Compare Rush for Glory prices across 50+ stores and find the best deal. Developed by Parseh Game Studio. Published by KATNAPPE SP. Z O. O.. Released on 6/16/2014. Available on PC. Genres: Action, Strategy.

Tower defense that leans on cross-mission persistence and a 40-upgrade meta-layer to add stakes, but thin tower variety and so-so AI keep it squarely in budget territory.

I came to Rush for Glory expecting a lightweight tower defense to fill an afternoon, and it mostly delivered exactly that, nothing more. The setup is your classic fixed-path alien-invasion scenario: waves of enemies march toward your base, you spend gold on towers, and you survive or you don't. What separates it from the pile is a persistence mechanic that runs across the entire campaign. Your 100 citizens are a shared pool across all 10 scenarios, meaning every enemy that slips through in level three is still gone by the time you hit the boss of level eight. That single design choice adds genuine pressure to a genre that often lets you reset and forget. The upgrade system deserves a closer look because it is the real strategic layer here. Completing levels earns you one to three stars based on performance, and those stars buy from a pool of roughly 40 upgrades that carry forward from that point in the campaign. Critically, the upgrades are not locked in permanently mid-run, so you can shuffle allocations before a particularly tricky level to suit the enemy composition. That flexibility is smart design. The five core tower types each have three upgrade tiers and three special abilities, and there are five power-attack options including traps and area bursts for emergencies. On paper that sounds like enough to build interesting combinations. In practice, the tower roster feels thinner than it reads, largely because placement restrictions are tight and flying enemies sometimes drift off the projected path into dead zones where no tower can reach them, which tips challenge into frustration rather than puzzle-solving. For genre newcomers, the rolling in-game tutorial covers the basics without condescending, and the three difficulty levels give a sensible climb. Easy mode lets you bank stars and upgrades before attempting normal, which is actually a reasonable way to learn the upgrade tree before committing to a harder run. Veteran tower defense players, though, will notice the absence of branching upgrade paths and the relatively shallow gold economy almost immediately. Currency trickles in slowly, upgraded towers can be damaged and need attention, and on higher difficulties the margin for error compresses fast. That compressing pressure is either the game's best quality or its most annoying, depending on your tolerance for sweating the early levels. The audiovisual side is honest budget work from a small studio. The 3D visuals are functional at best, and community feedback has not been kind to the art direction. There is a first-person tower view that offers a brief novelty, and the enemy roster does scale up from basic infantry to powered armor and battle mechs in the later missions, which at least gives the campaign a sense of escalation. With only 20 Steam user reviews sitting at a 60 percent positive rating, community enthusiasm never took off, and there is no mod ecosystem or post-launch content to extend the shelf life. This is a game you finish and put down, not one you return to. If your queue is empty and you want a short, functional tower defense with a bit more campaign continuity than the genre average, Rush for Glory does that job adequately. If you have already played Defense Grid, GemCraft, or Sol Survivor, you will spend most of your time noticing what is missing rather than appreciating what is here. Diego, Scout Team

Rush for Glory
ActionStrategy

Rush for Glory

Jun 16, 2014Parseh Game StudioKATNAPPE SP. Z O. O.
GamerScout Says

Tower defense that leans on cross-mission persistence and a 40-upgrade meta-layer to add stakes, but thin tower variety and so-so AI keep it squarely in budget territory.

PC
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Screenshots & Media

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About Rush for Glory

I came to Rush for Glory expecting a lightweight tower defense to fill an afternoon, and it mostly delivered exactly that, nothing more. The setup is your classic fixed-path alien-invasion scenario: waves of enemies march toward your base, you spend gold on towers, and you survive or you don't. What separates it from the pile is a persistence mechanic that runs across the entire campaign. Your 100 citizens are a shared pool across all 10 scenarios, meaning every enemy that slips through in level three is still gone by the time you hit the boss of level eight. That single design choice adds genuine pressure to a genre that often lets you reset and forget. The upgrade system deserves a closer look because it is the real strategic layer here. Completing levels earns you one to three stars based on performance, and those stars buy from a pool of roughly 40 upgrades that carry forward from that point in the campaign. Critically, the upgrades are not locked in permanently mid-run, so you can shuffle allocations before a particularly tricky level to suit the enemy composition. That flexibility is smart design. The five core tower types each have three upgrade tiers and three special abilities, and there are five power-attack options including traps and area bursts for emergencies. On paper that sounds like enough to build interesting combinations. In practice, the tower roster feels thinner than it reads, largely because placement restrictions are tight and flying enemies sometimes drift off the projected path into dead zones where no tower can reach them, which tips challenge into frustration rather than puzzle-solving. For genre newcomers, the rolling in-game tutorial covers the basics without condescending, and the three difficulty levels give a sensible climb. Easy mode lets you bank stars and upgrades before attempting normal, which is actually a reasonable way to learn the upgrade tree before committing to a harder run. Veteran tower defense players, though, will notice the absence of branching upgrade paths and the relatively shallow gold economy almost immediately. Currency trickles in slowly, upgraded towers can be damaged and need attention, and on higher difficulties the margin for error compresses fast. That compressing pressure is either the game's best quality or its most annoying, depending on your tolerance for sweating the early levels. The audiovisual side is honest budget work from a small studio. The 3D visuals are functional at best, and community feedback has not been kind to the art direction. There is a first-person tower view that offers a brief novelty, and the enemy roster does scale up from basic infantry to powered armor and battle mechs in the later missions, which at least gives the campaign a sense of escalation. With only 20 Steam user reviews sitting at a 60 percent positive rating, community enthusiasm never took off, and there is no mod ecosystem or post-launch content to extend the shelf life. This is a game you finish and put down, not one you return to. If your queue is empty and you want a short, functional tower defense with a bit more campaign continuity than the genre average, Rush for Glory does that job adequately. If you have already played Defense Grid, GemCraft, or Sol Survivor, you will spend most of your time noticing what is missing rather than appreciating what is here. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:sub-5Tower DefensePersistent CampaignMeta-UpgradesWave DefenseFixed-Path TDBudget PickAlien InvasionDifficulty Scaling

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
XP, Vista, 7, or 8 (32-bit or 64-bit)
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
850 MB available space
Graphics
Direct X 9.0c capable hardware
Processor
Intel Pentium 4, 2.0 Ghz or faster
Sound Card
Direct X 9.0c sound device

Recommended

OS
7
Memory
2 MB RAM
DirectX
Version 9.0c
Storage
850 MB available space
Graphics
ATI or NVidia card w/ 512 MB RAM
Processor
Core 2 Duo 2GHz or equivalent
Sound Card
Direct X 9.0c sound device

Community Discussion

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Reviews & Ratings

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Game Info

Developer
Parseh Game Studio
Publisher
KATNAPPE SP. Z O. O.
Release Date
Jun 16, 2014

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Rush for Glory is available on PC.

When was Rush for Glory released?

Rush for Glory was released on 16 June 2014.

Who developed Rush for Glory?

Rush for Glory was developed by Parseh Game Studio and published by KATNAPPE SP. Z O. O..