Kingdom Rush 5: Alliance TD

While a formidable evil emerges, an unexpected alliance is taking shape! It will take the finest warriors of Linirea and the relentless Dark Army to stop it. Beware! Though they may journey side by side the ever-changing winds of fate could swiftly alter their course.

Kingdom Rush 5: Alliance TD is a strategy, tower defense and 2d game developed and published by Ironhide Game Studio.
Released on July 25th 2024 is available on Windows and MacOS in 10 languages: English, French, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America and Traditional Chinese.

It has received 7,417 reviews of which 6,531 were positive and 886 were negative resulting in a rating of 8.6 out of 10. šŸ˜Ž

The game is currently priced at 13.65ā‚¬ on Steam and has a 30% discount.


The Steam community has classified Kingdom Rush 5: Alliance TD into these genres:

Media & Screenshots

Get an in-depth look at Kingdom Rush 5: Alliance TD through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Dual Core CPU
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.0 compliant with 1.0GB of video RAM.
  • Storage: 1 GB available space
MacOS
  • OS: macOS 10.13
  • Processor: Apple M1 or Intel Core M
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.0 compliant with 1.0GB of video RAM.
  • Storage: 1 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Aug. 2024
tl;dr to avoid spoilers: 7/10 in it's current state. Better than the last game, but much more Micro-heavy. If you don't have fast fingers, you will struggle. This entry is HEAVILY micro-management focused. You will be repositioning troops, heroes, and towers far quicker- it's much more like an RTS in some senses, and it feels far heavier than previous games- which plays to the game's favor, imo. It stops the late game from getting boring- maybe most of the difficulty comes from how much needs to be managed? It's an interesting direction for the game to take, but it *is* fun. -TOWERS- At vanilla, the tower selection is a little boring- you have no reason not to take the Paladin Covenant on every level due to how much blocking needs to be done. Rocket-Riders and Ghosts simply don't do enough in the later sections to use- unless you're specifically using them to support Paladins, or you're using Ghosts on the last mission to counteract the Overseer screwing with tower placement (which doesn't matter much anyway, considering the 90% resale value upgrade =<=). The only tower to sometimes outclass the Covenant is the Imp Pool, which doubles as an AOE tower and can do well in the 2nd area, but falls off in the last area due to needing to position troops precisely in order to cover enemies *before* they get their buffs. Archer-towers are a little redundant except for dealing with flying enemies, and once you unlock the elven-mage you don't even need them anymore- only a few enemies in the game have magic resistance, with the only enemy to have max-resist be a temporary buff that can be blocked pretty easily. AOE towers are all bomb-shooters, so there's not much choose other than which flavor of AOE you want- damage, DOT, or debuff. The highest selection is among the magic towers, which have a fun little toolset to work with- Pure Damage, Flexibility to deal with multiple enemies or single-target at the cost of expense and lackluster single-target into the late-waves, Slowing and Polymorph, Increasing other tower's damage (can get some insane numbers this way), or constantly spawning undead. The devs clearly loved magic towers this game. My setup for most of the game was Paladin Covenant, Necromancer, and Elven Stargazer, and the last two tower-slots were swapped between Ballista in the 2nd area and Dune Sentinel in the 3rd area for dealing with their specific flying enemies. I only used the 5th slot in the last few levels to put the Brewmaster AOE for dealing with the masses (honestly I wished I'd used it sooner. Good damage and helps keeps the Paladins actually kicking.) -HEROES- The selection of heroes in the game is rather fun. With two heroes to pick from, you can get some fun combos going, and it assists in the game's switch to micro-management rather than clever setup. I tended to build with one slow, powerful hero and one fast, flexible hero in mind. This worked best at letting one hero manage a choke while the other cleaned up the alt-path. Almost every single map in the game has two exits and two or more paths, making hero movement CONSTANT. I found myself switching heroes rather often- although, I stuck with Raelyn for the most part. Your two starting heroes, Raelyn and Vesper, are the only high single-target damage "assassin" heroes in the game, which is essential in later levels with transforming cultists and vile spawners in mind, which need to be picked out of groups. Every other hero is focused on AOE, ranged damage, or debuffing enemies. The closest thing to another assassin is Torres, who's Hero Spell allows for a small AOE of instant physical damage, often enough to kill or at least severely cripple a target out of a group, or at least kill the units around them. Other than that, pick your poison of horde-eater, gunner, or debuffer. At the very least, the combinations are interesting. You get some interesting heroes that are familiar enough without being overly gimmicky. The two-hero mechanic is very fun. but the need for a dedicated single-target melee unit gets in the way of making more interesting combos. Overall, the combos I used were: Raelyn and Nyru Raelyn and Anya Raelyn and Grimson Raelyn and Therien Vesper and Therien Early on, you have a limited selection, and by the time the selection grows