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CDT Update 2 Now in Beta!


A message from the Community Development Team: Greetings Defenders!! After working through many obstacles, it has finally arrived!! The Community Development Team is proud to announce that our second content update is ready for Public Beta testing! There are lots of new features, content and improvements made at the request of the community. So please take some time to look through the changes and enjoy testing. To join in on the fun and provide us your valuable feedback, follow these simple steps! [olist]

  • Right-click on Dungeon Defenders in your Steam Library
  • Click on the "Betas" tab
  • Select "community_beta_branch" from the list.[/olist] The download should begin automatically or at least get queued for download. Note that you can not change this setting while the game is running.

    New Content


    • Embermount Volcano campaign map with Phoenix Boss
    • Embermount Tavern Theme
    • Phoenix feather plaque when beating Embermount
    • New enemy - The Harbinger
    • 4 New weapons (1 for each class)
    • Two new pets in Embermount Survival
    • Moon Pet added to Moonbase Survival
    • 3 New accessories - Brooch, Mask and Bracers
    • Steam Trading Cards (will be released when Update 2 goes live)
    • Cosmetic Accessory Set Bonuses: Crystal, Embermount and Palantir
    • News page updated

    Improvements


    • Electric auras can damage the tavern dummy
    • Items rated as transcendent or above have a “god beam” showing over the item to make picking them out of the pile easier. Beam only shown on items not filtered from the minimap by quality
    • The highest damage dealt to a target by chained proximity mines will be dealt instead of the first to deal the damage
    • Maximum starting wave is now set per map (23 on 25 wave maps, 28 on 30 wave maps, 33 on 35 wave maps, 38 on 40 wave maps)
    • Camera rotation is locked when in top down placement mode (building / repairing / upgrading)
    • New Setting - Can move while building (disables movement while in top down placement)
    • New Setting -Enable tower dynamic lighting (significant performance benefits when disabled.) Affects traps and projectile towers (most notably inferno traps and fireball towers) Requires restarting DD after enabling to take effect. Disabling requires a new tower of that type to be built.
    • Cursor placed relative to the hero in the placement casting state
    • Removed slight frame rate dependency from many damaging towers. All projectile towers, Lightning Tower, Slice’n Dice, and Proton Beam. Every point in tower rate counts. There are no breakpoints.
    • New item comparison calculation for armour and accessories
    • Items can be renamed when at their maximum upgrade level at the cost of one upgrade
    • Item naming character limit has been increased to 36
    • Added a report issue button to the pause menu
    • Palantir, Greater Turkey Hunt, CD, Temple of Love, Winter Wonderland, and Silent Night accessory multipliers now match those awarded by lab assault
    • Moonbase now has a survival mode
    • Added confirmation message when hitting 42 on Moonbase DDR machine
    • Initiate Enemy Drain ability, Spider Minion web, and Wheel of Fortuna buff/debuff enemies resistance factor applied to the training dummy
    • Jester’s Move Tower and Wheel abilities can be used in the tavern
    • Trap/Aura selection priority is identical for repairing. Selection will be based only on current health percentage.
    • Trap/Aura upgrade priority favours traps when upgrades are equal, otherwise whichever tower has the least upgrades.
    • Instant upgrade will favour towers that can be upgraded over repairing towers that are at their maximum upgrade level.
    • Traps and auras can overlap spawns and show a warning when doing so
    • BucBay - Repositioned the hero spawn points to face the main crystal and open area instead of the dead end.
    • Golding an enemy (by Djinn / Wheel) increases its power by a percentage so the power boost scales into higher level games
    • Djinn ability casting durations depend on difficulty (enemy gold beam and tower desummon). That is to say, buffing/desummoning takes more time on a lower difficulty
    • Summoner minions can move sensibly over short distances with no pathfinding mesh present (ie. when placed on walls, they won’t always jump off before moving along)
    • On Nightmare difficulty, the 50% of loot that was not receiving wave/difficulty multipliers has been replaced with fully scaled items
    • Party Popper tower animation scaling reduced so it doesn’t spaz out with only a few points in tower rate
    • EV beam collision is now much more consistent between pre/post placement
    • Armour vs. weapon comparison skewed more in favour of armour to bias the drop removal priority
    • Traps on uneven terrain can now trigger on any walking enemy inside its radius
    • Slow ogre spawns on some maps on NM difficulty are much improved in many cases
    • Armour type drops rates boosted by 25% for random equipment drops.
    • Character health over 1 million is displayed using the high value format to 4 significant figures (eg. 1.234 M) to prevent the health value running off screen
    • Excess equipment removal function has been rewritten. Fixed an unconfirmed issue which removed many more items than intended under some circumstances, and it is much faster.
    • Excess mana removal function rewritten. Introduced a biasing system to keep tokens with a larger value around for longer. Large tokens will still be deleted eventually. This is not a bug, but a design decision that was made to prevent players waiting until the end of the round to collect mana and not being significantly penalised for doing so.
    • Multiple upgrades can be applied to an item in a single click when using “pro mode”. No key down - 1 upgrade per click. Shift down - Applies up to 9 upgrades per click. Ctrl down - Applies up to 50 upgrades per click
    • Predicted stat value will account for the number of upgrades to be applied
    • Invasion shows the current phase number in the UI
    • Inferno trap damage and attack rate updates for (de-)buffs in real time

