The 18th CrocoJam has recently concluded, check out the entries! https://itch.io/jam/crocojam-18/entries
Crocotile has been updated again, here are the details!
v.2.6.3 (November 3, 2025)
Added: "Modulate2x vertex color blending" option in Edit > Settings > Draw Mode. This will multiply the vertex color values by 2 before rendering them so that values above 0.5 brighten the texture and values below 0.5 darken. The original vertex color values aren't modified.
Added: "Toggle Modulate2x" keybinding/pin in Edit > Buttons > General.
Added: "Default Vertex Color" option in Edit > Settings > Draw Mode. This specifies what vertex color is set for a tile's vertices when it is created. If you plan to use Modulate2x, it might be good to set this to a 0.5 neutral gray color.
Added: "Vertex Color Multiplier" option in Edit > Settings > Draw Mode. This will modify the value of the color that you apply to vertices. This may be useful if you want to actually have values outside the 0-1 range stored in the vertex data.
Added: "Apply Vertex Color Multiplier" action in Edit mode context menu > Vertices > Vertex Colors. Basically multiplies the values of the selected vertices if you need to modify multiple vertices.
Added: "Create Bone" keybinding/pin in Edit > Buttons > Edit Mode. Adds a bone to the Scene.
Fixed: "Purge (all) unused objects" action can cause error when its undo state is removed.
Fixed: Gizmo would disappear permanently if playing the Theatre panel after a "Switch Camera" action.
Fixed: Camera shouldn't get squished when playing Theatre panel and switching between cameras.
Remember to report any bugs you may encounter!
Check the Gallery to see creations by Crocotile users: http://www.crocotile3d.com/gallery
Also, there is a Discord server where Crocotile users can chat: https://discord.gg/fmtJdUb
Watch youtube videos demonstration Crocotile 3D: Youtube channel
Consider supporting via Patreon!
Soon, November 10th 4pm GMT - you'll all be able to help us taste-test GladiEATers as we cook it up.
Last signups are still available on the Steam page now!
The playtest will last two weeks and then be closed while we season up GladiEATers to meet your refined palates and suggestions.
Play as many CALosseum runs as you want, as Eggie!
Play through all of Eggie’s Chef Story: Acts 1, 2, and 3!
Play against others in Multiplayer! (If finding opponents is tough, feel free to join our Discord to find a willing Combat Chef to duel!) OR Steam will let you invite 2 friends to this playtest!
The Devs will be in the voice channel occasionally playing too, if you want to beet us at our own game (literally).

During the playtest, there will be a link in-game to a form you can go to let us know how you felt about everything. :)
You can tell us your helpful feelings and thoughts, such as: "Did you find a fly in your soup?", "Was Jemin cheating again?", "Were there too many Egg-based puns?", "Did Diane make you cry??? :'c".
There will be a special Discord role for everyone who shares their thoughts with us through the form as a special thanks from the Chef.
To every Combat Chef that's joined us just now or has been with us since the start, thank you from the bottom of our hearts.
GladiEATers has been a journey fuelled by your love and support for our little gane and we're simply stoked for you to get your hands on the playtest now... followed by a soon-to-be announced launch <3

After last month’s health issues I was able to catch up on what I didn’t quite finish. I ended up accomplishing a whole heck of a lot more than I anticipated in October! Here are the updates:
Steam Store Page Translated
¡Hola! The descriptive content on the Steam store page is officially in Spanish (Latin & European), French, and German.
Old Crone NPC
I’ve added a new NPC to the gang! She actually is already in the game – she blesses you with upgrades when you level up in battle – but now she has a permanent home at the beginning of the realms of the gods. She will greet you, explain a bit about the realm, and bless you with a randomly generated upgrade to kick off your battle. She’s blind and has a floating skull and somehow has the ability to grant you super powerful blessings…there must be more to her than she’s letting on…

BIGGER Levels!
Initially I designed this first level to be quite small. It was mostly so I could test the other systems of the game, but I grew tired of running back and forth on a single plane…so I made it bigger and more complex. Now there’s a lot more verticality to the level, I’ve updated the background to make it feel even more overgrown and I’ve also updated the enemy spawning logic. Now after enemies spawn, they will check at what altitude the player is, and if on a different floor, the enemy will despawn and respawn on the same floor as the player but at a random distance.

Disciple Actions
When the player assigns a disciple to a job, the disciple will walk to the appropriate room and an icon will appear over their head that signifies what task they are doing.

