the melee fight you won with only 1 HP left on your health bar… but the problem is: “Pics or it didn’t happen!”- nobody is going to believe you if you do not post it on the community hub!

It's really easy: Push F12 for a screenshot or F11 to record a video. Then share them on the community hub. There you might even find gems like this video of our player “Knife™” – enjoy the sick movement and melee combat all over the place. Thanks for sharing, Knife™!
https://steamcommunity.com/sharedfiles/filedetails/?id=1410121548
Jun 19, 2018
Miasma Caves - windygamesllc
As we approach starting our early access we thought we should list out our plans for adding features and content through release. We've broken it down into 3 phases so we can focus before moving to the next part.

Throughout each of the phases we will be adding in additional hidden areas throughout the caves, more townsfolk will be showing up, and we will add more visuals for the town updates. And with each of the new depths, more treasures will start appearing.

At Launch
On early access release the plan will be to have the first 2 depths of the caves in, which contain the sandstone and the limestone tunnels. There will be the some of the hidden areas scattered throughout these sections. Many of the treasures will be present, but some won't be appearing until the deeper sections of the cave are ready. In the town, a handful of the townsfolk will be in. The ones that run the stores are the first priority with the rest filling in as we go.

Phase 1
The first big things we will be working to get in after the early access starts is Optimization, the 3rd depth, which sometimes contain the basalt areas with ruins within, and getting studying in. Studying will give more uses for the books found within the cave. Lesath will be able to read one book each time between coming and going from the caves, and these can give Lesath things to talk about to the townsfolk, power-ups, or other surprises.

Phase 2
We will be getting more of the animals implemented. The first will be the Duskling, our raven/bat creature that loves moving and hiding treasures. Followed by the Will'o''Wisp, whose abilities are still being designed. We will also be working to get in steam features like cloud saves and achievements at this point.

Phase 3
This section we will be working to finish up the 4th and final depth of the cave which will have the most dangerous areas inside, with more of the hidden areas revealing more of the secrets of the caves. We will also be working to finish off the remaining animals (like the mole/pangolin creature) and the ability to catch each type of animal as a pet to live in town.

Future
With all of the above added in we will be comfortable with calling it a 1.0 full release. After release we will plan and see what else we can add to Miasma Caves.
Dungeon Defenders II - [CG] Lawlta

Defenders, it’s finally time. Protean Shift is launching and we could not have done it without you.

We set out with some lofty goals, but with your help we were able to make some significant changes to Dungeon Defenders II. We wanted to give you greater attachment to your items, but also more options to share those items with your friends. We wanted to give you map choice while progressing through Trials, but also give you more ways to progress your gear while advancing through the tiers. We also wanted to give you some better options with your existing items so we added Shard Dusting and Gilding. We also hear your concern about Gilding and we’ll keep an eye on it for iteration.

We’re constantly tweaking and improving our game that we share with all of you, and we hope you will enjoy our enhanced direction for year two of this wonderful game.

From everyone here at Trendy Entertainment, thank you for supporting Dungeon Defenders II and helping us continue to move the game forward. We’re a small team in Gainesville, Florida and we appreciate every bit of excitement and support that you give us.

We hope you enjoy this “Shift” in our game, and we can’t wait to focus on what we’re working on next.

We know you want more maps, Onslaught changes and Ancient Power enhancements.

We’re on it.


Greetings Defenders,

It’s finally here, Dungeon Defenders II: Protean Shift is live on all platforms! Professor Proteus is now in Dragonfall and started a technomagical evolution throughout all of Etheria. Now the Defenders of Etheria can obtain new ways to fight off enemy forces, choose where they fight, and what equipment they want to use in order to ensure victory!

The Protean Shift brings a slew of new features that Defenders can use to empower their defenses and Heroes, as well as choose the way they want to play. M.O.D.S. allow for custom builds to take on any foe that comes your way, Expeditions give Defenders the choice to play any map they want in any Chaos difficulty, and Player Shops let you buy and sell items with other Defenders. There’s so much more, let’s get into it!

Check out the trailer here!

Statistic Changes
This is our most foundational change in the expansion. Now your gear’s stats looks much different than before. The first change is making the damage from critical strikes scale off of the base damage for both your heroes and your towers. Critical Damage is no longer a secondary stat, but is a percentage that starts at +30% damage and increases through Gear, Shards, and Ascension Levels. Because of the change to Critical Damage, the Critical Chance cap of 33% has been removed — the sky’s the limit now!

One of the goals of the Critical Damage change is to make damage more reliable. Critical Damage builds are still fun, but other playstyles should feel just as rewarding. Every hero and tower’s base damage has been increased to account for the changes made, making damage more consistent and allowing for even more unique builds!