    Bug Fixes


    • Proton beams and inferno traps with high attack rates now deal damage every tick. Multiple proton beams can also damage the same target because of this fix
    • Public games being played on a different version no longer visible in matchmaking
    • Items with all negative stats no longer show as an upgrade if no equipment is present to compare to
    • Large auras (>18 units in radius) are always picked up immediately when entering upgrade/repair/sell casting modes
    • Fix lightning tower not being able to chain off an enemy if it kills it in the same tick
    • Fix for semi-random interval between first and second shot after reloading a gun
    • Fix for other heroes banked mana being displayed incorrectly in the pause menu
    • Fixed ghost pillars in Hall of Court
    • Palantir no longer warns of fish wyverns
    • Old One’s belly crystal can be attacked by all weapons
    • Instant upgrade will no longer attempt to repair towers that have health above the normal repair threshold
    • Fixed south west doors on Buccaneer Bay that wouldn’t animate on wave start..
    • Fixed unintended increase in high level armor dropping
    • Fixed Ogres dropped by Goblin Copters damaging crystals in CD and WW.
    • Fixed Djinn casting time being accelerated by ensnare auras
    • Enemies set to golden state don’t retrigger the Wave 10 and Wave 20 survival difficulty spikes
    • Prevented any item spawning with negative damage, upgrades, or ammunition (observed as 1/1 upgrades, 10 damage, or 1 ammunition spawning too frequently)
    • Summoner minion collision on client games now matches the host (no more rising out of defences)
    • Phase shifted summoner can no longer be killed by explosive attacks exceeding 100,000 damage
    • Fix apprentice / squire / huntress weapons spawning with incorrect (high) quality ratings
    • Fix items with 8 negative stats being evaluated as godly
    • Possible fix for a wave skipping bug
    • Fix double multiplication bug causing items in the tavern shop to show up with much higher than intended prices
    • Mix mode skeletons will now always timeout if they get stuck in an unrevived state
    • Moonbase gravity is not dependant on frame rate
    • Tavern XP bonus doesn’t award a “score”
    • In Local/Open game modes, having the mod missions selected will not lock out the Shards and Lost quests buttons
    • Loot multiplier scaling now increases with every wave of a map (integer division…)
    • Fix stretched Squire masks
    • Fix for wyverns, djinn, and goblin copter pathfinding logic stalling and appearing stuck. Fixes the infamous CD wyvern along with almost every other stuckage for these three enemy types
    • Fix floating damage numbers disappearing offscreen when attack rates continuously exceed 10 times per second
    • Fix health decay rate for proton beam depending on the attack rate
    • Possible fix for goblin copters forgetting to drop their ogre when the drop zone is reached
    • Possible fix for DEW / Spider targeting when there are no targetable players on larger maps
    • Jester “Move Tower” ability now uses the same placement rules as when the tower is being built.
    • Fix mapname not being visible to clients in the tavern in some circumstances
    • Fix accented ‘U’ in Uber maps being incorrectly formatted and not showing as an accented ‘U’
    • Fix projectile speed multipliers on Moonbase Quietus reward being unexpectedly low
    • Fix issue preventing item particle effects showing up correctly while dropped on the floor (to be used for new items)
    • Fix weapons equipped to the series EV not always hiding all particle effects correctly
    • Fix map selection UI jumping to Deeper Well if a player joins the game when looking at the Lost Quests maps
    • (Partial) Fix for repair/upgrade auto selection finding a tower out of range
    • Fix for minimap quality filter breaking for qualities above Ultimate

