Compare Kingdom Rush 5: Alliance TD prices across 50+ stores and find the best deal. Developed by Ironhide Game Studio. Published by Ironhide Game Studio. Released on 7/25/2024. Available on PC, Mac. Genres: Indie, Strategy.

Solid Kingdom Rush polish with a clever dual-hero twist, but a creeping meta problem and thin campaign length mean veterans will want to see a sale before diving in.

I went into Alliance with a colour-coded spreadsheet of every Kingdom Rush entry, and after clearing the base campaign I had a clear read: this is the most visually refined the series has ever been, and the smartest it has tried to be, but 'trying' is doing a lot of heavy lifting there. The headline mechanic is the tower loadout system, which forces you to pick only five tower types per run from a combined catalogue of Linirean and Dark Army options. On paper this is the kind of constraint that breeds creativity. In practice, the meta hardens fast. The Necromancer is so dominant for ground control that community tier lists flagged it as a near-mandatory pick within days of launch. Pair it with the Arcane Wizard for tower buffing and the Arborean Emissary for long-range healing, and you have a backbone that trivialises most stages. The dual-hero system is genuinely interesting: bringing two heroes simultaneously opens up hero-spell combinations tied to your specific pair, and hunting for synergies between characters like Therien (a teleporting Voidmancer with crowd-control) and Broden (a griffin-summoner with burst single-target damage) is the game at its most engaging. The problem is that flying enemies are so omnipresent that tower choice gets further funnelled toward anything with air-attack capability, compressing build variety exactly when the loadout system was supposed to expand it. For newcomers, the four difficulty tiers genuinely do their job. The lowest settings let you figure out tower placement and hero micro without punishing you for mistakes, and the campaign's 22 stages across five exotic landscapes teach the mechanics gradually. The Elite and Iron Fist challenge modes per stage give completionists a reason to replay. Veterans chasing mastery stars will squeeze more hours out, but the base run can feel short, and some players have noted the absence of a game speed control makes the slower mid-wave stretches drag. On the positive side, the PC version on Steam ships with all towers and heroes unlockable through gameplay alone, no paywalled units, which is a clean departure from the mobile version's shop structure. Ironhide has been actively patching since launch. Multiple balance passes have adjusted towers like the Elven Stargazer, Battle Brewmasters, and Dune Sentinels, and several paid DLC campaigns have added new stages, heroes, and mechanics post-release, including Wukong's Journey (which introduces Elemental Holders) and Dragon Wars. The bones of the series are as reliable as ever, the art direction is the sharpest in the franchise's history, and the audio keeps pace. What it lacks is the bite of earlier entries: the tower-selection pressure that made the original Kingdom Rush feel like a puzzle, not a checklist. If you have never touched the series, Alliance is actually a reasonable entry point given the difficulty options and the clean PC monetisation. If you are a returning player expecting Vengeance-level strategic depth, temper expectations accordingly and lean into hero optimisation, because that is where the game's best decisions live. Diego, Scout Team

Kingdom Rush 5: Alliance TD
IndieStrategy

Kingdom Rush 5: Alliance TD

Jul 25, 2024Ironhide Game Studio
GamerScout Says

Solid Kingdom Rush polish with a clever dual-hero twist, but a creeping meta problem and thin campaign length mean veterans will want to see a sale before diving in.

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About Kingdom Rush 5: Alliance TD

I went into Alliance with a colour-coded spreadsheet of every Kingdom Rush entry, and after clearing the base campaign I had a clear read: this is the most visually refined the series has ever been, and the smartest it has tried to be, but 'trying' is doing a lot of heavy lifting there. The headline mechanic is the tower loadout system, which forces you to pick only five tower types per run from a combined catalogue of Linirean and Dark Army options. On paper this is the kind of constraint that breeds creativity. In practice, the meta hardens fast. The Necromancer is so dominant for ground control that community tier lists flagged it as a near-mandatory pick within days of launch. Pair it with the Arcane Wizard for tower buffing and the Arborean Emissary for long-range healing, and you have a backbone that trivialises most stages. The dual-hero system is genuinely interesting: bringing two heroes simultaneously opens up hero-spell combinations tied to your specific pair, and hunting for synergies between characters like Therien (a teleporting Voidmancer with crowd-control) and Broden (a griffin-summoner with burst single-target damage) is the game at its most engaging. The problem is that flying enemies are so omnipresent that tower choice gets further funnelled toward anything with air-attack capability, compressing build variety exactly when the loadout system was supposed to expand it. For newcomers, the four difficulty tiers genuinely do their job. The lowest settings let you figure out tower placement and hero micro without punishing you for mistakes, and the campaign's 22 stages across five exotic landscapes teach the mechanics gradually. The Elite and Iron Fist challenge modes per stage give completionists a reason to replay. Veterans chasing mastery stars will squeeze more hours out, but the base run can feel short, and some players have noted the absence of a game speed control makes the slower mid-wave stretches drag. On the positive side, the PC version on Steam ships with all towers and heroes unlockable through gameplay alone, no paywalled units, which is a clean departure from the mobile version's shop structure. Ironhide has been actively patching since launch. Multiple balance passes have adjusted towers like the Elven Stargazer, Battle Brewmasters, and Dune Sentinels, and several paid DLC campaigns have added new stages, heroes, and mechanics post-release, including Wukong's Journey (which introduces Elemental Holders) and Dragon Wars. The bones of the series are as reliable as ever, the art direction is the sharpest in the franchise's history, and the audio keeps pace. What it lacks is the bite of earlier entries: the tower-selection pressure that made the original Kingdom Rush feel like a puzzle, not a checklist. If you have never touched the series, Alliance is actually a reasonable entry point given the difficulty options and the clean PC monetisation. If you are a returning player expecting Vengeance-level strategic depth, temper expectations accordingly and lean into hero optimisation, because that is where the game's best decisions live. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:aaaTower Loadout SystemDual-Hero Co-opElite Challenge ModeMeta-DependentPost-Launch DLC ContentPC-Friendly MonetisationHero SynergyMastery Stars

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 7 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
1 GB available space
Graphics
OpenGL 3.0 compliant with 1.0GB of video RAM.
Processor
Dual Core CPU

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Game Info

Developer
Ironhide Game Studio
Publisher
Ironhide Game Studio
Release Date
Jul 25, 2024

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What platforms is Kingdom Rush 5: Alliance TD available on?

Kingdom Rush 5: Alliance TD is available on PC, Mac.

When was Kingdom Rush 5: Alliance TD released?

Kingdom Rush 5: Alliance TD was released on 25 July 2024.

Who developed Kingdom Rush 5: Alliance TD?

Kingdom Rush 5: Alliance TD was developed by Ironhide Game Studio.