the demand for assassin heroes is higher, and so you're still pulling from Raelyn and Vesper for pick-targets. Not necessarily a bad thing, since you have two hero slots and can afford to bring the same hero every time, but a slight shame. Would've loved a little more diversity in my selections. -ZONES- The first area is fun, and similar to most other first-areas in Kingdom Rush games. You have your Orc-like, your Goblin-like, your Ogre-like, etc etc. The one surprise was no wolves. Looking back, it did make archers a bit useless, since there was practically no reason not to just spam magic and keep a burst-damage hero around for dealing with healers. The boss of the area is simple as well- just rushes the exit, and you have to kill it. Second area has a rough start- at first, it seems like more of the same, just with more health. No one's gimmicks play together well, everything just seems rather boring. However, the introduction of transforming-cultists, chainers, and spiders later on leads to a ton of micro game with your heroes, as well as building around magic resistance (the only area in the game you have to do so :V). It lead to the last few levels being incredibly entertaining, and maybe one of the best in the game. The boss of the area is a little interesting, as you have the bonus of using Vez'nan's spells and essentially micro'ing his abilities. It's a bit more than a simple rush-down boss. Third area is difficult at first, but once you learn the gimmick becomes a bit... simple. Avoid the gaze areas and you're golden. Every map can be beaten by simply dropping troops to choke before the gaze- or after the gaze on some maps- and it's over. A few arrow towers or elf-mages at the back to keep away any creep that gets through. The penultimate-boss of the area, at Vez'nan's old tower, is also a rather boring affair- just a rush-down. You get to use Dennis as a replacement for your reinforcements against her, but he does little other than have more health. However, the final area is redeemed by the final boss of the game. Incredibly fun boss-fight. It has a similar playcycle as ol' Penumbra in KR2, though less difficult. Randomly makes your towers swap places instead of just straight-up destroying them- but the last phase, it does not wrecking house. However, it differs in that it's an enemy-rush, with you having to split your funds between the towers killing the boss as it's trapped in the center of the stage, and defending your exits. Rather fun, and is the last challenge of micro-hell =<= As of release, there is no post-game content other than the Impossible Difficulty and finishing the Challenge version of levels. -FINAL THOUGHTS- The game gets a bit samey at about the halfway point, but soon after that the demand for micro increases and suddenly the game picks up again. Selection is a bit limited- the gimmick of KR4 just doesn't work with such little enemy diversity, and selections can be a bit samesy overtime. However, it was difficult, and it was fun. I have hopes that the updates in the future will lead to some good post-game content, and hopefully they're not all relegated to DLCs. OH, AND THEY REMOVED THE BESTIARY IM UPSET ABOUT THAT. I LOVED THE ENCYCLOPEDIA AND NOW ITS GONE ; _ ;
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Aug. 2024
It's a fun game, but clearly made for mobile. Not worth $20 at all. It's a solid choice if its on a 70%+ off sale, but don't buy it for full or half price.
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Aug. 2024
This is the shortest Kingdom Rush game thus far (all achievements completed under 20 hours), however, additional free content and paid DLC are expected to arrive soon. Heroes are unique as per usual and somehow the developers are still introducing original towers (one can swap tiles with another for example). The enemy waves have less enemies with more impactful abilities rather than brute force swarms as the previous entries tended to have. This requires the player to focus more on technique rather than outputting bulk AoE DPS . The only issue is that even the newgame+'esque unlockable Impossible difficulty can be beaten with any tower lineup and hero if you have all the upgrades unlocked , thus indicating a lack of strategical influence available to the player . For more experienced players this can lead to a duller experience after a few levels, albeit still somewhat enjoyable. In conclusion, still one of the best tower defense titles out there and definitely worth a buy, however the less casual players should be aware of the lesser difficulty leading to an autopilot experience eventually.
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July 2024
Fun game-play but not a lot of content. 100% completed the game and all achievements in 22 hours and by no means was I speedrunning it, for Ā£15 it's a little disappointing. For comparison I have 110 hours in the original KR, 58 hours in KR Frontiers, 46 in KR Origins, and 40 in KR Vengeance. Still enjoyed it just hope they add a little more content - and not in the form of a paid dlc.
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July 2024
