Seven years ago, I started working on a simple game about building airships and blowing them up again. Over time, it became definitely not simple, and I’m very proud to announce that it’s now sold 100′000 copies!
You can build airships and landships from more than a hundred modules in a free-form way. You can ram enemy ships, board them, watch them break apart, fight against sky-krakens that eat your crew. You can conquer the world in multiplayer. You can replay fights and take over at any point to change the outcome.
I designed and developed the game, made most of the graphics and sounds, did the marketing and community management. Curtis Schweitzer has created an amazing soundtrack for it, Karina S drew beautiful art, Javier Zúmer improved the sound design, and many many community members have contributed graphics, ship designs, and vast amounts of feedback.
The game is a hidden gem : 95% positive reviews on Steam, thousands of user-created ships and hundreds of mods in the workshop, but not much media coverage.
So I admit I’m also here to say: Hey! Look! We made this thing, and it’s actually really cool and pretty big now!
Come and talk to me: I’m doing an AMA on Reddit on Saturday, August 22, 20:00 CEST.
You might ask, why we took so niche topic. Our universe is destined to provide guilty pleasures, especially linked to church - to see how, just check our other titles. Holy Inquisition started in 12th-century France to combat religious dissent. We're glad that abuse of church's power is a thing of the past, and making this kind of game doesn't condemn us to a painful death. Inquisition motives, if ever used by today's art, are shown in rather humourous and frivolous manner - so we believed, it might be interesting to design a sensible turn-based strategy dealing with this subject. While you may find some amusing dialogues, the game's climate is thick as funeral fog. Like in "dark ages", there are darkness, blood, filth, and betrayal everywhere. Fair town lights are not really helping in resolving that feeling of awe and dignity. People have uniform, uncanny faces, and shall it be your interpretation, why so. Maybe it's a tribute to all those forgotten, who didn't have mercy of the Clergy? And shall it be clear for you - we don't encourage tortures, or any other shameful things linked to Holy Inquisition. But if we really have to torment, CRANK IT UP for fuck's sake!
2. Casino: Fixed a BUG where the casino press E would refresh the bet amount
3. Favorable Impression: The favorable impression list now displays the current favorable impression value
4. Zooming: Now you can zoom in and out when you are in business, Z key zoom in and C key zoom out, and of course the scroll wheel can also zoom in and out
NPC: Enthusiastic Swordsmen in front of the ring now offer more types of fighting training, and each training adds extra experience
6. Master Face changer: Now master face changer also likes to eat the spicy rabbit head
7. Casinos: Lower the limit on the amount of money that casinos can bet on. (The End of the Gambler)
Drifters Loot the Galaxy - Beta - Drifters Loot the Galaxy
Update: Maintenance is complete and servers are back up! Please ensure you've downloaded the latest Open Beta update before attempting to log in. If you receive a "Login Failed" error, you may need to restart your Steam client.
Original Post: A hotfix update is on the way to address two issues in the Drifters Loot the Galaxy Open Beta, which includes...
Addressed an issue during account creation that affected the display of our Terms of Service and Privacy Policy
Addressed an issue that caused players to encounter “Join Game Failed” errors
This update is also accompanied by server maintenance beginning at 2PM. Maintenance is expected to last about 30 minutes. We’ll announce on our official Discord and Twitter when maintenance has concluded.
Thanks for your patience and enjoy the Open Beta! 💜🚀
The 1.1 Update is upon us! We are excited to ship our first large update for Dungeon Defenders: Awakened. Going to keep this short and sweet so you can learn what's new then get straight into the action. This update is free and added to the base game.
1.1 Update Weekend Launch Event
Log in now until Sunday 8/23 and unlock a Rifted Costume for our new hero Series EV-A!
Major New Content and Features
Massacre Survival Game Mode - The next stop on our way to late game DD:A gameplay. A whole new challenge to explore which includes a new tier of loot as well as bosses. With randomized boss loot, you can now attain loot at a whole new power level.
Hero Series EV-A - A new hero joins your roster to help with the challenges that await you in Massacre Survival mode. A franchise favorite makes her way into DD:A with a familiar and powerful kit of defenses and skills.
Tornado Valley Challenge - Invade airships, defeat the ship captain, and dodge deadly mortar barrage.
Promenade Challenge - Play capture the flag against Copters of both the goblin and Ogre variety, meanwhile there are missiles set to stun kill.