    Balance Updates


    • Tower Buff Beam - Base boost values increased while upgrading effectiveness has been reduced. Fully upgraded buffs are nearly identical, but unupgraded beams are significantly more powerful and the scaling with stats is much more noticeable
    • Slice’N Dice and Lightning Tower - Higher damage output. Damage per tick now increases with the attack rate stat so that damage output continues to scale into lategame (including buffs and debuffs). Scaling revised to account for this.
    • Bowling Ball Tower - Faster attacks. Animation time exponent increased from 0.8 to 1.0 (significant increase in high end attack rate). Bowling ball tower damage had fallen well behind at high levels due to it’s below average animation duration scaling. Increasing the scaling exponent to 1.0 brought the damage up to comparable levels and makes it easier to compare across towers for future changes.
    • Deadly Striker Tower - Slightly slower, more powerful attacks. Animation time exponent increased from 0.67 to 1.0. Attack Rate exponent reduced from 0.77 to 0.6. Damage scaling exponent increased from 1.1 to 1.36 Base damage decreased from 350 to 300. An even worse case than the bowling ball tower for the attack rate being restricted by the firing animation. Overall attack rate scaling was reduced to compensate for the faster animation and keep the tower in it’s niche (slow, high damage). Damage scaling increased to bring it closer to other towers at high stats (because of a quirk in how damage is calculated, base damage remains the same even though it was decreased)
    • Magic Missile Tower - More powerful attacks. Damage scaling exponent increased from 1.105 to 1.15. Single target towers need to do more damage than multi target towers. The MMT wasn’t, so it gets a small buff. Darkness, Inferno, and Gas traps - Base charges increased to 3 from 1/2/2. Trigger radius scaling reduced to match cloud radius scaling
    • Ethereal Spike Trap - Base charges increased from 2 to 4. Attack radius now scales with trigger radius so it can always hit the enemy that triggered the trap. Damage now scales much, much faster, starting off at ~3.5x a proximity mine trap, and ending up around 10x the same trap
    • Proximity Mine Trap - Base charges increased from 2 to 4
    • Mana Bomb and Purity Bomb - Significant increase in damage scaling. Blocked in assault challenges due to combination of absurdly high damage and long range
    We look forward to hearing your feedback! - Acen


    [ 2016-05-15 16:47:02 CET ] [ Original post ]

  • CDT Update 2 Now in Beta!


    A message from the Community Development Team: Greetings Defenders!! After working through many obstacles, it has finally arrived!! The Community Development Team is proud to announce that our second content update is ready for Public Beta testing! There are lots of new features, content and improvements made at the request of the community. So please take some time to look through the changes and enjoy testing. To join in on the fun and provide us your valuable feedback, follow these simple steps! [olist]

  • Right-click on Dungeon Defenders in your Steam Library
  • Click on the "Betas" tab
  • Select "community_beta_branch" from the list.[/olist] The download should begin automatically or at least get queued for download. Note that you can not change this setting while the game is running.

    New Content


    • Embermount Volcano campaign map with Phoenix Boss
    • Embermount Tavern Theme
    • Phoenix feather plaque when beating Embermount
    • New enemy - The Harbinger
    • 4 New weapons (1 for each class)
    • Two new pets in Embermount Survival
    • Moon Pet added to Moonbase Survival
    • 3 New accessories - Brooch, Mask and Bracers
    • Steam Trading Cards (will be released when Update 2 goes live)
    • Cosmetic Accessory Set Bonuses: Crystal, Embermount and Palantir
    • News page updated

