Kingdom Rush 5: Alliance TD
Content-wise it’s stacked. You’re getting 22 campaign stages across five exotic landscapes, plus three game modes that let you push beyond the basic campaign clears. The sandbox is big too: 17 towers with special skills, 15 heroes, 40+ enemies (split across multiple enemy “races”), and five colossal boss fights—the kind where your carefully planned defense suddenly becomes “panic, but tactical.” And yes, the game literally brags about “twice the dragons,” which is the exact level of responsible military escalation I expect from this franchise.
What makes Alliance sing is how it rewards both planning and improvisation. You can build a crisp “kill zone” layout… and then the game throws something weird at you that forces a mid-wave pivot. Towers and heroes play off each other nicely, and the two-hero setup makes micro decisions more interesting without turning it into frantic click-spam—more “smart triage” than “finger gymnastics.” The tone helps a lot too: the writing and flavor text keep things light, and the developers even call out the series’ usual Easter eggs and humor right on the store page.
On Steam, the reception backs it up: it’s sitting in the Very Positive zone (both overall and recent at the time of capture), which tracks with how consistently fun the core loop is. And if you’re the type who likes checklists, it’s packed with achievements (91 listed on Steam).
Bottom line: Ironhide Game Studio delivers another polished, personality-filled Kingdom Rush entry that’s comfortable to veterans and welcoming to newcomers—then spices it up with the genuinely great “two heroes” twist.