Minor New Content and Features
New inventory filter system
Additional auto-loot options
Full gamepad support
Bosses in survival mode
Updated language translations
Unstuck command
New achievements
New pets from challenge maps
Increased knockback scaling
Kickstarter and Backer Rewards
Unique item names for Kickstarter rewards
Exclusive Kickstarter & Pre-Order costumes *Codes will be sent out within a week of patch, either to BackerKit or via Email*
Game Optimizations
Massive memory cleanup in all sections of the game.
Massive CPU performance optimizations related to everything gameplay.
Profile conflict system
Bug Fixes
BUGFIX: In challenge modes with limited lives, hero swapping in build phase while dead and out of lives respawns the player
BUGFIX: Copters are invulnerable.
BUGFIX: Direct Join from game closed causes infinite loading
BUGFIX: Input binding displays that had a none input action became visible
BUGFIX: Campaign completion pet on Easy-Nightmare had 0 min quality.
BUGFIX: Shadow Monk skin confirm button isn't disabled even though the skin isn't owned
BUGFIX: Spectator can hot swap heroes and spawn in the world
BUGFIX: Attack power now scales pet damage
BUGFIX: Unable to see the last option in the gameplay options list
BUGFIX: Apprentice offense stats were missing
BUGFIX: Channeling ability sometimes can't be deactivated by a client.
BUGFIX: Input Binding Display - fixed issue that was hiding hold radial bar.
BUGFIX: Bosses can be stunned by the Lightning Tower.
BUGFIX: Suggested Levels are very wrong
BUGFIX: Harpoon turret shooting Ogre targets too high up on the body causing it to miss other targets.
BUGFIX: Inferno Trap tick rate not scaling properly in Massacre
BUGFIX: Healing Aura not scaling properly in higher difficulties
BUGFIX: Pet attack rates cannot be properly upgraded
BUGFIX: Enemies never appear with the Massacre colorization (Black/Gold) in massacre difficulty.
BUGFIX: Skeletons don't properly die to lifespan or getting stuck, they just "Fake Die" once and resurrect.
BUGFIX: If a skeleton is dead when the dark elf mage that summoned it is killed it isn't removed from the map.
BUGFIX: Djinn tries to destroy crystal generators on Alch Labs
BUGFIX: Boss events don't occur if you join in survival past wave 20.
BUGFIX: Kobolds may not be targeted by any defense.
BUGFIX: Traps may not trigger as intended.
BUGFIX: Goblin Mech doesn't move if you're far away when he spawns.
BUGFIX: The Goblin Mech can break down and not work as intended.
BUGFIX: Fix ranged enemy targeting and navigation.
BUGFIX: Clients were unable to load and save inventory filters when in an multiplayer game.
BUGFIX: Fixed an issue with Tactician and Untouchable not granting awards
BUGFIX: Fixed an issue with Strength In Numbers description
BUGFIX: Dragon pet could get 3 extra projectiles when it should only get 2 extra.
BUGFIX: Score doesn't reset correctly after winning chicken soccer.
BUGFIX: Wave 25 Deeper Well massacre survival enemies are much much easier than wave 24 enemies.
BUGFIX: Traps now have a collision representing their effect range only interacts with tower collision via overlap
BUGFIX: Copters clipping through walls in Ancient Mines
BUGFIX: After joining a hardcore map that is in combat phase the client is stuck on the loading screen until that combat phase finishes
BUGFIX: Ancient Dragon boss weapons had an incorrect projectile description
BUGFIX: Mana gems don't drop from enemies on Royal Gardens Wave 24 - Survival (Massacre)
BUGFIX: Mage heal affects bosses.
BUGFIX: Couldn't spin Hero model in inventory
BUGFIX: Towers may not target Bosses or Copter Flares
BUGFIX: MultiBuff pets will buff undesirable targets
BUGFIX: Ogre Slam can damage defenses it should be able to
BUGFIX: Ancient Dragon gets stuck in strafe mode when more than 1 player is on the map
BUGFIX: Trophies with longer titles text are cut off on both ends
BUGFIX: Fix for pylons being moved by Sharken.
BUGFIX: Skeletons in Mixed Mode only ever spawn as tier 1
BUGFIX: Tower Speed (Def. Rate) was showing as less was better for tooltips
BUGFIX: Hold event progress isn't displaying correctly during activation on keyboard
BUGFIX: Pets activate their abilities and attacks in pure strategy mode
BUGFIX: Healing aura heals defenses
BUGFIX: Enemies occasionally moonwalk because why not
BUGFIX: Names that appear when you hover over the player icons on the escape screen
BUGFIX: The create hero UI always shows gamepad icons
BUGFIX: Session Browser had locked entries if you beat a map on survival but you did not beat the specific wave they were on.