    Improvements


    • Electric auras can damage the tavern dummy
    • Items rated as transcendent or above have a god beam showing over the item to make picking them out of the pile easier. Beam only shown on items not filtered from the minimap by quality
    • The highest damage dealt to a target by chained proximity mines will be dealt instead of the first to deal the damage
    • Maximum starting wave is now set per map (23 on 25 wave maps, 28 on 30 wave maps, 33 on 35 wave maps, 38 on 40 wave maps)
    • Camera rotation is locked when in top down placement mode (building / repairing / upgrading)
    • New Setting - Can move while building (disables movement while in top down placement)
    • New Setting -Enable tower dynamic lighting (significant performance benefits when disabled.) Affects traps and projectile towers (most notably inferno traps and fireball towers) Requires restarting DD after enabling to take effect. Disabling requires a new tower of that type to be built.
    • Cursor placed relative to the hero in the placement casting state
    • Removed slight frame rate dependency from many damaging towers. All projectile towers, Lightning Tower, Slicen Dice, and Proton Beam. Every point in tower rate counts. There are no breakpoints.
    • New item comparison calculation for armour and accessories
    • Items can be renamed when at their maximum upgrade level at the cost of one upgrade
    • Item naming character limit has been increased to 36
    • Added a report issue button to the pause menu
    • Palantir, Greater Turkey Hunt, CD, Temple of Love, Winter Wonderland, and Silent Night accessory multipliers now match those awarded by lab assault
    • Moonbase now has a survival mode
    • Added confirmation message when hitting 42 on Moonbase DDR machine
    • Initiate Enemy Drain ability, Spider Minion web, and Wheel of Fortuna buff/debuff enemies resistance factor applied to the training dummy
    • Jesters Move Tower and Wheel abilities can be used in the tavern
    • Trap/Aura selection priority is identical for repairing. Selection will be based only on current health percentage.
    • Trap/Aura upgrade priority favours traps when upgrades are equal, otherwise whichever tower has the least upgrades.
    • Instant upgrade will favour towers that can be upgraded over repairing towers that are at their maximum upgrade level.
    • Traps and auras can overlap spawns and show a warning when doing so
    • BucBay - Repositioned the hero spawn points to face the main crystal and open area instead of the dead end.
    • Golding an enemy (by Djinn / Wheel) increases its power by a percentage so the power boost scales into higher level games
    • Djinn ability casting durations depend on difficulty (enemy gold beam and tower desummon). That is to say, buffing/desummoning takes more time on a lower difficulty
    • Summoner minions can move sensibly over short distances with no pathfinding mesh present (ie. when placed on walls, they wont always jump off before moving along)
    • On Nightmare difficulty, the 50% of loot that was not receiving wave/difficulty multipliers has been replaced with fully scaled items
    • Party Popper tower animation scaling reduced so it doesnt spaz out with only a few points in tower rate
    • EV beam collision is now much more consistent between pre/post placement
    • Armour vs. weapon comparison skewed more in favour of armour to bias the drop removal priority
    • Traps on uneven terrain can now trigger on any walking enemy inside its radius
    • Slow ogre spawns on some maps on NM difficulty are much improved in many cases
    • Armour type drops rates boosted by 25% for random equipment drops.
    • Character health over 1 million is displayed using the high value format to 4 significant figures (eg. 1.234 M) to prevent the health value running off screen
    • Excess equipment removal function has been rewritten. Fixed an unconfirmed issue which removed many more items than intended under some circumstances, and it is much faster.
    • Excess mana removal function rewritten. Introduced a biasing system to keep tokens with a larger value around for longer. Large tokens will still be deleted eventually. This is not a bug, but a design decision that was made to prevent players waiting until the end of the round to collect mana and not being significantly penalised for doing so.
    • Multiple upgrades can be applied to an item in a single click when using pro mode. No key down - 1 upgrade per click. Shift down - Applies up to 9 upgrades per click. Ctrl down - Applies up to 50 upgrades per click
    • Predicted stat value will account for the number of upgrades to be applied
    • Invasion shows the current phase number in the UI
    • Inferno trap damage and attack rate updates for (de-)buffs in real time