Since we changed how Critical Damage is understood, we decided to tackle another confusing area for players: Defense Speed. The stat is now a percentage instead of being numbers that go into the thousands with no clear meaning. This change allows players to understand exactly how much faster their defenses attack rate will increase.

Gear
Defenders now possess the opportunity to build however they want to fight off their foes. Gear is meant to feel more unique, instead of receiving a legendary that gives every stat. Your gear now provides choice and lets you decide how you play!

Gear now has a primary and secondary stat. Your heroes maintain similar power as they had before the expansion, both offensively and defensively. This balance is a result of increasing base stats and the scaling of those stats. Here’s what you now find on gear:
  • Helmets, Gloves, Chest, and Boots
    • Primary Stat: Armor
    • Secondary: Health, Ability Power, or Hero Damage
  • Weapons
    • Primary Stat: Hero Damage
    • Secondary Stat: Armor, Health, or Ability Power
  • Medallions, Marks, and Orbs (if you have them still, you pack rat!)
    • Primary Stat: Defense Power
    • Secondary Stat: Defense Health
  • Totems
    • Primary Stat: Defense Health
    • Secondary Stat: Defense Power
These changes allow players to customize their builds even more than before. If you want to maintain a similar amount of balance with damage output and health on your heroes, you can do that easily. However, if you want to make an unstoppable tank that requires an army to take down, or want a glass cannon that can obliterate every enemy on the map, that option is now yours as well!

For relics, we wanted to make sure that defenses were reliable and also strong. These changes now make it so building auras and traps early do not feel punishing because they now have guaranteed Defense Health to keep them up much longer. Having Defense Power as a guaranteed stat also make damage more consistent and less frustrating when you don’t critically strike. This is just the baseline, with M.O.D.S., Shards, and Ascension Levels, you can radically change the type of damage you deal. All these changes are a shift to make Defenders stronger through the power of customization!

M.O.D.S.

Professor Proteus sent a shockwave out across all of Etheria upon his arrival, using his inventive intellect to alter every piece of gear! Magically Offense/Defensive Subroutines (M.O.D.S., or even simpler — Mods) provide the pathway of making gear your own! Mods come in a variety of power! Some are pure stat increases, from the stats you get on gear, to newly changed stats such as Critical Damage, Critical Chance, and Defense Speed. Some add elemental damage to physical damage towers, and have unique VFX depending on the element! Others offer the chance to change how your Defenses overcome specific Chaos enemies. Want to:
  • Have towers immune to Hex Thrower curses? You can do that.
  • Pierce a Shield Geodes shield? You can do that.
  • Make your Traps, Auras, and Nodes, immune to Cyborks?! You can do that!
Mods bring a lot of additional power and customization that many Defenders have wanted for a long time. There are over 100 Mods to discover, with more coming down the road.

Now that you have an idea of what Mods do, it’s time to discuss specifically where you have them. Mods are an extension of your gear, and are a brand new addition to various tiers of your equipment. They are an additional property to gear similar to Shards, and unlock in a similar fashion:
  • Uncommon
    • One open Mod slot
  • Epic:
    • One rolled Mod slot
    • One open Mod slot (two mod slots total)
  • Mythical
    • One rolled Mod slot
    • Two open Mod slots (three mod slots total)
  • Legendary:
    • Two rolled Mod slots
    • One open Mod slot (three Mod slots total)
These changes make Legendary items contain two stats, three Mod slots, and three Shard Slots, and increased stats, making them truly legendary. These Mods are just the first of what’s to come. In future updates, we are releasing additional Mods. Have an idea for more, let us know by posting on our forums, we’d love to hear your ideas!

Also, as a side note, Mods make things easier in Mastery, though they are scaled down to the appropriate Chaos tier.

Tinkering

Professor Proteus, in his astounding intellect, wanted to really provide customization and options to not only the power of gear, but also to keeping the gear and/or Mods that you’ve obtained. That’s where Tinkering enters into the mix! Tinkering is the ability to move up to three Mods at a time from one piece of gear to another piece of gear at the same time. In order to take advantage of Tinkering, certain criteria needs to be met:
  • Must be the same type of gear.
  • Moving Mods from a weapon, to another weapon.
  • Gear that the Mods are being moved to must be the same Chaos tier or higher than where the Mod is coming from.
  • Moving a Mod from a Chaos III weapon has to be moved into a Chaos III or higher weapon.
  • Cannot add Mods of the same type, but can override Mods of the same type.
    • A +6% Anti-Goblin Servo on one relic, can override a +5% Anti-Goblin Servo on another tier-equivalent relic.
    • Have the materials and currency to complete the transfer of Mods.
Materials are now found in Expeditions and Onslaught. They can also be bought and sold in Player Shops.

