The DLC content for consoles is limited to extra levels only, no holiday content, no extra characters etc.
Also the EU Store update mentions nothing about Dungeon Defenders DLC
When we were making Dungeon Defenders, we knew we wanted to make DLC. At the same time, we couldn’t afford to pretend Dungeon Defenders was going to be Minecraft (or hell, even Magicka) when it released. We couldn’t dedicate our small tech team (3 people!) to spend a large chunk of precious development time on DLC when we still had a lot of work to do on the core game.
So instead, we planned for DLC around these limitations. That’s where the idea of the Quests for the Lost Eternia Shards originated -- new cinematics, new maps, new bosses, new items and new pets. We knew each of these would require a patch to add in the latter two features (as well as whatever new functions we would like the challenge missions and levels to have), and we knew those patches would cost money, but we accepted that. We made sure to add functionality for the first of these packs into the game, so the first DLC would release in a timely matter, and then started going through the exciting process that is console certification.
While the completed console versions were in the certification process, it hit us... Halloween was around the corner. And then there was Thanksgiving Day, and Christmas... and more! Jeremy and I had a discussion, and we made, what we already knew was going to be an unpopular decision, to treat the PC version as a different SKU from the console game and create holiday events which were not compatible with the final console versions. We didn’t think it was fair to PC players to update the PC version within the framework of console restrictions, when many of those restrictions did not exist on PC. At the same time we created console events, which was our way of giving back to the console community within the framework we could operate in.
Until after release, this idea only extended to Holiday Events. The advertised differences between the versions were controls and TrendyNet Events (at that time they were just going to be that -- free, time-limited events). But, as work progressed on the Events, we started to get... creative.
We were compelled by the overwhelming desire to dress up the Monk as a Ninja for Halloween, the Huntress as an Angel. On Steam, we could make that a reality. So we took those spare technical resources and created an outfit system for PC. Our artists worked day and night to create the new character models. We sweat blood pumping out Holiday levels that we didn’t have nearly enough time to complete. That furious work right after release nearly broke the team (seriously, we had a meeting and everything).
By that time, the game was a huge success on PC, and we decided to carry on giving PC players the support and features they requested beyond Holiday Events, with the anticipation of going back and trying our darnest to get anything we could to console.
After much thought and investigation, we’ve decided it’s unfeasible from both a technical and business standpoint to bring the PC-only content (Holiday DLC, New Heroes Pack, Barbarian, Assault Mission Pack, Nightmare Mode, Shops, etc.) to the console versions. This is for a variety of reasons including the massive restructuring of the current console game that would have to take place, the QA process necessary to prepare for submission, patch size limitations, patch stacking requirements, and the opportunity cost of pursuing other projects.
We are very sorry, given the current console framework, that we cannot deliver this content to console players, but we do stand by the fact that, while different, both the console and PC versions of Dungeon Defenders are great products (and tremendous values). We hope that in the future, with news like this, other companies will be able to provide the support we have to PC players simultaneously to console players, too.