BUGFIX: Djinn have trouble acquiring new targets and have an incorrect tower destroy distance in massacre
BUGFIX: Game crashes if you go into placement for a defense while inspecting one that is already placed
BUGFIX: Input errors when going from gamepad to keyboard
BUGFIX: Client crashes during the combat phase of Survival
BUGFIX: The create hero UI always shows gamepad icons
BUGFIX: Healing aura doesn't affect the new hero if you swap inside of it
BUGFIX: Sirens ping icon is gigantic
BUGFIX: When a client leaves game from the tavern they are sent to the menu level instead of their own tavern
BUGFIX: Defense tooltip closes when in build mode after you get done focusing an already built defense.
BUGFIX: Fixed defense tooltips not showing up for placement of node types
BUGFIX: Sharkens can target defenses across the map if they are ever facing it after spawning
BUGFIX: Demon Lord Doesn't Do Anything If You Die
BUGFIX: Moving Core challenge says Monsterfest in the map selection UI and on the end game summary screen
BUGFIX: Heal isn't disabled when webbed by a spider
BUGFIX: Copter's can drop their Ogres in locations where the Ogre gets stuck on Promenade
BUGFIX: Build Suggestions button text being cut off
BUGFIX: Sliders don't stay in the correct location after modifying colors of costumes
BUGFIX: No Mana drops from enemies on wave 5 of Magus Quarters Massacre Campaign and build timers on Throne Room Survival.
BUGFIX: Spectator camera freezes in hardcore after a short period
BUGFIX: Squire can use healing ability while blocking.
BUGFIX: Camera Toggle gets stuck on screen after building a defense
BUGFIX: All confirmation popups have to be clicked twice for either button to work
BUGFIX: Djinn don't turn to face their target when using an ability
BUGFIX: Leaving the game on a client after transitioning as a group from the tavern crashes the client
BUGFIX: Sell All Did not have a confirmation before doing
BUGFIX: Fix for Sirens taking damage from auras
BUGFIX: Enemies can attempt to attack the player when they can't reach them
BUGFIX: Could not stand on Flameball towers
BUGFIX: Flamethrower weapon visuals don't turn off when reloading
BUGFIX: Sirens walking into Cores
BUGFIX: Can interact with towers while in build mode
BUGFIX: New Trophies in the tavern are never focusable
BUGFIX: Nameplate health values don't update when fortify stat changes unless that nameplate is currently on screen
BUGFIX: Fix passive damage from interrupting enemy attacks, it doesn't stun them but prevents them from effectively doing anything.
BUGFIX: Fixed range value on tooltips to match what is shown in placement
BUGFIX: On the hero creation UI you are able to spam the hero spawn sounds by clicking their portraits repeatedly
BUGFIX: When the swap button was hidden it was still showing up in the wrong location
BUGFIX: Goblin Copter targeting issues
BUGFIX: Fixed Slice and Dice tower scaling and fixed damage scaling as well
BUGFIX: On tooltips, primary damage and elemental damage were always getting colored
BUGFIX: On gamepad able to open 2 sell all confirmation prompts by holding Right-Shoulder twice.
BUGFIX: Fixed DU from not displaying on built tower tooltips
BUGFIX: Gamepad navigation on filters UI was not working as intended
BUGFIX: Repair now works in the tavern
BUGFIX: For the host, the Gold earned tracker on the end game summary screen displays clients total gold instead of gold earned on that map
BUGFIX: Demon Lord in-world sword could spawn in and cause players to get stuck if they were standing where it spawned and/or building there
Please help us find and squash bugs over at our Discord where we have a new reporting system for bugs and feedback.
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
New Features: Act 3 wave set. Planet Destruction & Game over VFX. Turret Balance.
+Planets now have dynamic effects associated with game over mechanics. +Turret stacking has been removed and all bugs associated with it have been fixed. -Upgrading with hot keys caused build panel to disappear but buttons could still be activated without the UI, this is no longer possible. -Turrets that are upgrading can no longer be selected in their previous form during the 5 second upgrade window.
+Fighter Class ships now again appropriately attack the planet before in orbiting range. Fighter fire ranges have been improved. +All ships activated by Formation or Squad mechanics can now correctly switch between Strafe Fire mechanics and standard Orbiting Fire. +Strafe Firing now has more functionality. +Most ships have received significant speed boosts while performing strafe fire runs and in formations.
Planet Shield dissolve effect updated.
Boss Carrier hit locations now read the correct shield values and update each other with the real time value. -This corrects issues with turrets featuring multi targeting mechanics. Destabilized Plasma (I&II) can now correctly fire on non standard hit locations.
Easy difficulty description has been removed from the Level Select menu. Difficulty buttons split from Act buttons.