Tinkering allows you to continuously mix and match your Mods to create the build you enjoy the most. The amount of customization that Tinkering offers truly lets you play how you want. It doesn’t stop there. When combined with our new Upgrading and Evolving features, even more choices await you, even potentially choosing the look of the weapon you want!


Upgrading

Upgrading gear is something that’s been a standard feature of Dungeon Defenders II to get additional power out of the gear you find. But this is Protean Shift, so we’re UPRADING THE UPGRADE! Most gear now has the ability to be upgraded 10 times. The cost for upgrading is greatly reduced from what it previously was, but now requires you to use materials that you find throughout your journeys in Etheria or that you bought from other Defenders through Player Shops. If you have a non-legendary piece of gear, through the genius of Professor Proteus, you can Advance that gear to the next quality!


Advancing

Remember that low quality flower staff we mentioned earlier? If you upgraded it to its highest level, you can now advance it to the next quality. All gear can now be upgraded from one quality to another, taking items from the lowly Worn quality all the way to Legendary status. This isn’t the only form of improving gear, Evolving allows even more power!


Evolving

Evolving is icing on the gear permanence cake. Independent of an items quality tier, if it is upgraded to it’s maximum Upgrade level, it can be pushed to the next Chaos tier. This allows you to take even the first items you find in the campaign to be Evolved all the way to Chaos VIII strength! It’s all about choosing the gear that you want to keep with you.

Upgrading, Advancing, and Evolving applies to every piece of gear that drops — weapons, armor, and relics!

Materials
New materials are added to customize your gear. With the introduction of these materials, we lowered the currency cost of upgrading gear. In your inventory, these materials are included under the current “Materials” inventory sorting option. There are some mats that drop on every map, but then there are also map-type specific materials that drop too. Here’s where you can find the materials you need:
  • Weapon Materials: Sewer Maps
  • Helmet Materials: Castle Maps
  • Chest Materials: Forest Maps
  • Glove Materials: Town Maps
  • Boot Materials: Ruins Maps
  • Relic Materials: Dungeon Maps
Materials are shown on both the map listing and under the open sessions for specific maps. Don’t want to farm a specific map-type for a material you need? You can visit our Markets to find Player Shops selling the materials you need!

New Game Modes
We’ve added additional ways for both new and veteran Defenders to fight off the evil forces that encroach on Etheria’s safety! Adventures are new ways for up and coming Defenders to fight their way through the Campaign, while Expeditions are replacing Trials and providing map choice where previously there wasn’t!

Adventures
Adventures are aimed in giving new Defenders the choice of playing different stories after defeating Betsy. You can choose to take on the Bling King, or go knock down the Harbinger down a peg or two! Maybe you feel strong enough after beating Betsy, if you’re up for the challenge, you can go straight into Onslaught or Expeditions.

Expeditions

Map choice, map choice, MAP CHOICE!! Something many of you have wanted is finally here! The Chaos Trials are finished, and Defenders can now go on Expeditions through various Chaos difficulties, choosing to play whatever map you want. The choice is yours!


The Champion Score gating for various Expedition levels is different as well, they are now:
  • Chaos II: 580
  • Chaos III: 1050
  • Chaos IV: 1740
  • Chaos V: 2750
  • Chaos VI: 3800
  • Chaos VII: 5300
Expeditions also provide the ability to acquire different materials needed Upgrading, Advancing, Evolving, and Tinkering. As noted above, different specific materials drop depending on the map-type your playing. These materials are earned both as you play a map and as you achieve victory!

Player Shops and Markets
Gear is no longer magically locked to each Hero Deck. Professor Proteus slightly alleviated the restrictions that existed previously on gear. As a result, Player Shops and Markets are here!


All Defenders are now able to list their items for sale on their own personal Player Shops. Each Defender starts off with two slots to sell gear and can expand the amount of slots they have if they want to. Most items that have not been altered in some way (Upgraded, Advanced, Evolved, or Tinkered) are able to be added to your shop! You are not able to buy gear for a Chaos tier that you are not currently on (i.e. being Chaos III, you are not able to purchase Chaos V gear from other players). To make browsing easier, you can view player shops through the Player List in the Pause Menu, or by walking up to players in the Markets.

Markets are a new area for players to gather in order to browse Player Shops. Head on over to the War Table and browse the list of active Markets! Markets are themed for various types of items that can be sold, but you can freely sell any item of choice regardless of the Market you’re in. If you don’t see a Market of the item type you’re looking for, you can always just Quickmatch and it automatically creates one for you!