Crosshairs
I’ve added a crosshair so that the player can more easily intuit where they are pointed. At the moment the default weapon shoot in the direction the player is facing, so this crosshair should help communicate that behavior.
More Tutorials
I also implemented tutorials for basic movement actions (running left, right, and jumping) in first Realm the player will enter. This should weave together with their initial meeting of the Old Crone who will also explain a few basic pointers to the player in her intro.
Main Menu at the Citadel
I also finally implemented a main menu for the Citadel portion of the game…this was sorely needed but unfortunately I just kept kicking this can down the road. Still needs a bit more design polish, but it’s sufficient for now.
Focus in November
Polish the new-player-experience: Ensure the tutorials are adequate and they trigger at the optimal times.
Fix saving & loading: A few things have broken in the save-game/load-game system since I’ve introduced these new game-states for tutorials. This may take a bit of time for me to debug since I wrote the save-game system almost a year ago.
The Blighted Realm polish: Now that I’ve made the level design for the first roguelike level more complex and larger, I need to polish the background illustration and incorporate a few more elements to make it a bit more compelling.
NPCs at the entrance of the Blighted Realm: At the moment the player is welcomed to the roguelike level by the Old Crone who bestows a gift upon the player. I plan to incorporate a few more narrative-focused NPCs into that initial area of the level to set up the story a bit more and set expectations for the player.
Onward & upward!
Bobby @ Long Tooth Llama
This patch includes some minor balance changes and introduces a new, optional arcade mode: Gauntlet.
Gauntlet is a 10-opponent ladder ending against Cannon Fodder, the mad gunhead of Slumslum City, instead of the renowned Stratosphere Chaingear.
Gauntlet counts as a classic Arcade mode for the sake of unlocks (and for some achievements too) and also gives access to the game's arcade endings, so, if you hated fighting the Chaingear, you can now try your luck against another final boss which plays more by the rules of the game.
The choice is yours - the 'gear is still mandatory in Time Attack and Survival mode, but now you have more options to unlock costumes, stages, endings and gallery illustrations!

Did you know you could access a Quick Settings menu from Character Selection by pressing Back/Select on your joypad? Well, I'm not surprised if you didn't, because there was no visual indication of it, my bad!
Now, you can see a handy prompt whenever you can access them. Works in Arcade and Free Match, allowing for a quicker access to settings such as CPU difficulty and number of rounds!

There have been minor character adjustments, mostly due to unintended behaviors reported by some players:
Improved frame data on j.P and reduced landing lag, making it more useful as it was originally intended to be
Delayed cancel window of 8R/2R after 5KKK to avoid unwanted back grab meterless combos. It still works on counter hit
Reduced frame advantage on hit for 2P, 5K 2R+K, 8R+K
Yume-Yume was able to string 2P and 5K indefinitely and combo into j.K from 5K, which wasn't intended behavior. Yume-Yume is still very strong, but now can't lock down the opponent in a 25 hit combo without them being able to escape (she could do that, yes)
Added two followups to 4P on hit - this move felt rather useless, but now they can cancel it into 3P or 6R on hit
Fixed move list to remove reference to non-existing chain
Exploding Judo Federation was added to their account by more than 11'000 people. I could not fathom such a result even just one month ago. Thank you very much again and keep sending me feedback! I'm listening (in my own way)!

Hey Defenders,
Today’s hot fix comes with a little surprise. There’s a secret Easter egg hidden inside the Tavern, and it’s not going to reveal itself easily. Somewhere within those walls lies an encoded message waiting to be uncovered. To decipher it, you’ll need to use multiple Julius cipher shifts and Vigenère shifts, and the key for the Vigenère cipher is hidden in plain sight within today’s patch notes. The first player to find and fully decode the message will earn the chance to name a weapon or accessory in a future update. Once the message is cracked, we’ll release a follow-up hot fix that will make it appear in-game for everyone to see. To qualify, the decoded message must be posted in the Tavern DD:A channel on the official Dungeon Defenders Discord server.
As always, we’re deeply thankful for all your feedback, bug reports, and support. We see everything you share across all our social channels, and beyond and it truly means the world to us. We wouldn’t be here without you, and every bit of input you give helps shape the future of Dungeon Defenders: Awakened.
See you in the Tavern,
The DD:A Community Development Team
Fixed an issue in the previous update that stopped the primary fire working correctly
Rebuilt Ranking and Stats system code.
Fixed Challenge save issues.
Cash Store: fixed transaction and display bugs.
Server Travel: fixed desync and transition errors.
Improved overall graphics quality.