Fighters T2, T3, and Medium Carrier rejoin the fight over your planet in Act 3.
Known bugs: Audio balance and missing sounds. Overhauling audio is next on the list of updates. In game menu button occasionally breaks and refuses to be clicked. Next Wave UI output can occasionally lose synchronization with its timers by a few seconds. Ion Turret does not work. Rework coming soon. Laser Defense Array (I & II) needs rework.
Turret Balance changes: Laser T1: +Cooldown from 0.6s to 0.4s +Range updated from 600 to 700.
Laser T2-1 {Dual Photon I}: +Cooldown from 0.5s to 0.35s +Range updated from 800 to 900
Laser T2-2 {Rapidfire}: +Damage tool tip updated to 30 +Range updated from 600 to 700 +Internal Cooldown between each shot reduced from .1s to 0.035s. Cooldown between 4 shots is still 0.1s
Laser T3-1 {Dual Quad Photon} + Scrap cost from 60 to 40 +Range tooltip updated to 1000 +Cooldown tooltip updated to 0.2s
Laser T3-2 {Laserized Plasma}: +Damage reduced from 1000 to 600 + Cooldown updated from 1s to 2s + Now fires a variable amount of shots, 1-4. + Range increased from 1200 to 1400
Flak T1: +Cooldown from 4s to 3s +Duration from 4s to 6s +Area damage from 10 to 15
Flak T2-2 {Magnetized Flak}: +Duration from 6s to 8s +Area Damage from 25 to 30
Flak T3-1 {Flak III}: +Cooldown from 5s to 2s +Duration from 15s to 20s +Tooltip damage to 200 +Cloud damage fixed - previously bugged did not test for radius.
Flak T3-2 {High Velocity} + Scrap Cost from 50 to 100 +Base Damage - 50 to 125 +Cloud damage - 15 to 35 +Delay from 0.4 to 0.5 +Updated Cloud VFX +Cloud now has falloff damage over distance.
Plasma T3-2 {Supercharged Plasma} +Tooltip damage corrected to 1000 +Plasma Rate from 1.0 to 0.5s (From 1 to 2 ticks)
Plasma T2-2 {Destabilized Plasma} +Damage from 40-75 to 125-150
Plasma T3-3 {Destabilized Plasma II} +Damage from 100-150 to 225-300
Plasma T3-4 {Reactive Plasma} +Tooltip updated to reflect 10% damage increase +Base Damage from 10-75 to 75-125 +Bounce links now correctly damage both targets +Source beam now correctly aligned with turrets firing socket. +Tooltip updated to reflect that the beam is ineffective against shields.
BETA 5.1 introduces some significant changes to projectiles as well as several community driven quality of life additions and fixes for bugs found in BETA 5.
With the addition of more weapons in BETA 5, we realized that more and more weapons could penetrate shields, devaluing the use of shields overall. This was partly a technical limitation as well as intended design, when projectiles were first added. Now as time has passed, and sitting down playing the game, as well as listening to player feedback, we decided to add the ability for shields to block projectiles. This addition only affects the Plasma Launchers as of right now, which can be blocked from passing through a shield. Other existing projectiles, like mines and torpedoes will still pass through shields.
While working on the ability for projectiles to hit shields we noticed another problem, even though the projectile was being blocked, the explosion was still damaging tiles. To this end, splash damage will now check "line of sight" and will not penerate nearby shields or jump across tiles, only those connected by free space should be hit. This will create more accurate explosions, but may appear to do less damage overall as less tiles may be damaged per explosion.
Zoom zoom zoom
Due to many community suggestions we have looked into adding better zoom control. This was not quite ready for BETA 5, but with a few extra days we have it all set. Not only does this release add the much asked for zoom key and zoom speed options we have also added a new "Quick Zoom" feature.
"Quick Zoom" lets you easily zoom in to scan, inspect or change components without needing to crank the scroll wheel in and out every time. By holding down the "Quick Zoom" key (default Z) the game camera will zoom into the position around the mouse pointer, letting go of the key will return the camera to the last default position (most likely over your ship) and zoom level before it was pressed.
Community Fixes and Feedback
Thanks to our great community here on Steam and over on our Discord we have found and fixed a number of bugs for this update. We have also listened to feedback and included several quality of life changes.
Details
Additions
Added the ability for certain projectiles to hit shields intead of ignoring them. All Plasma Launchers will now hit shields and damage them rather than ignoring them, all other projectiles are untouched for now.
Explosions (such as from projectiles & reactors) will now do an improved Line of Sight check. Only tiles(and suits) with a clear path to the explosion location will take damage therefore tiles behind shields or behind other tiles may no longer be damaged by an explosion.