Shards Features
Our new Shard systems were primarily focused on giving players more choices with their Shards. For Shards that you don’t want to keep anymore, you can now Dust them to get a chance at more Shards of that type. For Shards that you feel have more value, we wanted to provide a system to Gild and upgrade them a little bit further and protect them from Ancient Power resets.

Shard Dusting
Shards are a great way to really increase the power of the Heroes you play! Some players enjoy playing on a few select Heroes, and you can get Shards you aren’t interested in using. Instead of selling Shards for a little gold, you now Dust them instead. This creates one Shard dust of it’s equivalent Chaos Tier. You can take 10 Shard Dust of the same tier, and visit the War Recruiter to purchase an additional Shard container similar to what you receive at the end of winning a map. This process is to offer an additional chance to get the Shards you want, while giving an additional function to the ones you do not.


Gilded Shards
With gear getting pushed past its limits and receiving some nice improvements, it’s only fitting that Shards receive similar treatment! Gilded Shards provide additional upgrade levels to squeeze out more power, but most of all they are immune to being reset when you Ancient Power. In order to gild a Shard, you need to upgrade one Shard to its maximum upgrade level. You then have the option to Gild it by selecting 10 Shards of the same type, regardless of upgrade level, to fuse into your fully upgraded Shard. This is a focus for end-game players to grab additional power in order to take on the challenges in Onslaught, and also protect Shards from being reset when attaining Ancient Power!

New Weapons
Professor Proteus is a man of intellect, sophistication, and style. In Protean Shift every hero is receiving their own special weapons, with their own special appearances! Some of these weapons not only look legendary, but contain legendary power in the form of unique Mods. These Mods are found on the Prestigious weapons gained from attaining Ancient Power!


Protean Weapons

We’re now also selling Proteus weapons that have unique models and affects. When killing an enemy with any of these weapons, they are shrunk into oblivion! These new Death Animation VFX are indicated by a skull and crossbones icon on the weapon tooltip. These items start at Campaign tier and are Legendary quality, allowing you to put three mods into them. They do require Upgrading, Advancing, and Evolving in order to reach higher tiers. These unique weapon models can also be bought and sold on the Player Shops as long as they haven’t been altered (Upgrading, Advancing, Evolving, or Tinkering).

New Areas and Target Dummies

With a lot of customization here, and a gigantic wave of changes to stats, there are some improvements to our Target Dummies. In the Town hub we expanded the size of our Target Dummy area by quite a lot. There are also a new type of Target Dummy: Aerial Target Dummies! These can be hit by any anti-air towers, so you can test the damage done by towers that you previously weren’t able to.

Aerial Target Dummies are also in your Private Taverns! You may also notice that there are some new Dummy names in the mix.

Transferring into Protean Shift
There’s a ton going on with the Protean Shift, and you’re going to notice a bunch of changes to your Heroes. We made sure that you are more or less as strong after Protean Shift as you were before it. As we mentioned earlier, base stats were raised and adjusted to compensate the removal of certain secondary stats. Here’s how things will transition as you load in with this expansion.

For the gear you are wearing before Protean Shift, the Primary and Secondary stats follow the conventions mentioned above after the release. Your gear should look like this:
  • Weapons
    • Primary Stat: Hero Damage.
    • Secondary Stat: Whatever your highest secondary stat was previously between Ability Power, Armor, and Hero Health.
  • Helmets, Chest, Gloves, Boots
    • Primary Stat: Armor
    • Secondary Stat: Whatever your highest secondary stat was previously between Ability Power, Hero Damage, and Hero Health.

Relics are all going to be uniform across the board as outlined above (Defense Power and Defense Health only, the primary and secondary versions dependent on if it’s a totem or not).

Your current gear receives Mods depending on its quality, as an additional compensation for removing secondary stats. You receive one Mod for Epic and Mythical gear, and two Mods for Legendary gear. The Mods that are put onto this gear cannot roll the highest roll possible, but are going to make you stronger regardless of the roll. Transferring also provides some diversity with the Mods provided to your current gear, as the ones you receive pull from 60%+ of the total Mods added in Protean Shift.

Hero Changes
Every tower and Hero were affected by the changes brought in Protean Shift. As a result, base damage, speed, range, etc. were increased to compensate for the lack of additional secondary stats. Scaling was also greatly affected, meaning not only were the base stats increased, but also how much benefit a stat provides was also increased.

Writing the notes for all of these would have resulted in an encyclopedia, and it may have broke the forums. TL;DR things are stronger and you have the potential to be much, much stronger.

