
Legends of Kingdom Rush
A bite-sized hex-tactics roguelite that swaps Kingdom Rush's beloved towers for party-building and dice rolls. Breezy enough to finish in a sitting, but thin enough to leave strategy veterans wanting more.
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About Legends of Kingdom Rush
My spreadsheet instincts kicked in fast with this one: pick one Legend (say, the shadow assassin Asra Daggerfall or the paladin Gerald Lightseeker), pair two Companions from a roster that spans rangers, dark knights, orc cleavers, and demolition-happy bombardiers, then see how long your squad survives a roguelite map before everything resets and you start building again. That loop has a magnetic pull for the first few hours. The problem is it doesn't deepen much after that. The combat itself sits on a hex grid where turn order is displayed at the top of the screen, each character gets two actions per turn, and positioning actually matters: choke points can save your run, ranged characters can stay rooted while melee units scramble across the board. There are four character classes that span Mighty tanks, Athletic rangers, arcane mages, and Crafter oddball-AoE types, and each class also determines which dialogue options open up during the game's 100-plus randomised narrative events. That dual function (class as both combat role and story gate) is a genuinely smart idea. Dice Challenges add a lightweight tabletop flavour where having the right class in your party literally unlocks better outcomes. For a tactics newcomer, this is a clean, low-pressure introduction to the genre; tooltips are thorough, combat events are telegraphed on the overworld map so you can heal before a fight, and runs are short enough that failure never stings for long. For strategy veterans, the ceiling becomes visible quickly. Balance tilts toward ranged units to a degree that makes melee feel optional. The per-map levelling resets at the end of each adventure, so the satisfying skill ramp you build (the mage's chain fireball, the Arcane Wizard's disintegrate) gets wiped clean before the next chapter. It stings more than rogue games usually do because the map layouts are semi-fixed and the moment you crack a run's logic, repetition sets in hard. Boss fights are creative the first time and mechanical by the third. The Arena and Daily Challenge modes add random modifiers (explosive barrels tossed in by the audience, for instance) and those modes arguably deliver the sharpest tactical decisions in the entire package. The PC port compounds these issues: no controller support, no graphics options, and the UI occasionally hides health bars in the middle of positioning-critical fights. If you're a Kingdom Rush fan who misses Gerald and Asra from the tower-defence entries, there is real warmth here. Returning characters bring their abilities across faithfully, the comic-strip cutscenes land jokes at roughly the rate they aim for, and the hand-drawn art is as clean as anything Ironhide has shipped. If you've never touched the series and just want an accessible entry point to hex tactics, this works without any franchise knowledge required. If you're hunting for the next deep tactics fix to replace your XCOM or Into the Breach rotation, go elsewhere. This is a game designed for twenty-minute sessions, not all-night campaigns, and on a Steam Deck or similar handheld it arguably shines more than it does on a desktop. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Graphics
- OpenGL 3.0 compliant with 512MB of video RAM.
- Processor
- Dual Core CPU
Recommended
- OS
- Windows 10
- Memory
- 8 GB RAM
- Graphics
- OpenGL 3.0 compliant with 1.0GB of video RAM.
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Reviews & Ratings
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Game Info
- Developer
- Ironhide Game Studio
- Publisher
- Ironhide Game Studio
- Release Date
- Jul 14, 2022