Added a 'Quick Zoom' feature. When holding down the quick zoom key (Default Z) the camera will zoom in on the mouse position until you let go. Quick zoom lets you easily switch between an overall zoom for play/combat and then quickly zoom in on objects to inspect or interact with them and their components.
Added key binds to Zoom In and Zoom Out. These are unbound by default and need to be bound in options -> input screen.
Added a slider in input options to control zoom speed. Further to the right is faster.
Fixes/Updates
CHANGE: Greatly optimized projectile networking, this will improve performance greatly when multiple projectiles are alive. This could have also caused projectiles to appear for longer than they should.
CHANGE: Tiles can no longer be placed on top of existing objects while building. This also applies to loading templates but you will get a warning message before continuing as this can create an undesirable result.
CHANGE: Optimized certain internal item lookups, this should improve performance and reduce hitching in a number of situations.
CHANGE: Universe last access dates on the load game screen now better represent the date they were last loaded. Last opened universe should now show on top no matter what was done in said universe on last load.
CHANGE: Added some extra logging to track down duplication issues reported by a number of players.
CHANGE: Increased Assembler build radius on most assemblers.
CHANGE: Game will now show a warning when removing a reactor in building if the reactor powers assembler currently being used.
CHANGE: Game will now show a critical warning when launching from Construction and object is in a state that would prevent it being self-assembled in the future.
CHANGE: A vessel's docking hologram should be better centered on the mouse now.
CHANGE: Vessels in construction can no longer be split by external damage.
FIX: Control group icons should now refresh correctly when leaving into a hangared vessel or transporting between two vessels.
FIX: Construction actions that fail integrity check could cause UI to think component/tile actually placed prevent further components or tiles being added to that location.
FIX: Added back missing cargo bays to 'Cruzer' trade vessel.
FIX: UI Keybind elements will now display correctly when editing key.
FIX: Medium/Large/Gigantic shields not collapsing correctly when certain mount tiles were destroyed.
FIX: Leaving the edge of a wormhole/jumpgate while entering transit no longer causes an error and will cancel transit.
FIX: Graviton beam graphics should now reach the full length of the weapons range.
FIX: Warnings encountered when removing tiles in construction should no longer leave red hilight and block further tile construction on that tile position.
FIX: Small graphics issue with plasma laucher muzzle flash.
FIX: UI "out of inspection range" circle should no longer cut out other UI elements.
FIX: Replying to dialogue of a vessel that has since been destroyed should now correctly reply with a "No Response".
FIX: Arrows for an object that hailed but has since been destroyed will now be correctly removed.
FIX: Fixed an error that could occur when looking for mounts after a resize.
FIX: Fixed an error when filtering inventory if vessel had empty cargo bay mounts. This could cause certain UI to become unresponsive.
FIX: Fixed an error when trader dialogue was closed due to a warp out while mid trade.
FIX: Fixed an error when hovering over plasma projectiles in flight.
FIX: Improved JSON logging and caught several bad JSON entries that were miss spelled or in the wrong place.
FIX: Removed some redundant logging, this should improve performance in a number of areas.
FIX: Tiles killed during construction by AI or other players will no longer leave those tiles marked as "built on" an prevent further tile placements.
FIX: Altering search terms when filtering inventory should no longer leave strange gaps.
Download the demo update and challenge your friends in family, avoid the revealing spotlights and turn off the lights to punch your opponents in the dark!
On this update we really advice you to start a new game, insted of using your old save, the reason is that some of the characters stats have been changed and many old cutscenes have been updated to improve your experiencie with the game. This major visual update contains:
- The 3rd Chapter of the Story of Miriel Saga - Enemies AI improvment - Combat System Improvement - More Tutorials - Some Upgrades to some old cutscenes - A HUGE lighting upgrade - The adition of the Manacycle - Anya is fully playable - New Enemies - A New Moveset for Aleister - Improvments to the Saving and Loading of the game - Many bug fixes - Some UI elements are updated
It's been a long time coming and you all have been so patient after all the ups and downs and delays, but I'm so so so happy to announce that console versions are done, and will be available worldwide on XBOX ONE and PS4 in A FEW HOURS! (4 hours from the time of this post). I don't know how many Steam users are interested in this but it's finally happening!
Things go live on both platforms at Midnight UTC 0, on August 21st. That's so soon!!!
If you do grab the game on consoles, be sure to leave a review! It would help me a lot, trying to stand out on consoles is going to be tough as an indie developer with no marketing team or anything...so every review means so much!