    Bug Fixes


    • Proton beams and inferno traps with high attack rates now deal damage every tick. Multiple proton beams can also damage the same target because of this fix
    • Public games being played on a different version no longer visible in matchmaking
    • Items with all negative stats no longer show as an upgrade if no equipment is present to compare to
    • Large auras (>18 units in radius) are always picked up immediately when entering upgrade/repair/sell casting modes
    • Fix lightning tower not being able to chain off an enemy if it kills it in the same tick
    • Fix for semi-random interval between first and second shot after reloading a gun
    • Fix for other heroes banked mana being displayed incorrectly in the pause menu
    • Fixed ghost pillars in Hall of Court
    • Palantir no longer warns of fish wyverns
    • Old Ones belly crystal can be attacked by all weapons
    • Instant upgrade will no longer attempt to repair towers that have health above the normal repair threshold
    • Fixed south west doors on Buccaneer Bay that wouldnt animate on wave start..
    • Fixed unintended increase in high level armor dropping
    • Fixed Ogres dropped by Goblin Copters damaging crystals in CD and WW.
    • Fixed Djinn casting time being accelerated by ensnare auras
    • Enemies set to golden state dont retrigger the Wave 10 and Wave 20 survival difficulty spikes
    • Prevented any item spawning with negative damage, upgrades, or ammunition (observed as 1/1 upgrades, 10 damage, or 1 ammunition spawning too frequently)
    • Summoner minion collision on client games now matches the host (no more rising out of defences)
    • Phase shifted summoner can no longer be killed by explosive attacks exceeding 100,000 damage
    • Fix apprentice / squire / huntress weapons spawning with incorrect (high) quality ratings
    • Fix items with 8 negative stats being evaluated as godly
    • Possible fix for a wave skipping bug
    • Fix double multiplication bug causing items in the tavern shop to show up with much higher than intended prices
    • Mix mode skeletons will now always timeout if they get stuck in an unrevived state
    • Moonbase gravity is not dependant on frame rate
    • Tavern XP bonus doesnt award a score
    • In Local/Open game modes, having the mod missions selected will not lock out the Shards and Lost quests buttons
    • Loot multiplier scaling now increases with every wave of a map (integer division)
    • Fix stretched Squire masks
    • Fix for wyverns, djinn, and goblin copter pathfinding logic stalling and appearing stuck. Fixes the infamous CD wyvern along with almost every other stuckage for these three enemy types
    • Fix floating damage numbers disappearing offscreen when attack rates continuously exceed 10 times per second
    • Fix health decay rate for proton beam depending on the attack rate
    • Possible fix for goblin copters forgetting to drop their ogre when the drop zone is reached
    • Possible fix for DEW / Spider targeting when there are no targetable players on larger maps
    • Jester Move Tower ability now uses the same placement rules as when the tower is being built.
    • Fix mapname not being visible to clients in the tavern in some circumstances
    • Fix accented U in Uber maps being incorrectly formatted and not showing as an accented U
    • Fix projectile speed multipliers on Moonbase Quietus reward being unexpectedly low
    • Fix issue preventing item particle effects showing up correctly while dropped on the floor (to be used for new items)
    • Fix weapons equipped to the series EV not always hiding all particle effects correctly
    • Fix map selection UI jumping to Deeper Well if a player joins the game when looking at the Lost Quests maps
    • (Partial) Fix for repair/upgrade auto selection finding a tower out of range
    • Fix for minimap quality filter breaking for qualities above Ultimate