Shard Changes
Shards follow the same idea as the Hero changes. While most shards remain the same, the amount of changes that Gilding offers affects every Shard. However, there are few notable Shards that have additional stats or were change to fit our new system (that we teased for a while):
  • Earth Toss
    • Added increased Defense Range [100 - 280 (320 Gilded)]
  • Corruption’s bargain
    • Added Ability Power [0 - 300 (420 Gilded)]
  • Power Transfer
    • Now increases the Defense Critical Chance by [18% - 30% (38% Gilded)] and reduces Defense Power by -10%.
Bug Fixes
  • Fixed an issue with Gorbstock not able to hit walls.
  • Fixed an issue where the Abyss Lord's Direct Command was not dealing critical damage.
  • Fixed an issue where one Deadly Strikes shard could be equipped to multiple defenses.
  • Fixed an issue where mobs with the Frosty mutator were not dropping green mana.
  • Fixed a bug where Hero Health was not maintaining the same ratio when changing equipment.
  • Fixed an issue with Beacon of Storms and Beacon of Typhoons proccing when the Squire blocks melee or physical damage.
  • Fixed an issue with UI overlaps when splitscreen users joined a session.
  • Fixed an issue with additional pop-ups in the Emporium.
  • Adjusted the orc miniboss name in Wave 2 of Greystone Plaza of the New User Experience.
  • Fixed an issue with a huntress drap being destroyed in Greystone Plaza during New User Experience.
  • Updated old consumables to award +20% critical damage and critical chance instead of previous values.
  • Fixed an issue where tooltips occasionally stuck together.
  • Fixed an issue with new players not being sent into New User Experience maps.
  • Fixed an issue when trying to delete a hero that is assigned to your Hero Deck.
  • Fixed an issue where Broomnado was slowing enemies that were immune to slows.
  • Fixed a bug where EV2’s Cosmetic Manager lighting was darker than intended.
  • Added a warning when Defenders are matchmaking into a tutorial level.
  • Improved messaging on errors when not able to join a game mode that hasn’t been unlocked.
  • Fixed an issue with long enemy spawn times on the first tutorial map.
  • Clarified wording on the Serpent God’s Protection Shard.
  • Fixed an issue with Lavamancer’s Maw Petrify Duration talent not working.
  • Fixed an issue with the Hotsprings map on Floor 3 dropping a lot of sturdy or worn quality loot.
Known Issues
Weapon Mods of the same type on weapons are currently stacking for the Barbarian. This will be changed down the road, so that only elemental damage mods stack.

Want More Info On Dungeon Defenders II?
Check us out on social media for additional updates and game discussions with our awesome community:
Protean Shift is a giant endeavor that the entire team hopes you enjoy. Thank you for defending Etheria with us, there’s only more to come. Stay tuned!

For Etheria!

The Dungeon Defenders II Team
Jun 19, 2018
Unleash - DeBock


Additions:
  • The Scenario Editor is live. Create and share your Tower Defense scenarios with other players.
  • Teleporter tower has new decal VFX.
  • New visual additions to the spawn portal area - including a 'warning text', which should hopefully make it abundantly clear that this is where monsters spawn.
  • Added shortcut keys for time control (singleplayer only) - default to keypad + and -.

Changes:
  • Skyhook tower is now called "Skysnare" based on a community poll. Also rewrote the description as a result thereof.
  • The Munchmonster and Rifteye monsters have double research cost (600), and double upgrade times (60s/120s/240s).
  • Monsters that damage the base have long upgrade times (60s/120s/240s).
  • Utility monsters have slightly longer research times (15s), compared to life damaging monsters (10s).
  • The time control (available when playing singleplayer) has some background UI to make it flow better with the player resources display.
  • A minimum grace period duration of 10 seconds is now enforced.
  • New in game music that changes based on monster activity.

Bug Fixes:
  • Fix that ensures projectile towers don't apply to invalid targets, e.g. monsters picked up by Munchmonster.
  • Game loading texts are added to localization.
  • Chat input will not show up while in offline mode.
  • "Do you want to proceed to next tutorial?" added to localization.
  • Fixed bug with Skysnare that left Grumperjumpers in the air after being snared.
  • Prevent life shield damage completely in Sandbox game mode.
  • Lobby and global chat fixed a few UI sizing and placement issues on non-standard monitor aspect ratios.
Firmament Wars - maelfyn
I have decided to push the release date to August 8th, 2018, at 0800 PDT in order to finish its localization into multiple languages. I plan to support at least 8 more languages and 8 more maps to the game at launch. Both of these changes will help broaden the appeal of the game to a wider audience.
...