    Balance Updates


    • Tower Buff Beam - Base boost values increased while upgrading effectiveness has been reduced. Fully upgraded buffs are nearly identical, but unupgraded beams are significantly more powerful and the scaling with stats is much more noticeable
    • SliceN Dice and Lightning Tower - Higher damage output. Damage per tick now increases with the attack rate stat so that damage output continues to scale into lategame (including buffs and debuffs). Scaling revised to account for this.
    • Bowling Ball Tower - Faster attacks. Animation time exponent increased from 0.8 to 1.0 (significant increase in high end attack rate). Bowling ball tower damage had fallen well behind at high levels due to its below average animation duration scaling. Increasing the scaling exponent to 1.0 brought the damage up to comparable levels and makes it easier to compare across towers for future changes.
    • Deadly Striker Tower - Slightly slower, more powerful attacks. Animation time exponent increased from 0.67 to 1.0. Attack Rate exponent reduced from 0.77 to 0.6. Damage scaling exponent increased from 1.1 to 1.36 Base damage decreased from 350 to 300. An even worse case than the bowling ball tower for the attack rate being restricted by the firing animation. Overall attack rate scaling was reduced to compensate for the faster animation and keep the tower in its niche (slow, high damage). Damage scaling increased to bring it closer to other towers at high stats (because of a quirk in how damage is calculated, base damage remains the same even though it was decreased)
    • Magic Missile Tower - More powerful attacks. Damage scaling exponent increased from 1.105 to 1.15. Single target towers need to do more damage than multi target towers. The MMT wasnt, so it gets a small buff. Darkness, Inferno, and Gas traps - Base charges increased to 3 from 1/2/2. Trigger radius scaling reduced to match cloud radius scaling
    • Ethereal Spike Trap - Base charges increased from 2 to 4. Attack radius now scales with trigger radius so it can always hit the enemy that triggered the trap. Damage now scales much, much faster, starting off at ~3.5x a proximity mine trap, and ending up around 10x the same trap
    • Proximity Mine Trap - Base charges increased from 2 to 4
    • Mana Bomb and Purity Bomb - Significant increase in damage scaling. Blocked in assault challenges due to combination of absurdly high damage and long range
    We look forward to hearing your feedback! - Acen


    [ 2016-05-15 16:47:02 CET ] [ Original post ]

  • Dungeon Defenders
    Trendy Entertainment Developer
    Trendy Entertainment Publisher
    2011-10-18 Release
    Game News Posts: 75
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
    Very Positive (10987 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Dun Def Linux [7.2 G]
    Available DLCs:
    • Dungeon Defenders Halloween Costume Pack
    • Dungeon Defenders Halloween Mission Pack
    • Dungeon Defengers DLC 7
    • Dungeon Defenders DLC 8
    • Dungeon Defenders Penny Arcade Costume Pack
    • Dungeon Defenders: The Great Turkey Hunt! Mission & Costumes
    • Dungeon Defenders - New Heroes Pack 1
    • Dungeon Defenders - Warping Core Challenge Mission Pack
    • Dungeon Defenders - Etherian Holiday Extravaganza
    • Dungeon Defenders - Quest for the Lost Eternia Shards Part 1
    • Dungeon Defenders - Quest for the Lost Eternia Shards Part 2
    • Dungeon Defenders - Quest for the Lost Eternia Shards Part 3
    • Dungeon Defenders - Quest for the Lost Eternia Shards Part 4
    • Dungeon Defenders: Assault Mission Pack
    • Dungeon Defenders: Barbarian Hero DLC
    • Dungeon Defenders: Etherian Festival of Love
    • Dungeon Defenders - President's Day Surprise
    • Dungeon Defenders Lucky Community Costume Pack
    • Dungeon Defenders - Series EV Hero DLC
    • Dungeon Defenders - Karathiki Jungle Mission Pack
    • Dungeon Defenders - City in the Cliffs Mission Pack
    • Dungeon Defenders - Summoner Hero DLC
    • Dungeon Defenders - Talay Mining Complex Mission Pack
    • Dungeon Denders - Jester Hero
    • Dungeon Defenders Anniversary Pack
    • Dungeon Defenders - Hermit Hero DLC
    • Warping Core Pack 2
    • Dungeon Defenders - Presidents Day Surprise 2024
    • Dungeon Defenders - Halloween Spooktacular 3
    Linux is not in the OS list.
    Dungeon Defenders is a Tower Defense Action-RPG where you must save the land of Etheria from an Ancient Evil! Create a hero from one of four distinct classes to fight back wave after wave of enemies by summoning defenses and directly participating in the action-packed combat!
    Customize and level your character, forge equipment, gather loot, collect pets and more! Take your hero through multiple difficulty modes and challenge/survival missions to earn more experience & even better treasure. Join your friends with 4-player online and local (splitscreen) co-op to plan your strategies together or compete in PvP Deathmatch.

    Key Features

    • 4-player Online and Local Co-Op - Team-up with up to 3 friends to defend cooperatively, with character classes that support each other’s strengths and weaknesses. Dynamically combine local (splitscreen) and online players and leave/join any time, so that the game’s always full.
    • Tower-Defense Meets Action-RPG - Choose your class, customize your character & equipment, strategically assemble your defenses, and participate directly in action-packed battle to preserve your castle against the invading horde!
    • 4 Distinct Character Classes - Each character class has a different skill tree, set of towers, and even basic attacks! You can choose if you want to play stealthy, turn invisible, and plant traps behind enemy lines with the Huntress or go all out, block off choke points, and brutally beat your foes into submission with the Squire!
    • Loot and Level-Up - Grab the mounds of money and items that your defeated foes drop and trade them or store them for later use in your Item Box! Getting kills and completing waves earns you experience points, which can be used to upgrade your characters, skills, equipment, and towers on a per-statistic basis. Do you want to enhance Hit Points, Attack Rate, Damage, etc? The choice is yours... Store your massive overflow of money in the 'Mana Bank' and then spend it to improve your equipment or trade with other players. Proudly show off your best equipment in your own 'Adventurer’s Tavern', without fear of item theft!
    • Tons of Enemies and Huge Boss Fights - Over 100 simultaneous enemies will attempt to tear through your defenses and gigantic Boss Monsters will appear to rain down havoc upon everyone. Only by employing the most effective defensive strategies, teamwork, and strong characters will you defeat such devilish foes! Many enemy types run the gamut from big dumb Orcs swinging huge axes, to lithe Dark Elves that strike from the shadows, to crazy kamikaze goblins! Can you defeat the epic boss battles and collect the special loot while still defending your crystals?
    • Mission & Game Play Variety - Each level has a different visual setting, layout, enemy types, traps, and distinct surprises. To collect all the loot and reach the highest levels you must take your character through 4 difficulty modes, survival missions, challenge maps, and more! Some maps force you to have mobile defenses, guarding a crystal which warps around the map. Others have YOU attacking enemy encampments!
    • Collect and Trade Pets Online - A variety of pets exist to assist you in the land of Etheria, each with distinct behaviors. These pets can be leveled-up and customized to match your unique play-style. They can even be traded online with other players!
    • Secure Trading System - Afraid another player won't live up to their word? Use our secure trading system to trade your precious weapons, armor, and pets with other players online! Watch your name and fame spread online, as people seek out the best pet raisers or item forgers!
    • A Mountain of Stats - Every shot you take, kill you make, and defense you build is logged and recorded for posterity. Pore over the voluminous charts and graphs at the end of each session to analyze your team’s performance, quickly review your best statistics for each level, and compare your data online with other players to see who is the greatest hero of all. Furthermore, your Achievements are visible for all to see within your very own Adventurer’s Tavern, and the highest scores for each of your heroes are ranked on the worldwide leaderboards!
    • Dungeon Defenders Development Kit - Dungeon Defenders includes a free development kit where you can create and edit new Dungeon Defenders missions and more utilizing all of the existing Dungeon Defenders assets. Download and share these user created levels via Steam Workshop for an endless Dungeon Defenders experience!

    MINIMAL SETUP
    • OS: Ubuntu 12.04 LTS
    • Processor: 2 GHz CPUMemory: 2 GBHard disk space: 6 GbVideo Card: ATI Radeon HD 2400 or NVIDIA GeForce 7600. equivalent or greaterOpenGL: 2.1
    • Memory: 2 GBHard disk space: 6 GbVideo Card: ATI Radeon HD 2400 or NVIDIA GeForce 7600. equivalent or greaterOpenGL: 2.1
    GAMEBILLET

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    4.75$ (81%)
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    7.79$ (61%)
    1.5$ (70%)
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    0.75$ (85%)
    15.0$ (75%)
    4.5$ (70%)
    9.35$ (22%)
    15.99$ (20%)
    5.52$ (72%)
    1.94$ (84%)
    9.99$ (50%)
    10.0$ (80%)
    0.94$ (81%)
    10.79$ (46%)

    FANATICAL BUNDLES

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    8 days, 23 hours, 54 minutes


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    Time left:

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    Time left:

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    Time left:

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    Time left:

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    Time left:

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    Time left:

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    Time left:

    11 days, 23 hours, 54 minutes


    Time left:

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    Time left:

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    36 days, 23 hours, 54 minutes


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    39 days, 23 hours, 54 minutes


    HUMBLE BUNDLES

    Time left:

    3 days, 17 hours, 54 minutes


    Time left:

    17 days, 17 hours, 54 minutes

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