Review of Kingdom Rush 5: Alliance TD 6/10 Overall it has been a good experience to play this game. Personally I have been very hyped and excited for this installment and I did unfortunately not find that it lived up to my expectations. The theme of an alliance of good and evil, and of having two heroes is unfortunately not explored very thoroughly. If you are looking for a Kingdom Rush game this is it. If you are looking for THE Kingdom Rush game, this is not it. Main campaign 6/10 [*]The main campaign felt very short with only 3 areas, I would love for it to have had a 4th area or more. [*]The levels have been somewhat polarizing, some levels were awesome, requiring me to think about what I had to change about my strategy to complete it. On the other hand, some levels were just boring, and at times unpleasant to play. The first area was very beautiful and well crafted, I liked the thematic and the difficulty. Aesthetically the second area was only decent, however the difficulty was very fun! I had to spend time to adjust my strategy, and think about what towers and upgrades I wanted to bring to the battlefield. Personally the last area was thematically uninteresting. The maps were annoying to play because of the ā€eyeā€ mechanic of the maps, healing and buffing the enemy units. It felt very uninteractive to play against since there was not much I could do to prevent it. On some maps there is an opportunity to fight the enemies before and after but it does not matter that much. Also the last 3 levels i just spammed the eldritch channeler and found it to be the most effective :( Heroes 4/10 The heroes are for me mostly quite uninteresting. The whole idea behind having two heroes is for them to be strong and interact a lot with the levels. Yes, that did happen, but I only ever seemed to find myself using Raelyn + Someone else. Here is my review on every hero: 1. Vesper Very generic bow and sword guy changed hero as soon as possible. 2. Raelyn Has really good damage, survivability and a likable ā€œvillainā€ character. 3. Nyru A good ranged pick, with a strong ability. The fluidity of his kit seems somewhat strange, he is ranged and you want to stay away from enemies, however he has a self heal and damages nearby enemies? 4. Torres He is just a meathead and someone to block the enemies, did not seem very useful as most enemies donā€™t deal a lot of damage and the ones that do deal too much. 5. Anya I really liked the fantasy of a mobile (vampire) hunter that could jump around the map and deal damage to important targets. Sadly she does not feel very powerful and her skill being cool with a cameo of Dante (Previous Kingdom Rush game hero) is disappointingly useless. It can be used to revive Anya but that is all. 6. Grimson A cool character that makes sense in the story, but does not look a lot like the monster enemies when he is supposed to? If you like the fantasy of venom (Spiderman) you would like this character. 7. Broden I do not like this character at all. He is supposed to be this caricature of a freedom loving american, but it's too much in a way it becomes unappealing. His usefulness also seems low. 8. Therien She was supposed to be really cool but feels so useless. She shields allies but most allies in the game do not need a shield, and you do not control the timing so it is often wasted on nothing. She also buffs tower range but honestly that ability might as well be non-existent with how useless it is. Her ult is also supposed to be a good counter to the third areaā€™s ā€œeyeā€ mechanic but it ends up just stacking waves of enemies making it more difficult to deal with. 9. Onagro I like this hero, it is of course similar to the battle mechs from the other Kingdom rush game and i love that. 10/10 10. Warhead I did not play a lot with this hero since I found him to be dying a lot. Visually it does look awesome though. 11+12. Dragons Very strong. Towers 6/10 I really wanted to use a lot of different towers for my playthrough, but I always ended up using just a few of the same towers. I never could never fit the other towers into my strategy. I didnā€™t find any of the ā€œartilleryā€ towers to be very effective, which is a shame since I usually really like them. Upgrades on towers also felt very lackluster, most of the time I would go for buying a new tower rather than upgrading the abilities fully. Also there are now only two upgrades? Honorable mentions of towers. 1. Arborean emissary This tower is more of a support style of tower and I really like it, i feel that kingdom rush lacks more of these. 2. Demon pit Really cool tower, I would have loved to use it more. 3. Rocket gunners Mandelorian style fighters that shoot shotguns and rockets? Yes please! This is also a tower I would have loved to use more. 4. Eldritch channeler Very strong tower, maybe a little too strongā€¦ 5. Grim wraiths Cool ability to teleport this barracks tower around, I never used it though and cannot say much about it. Upgrades 1/10 There are 4 ā€œtreesā€ of upgrades. 1. ā€œTower upgradesā€ The upgrades felt really random and incohesive, I did not really feel the power of the upgrades when I got them. THEN there is ā€œFavorite customerā€ which gives you a 25% chance to make an upgrade cost less. Omg this is so horrible, why would you make it a change for it to do something, levels can feel like rng with this and is annoying to play with. 2. ā€œHero upgradesā€ Very generic hero upgrades. The last upgrade is very interesting though refreshing your hero spells every 5. time you use them. This upgrade makes it possible to either play strategically with the spells or just get a power boost throughout the level if you donā€™t. 3. ā€œReinforcement upgradesā€ Again very familiar to the Kingdom Rush series, either choose ranged or melee reinforcements. 4. ā€œAlliance upgradesā€ Cool idea to get different buffs depending on if you field Dark Army or Linerian towers and heros, I wish this was explored more. Generally I would have wished for more from the upgrade tree. In previous installments of Kingdom Rush you would early on in the campaign have to choose wisely how you spent your upgrade points, in this game it does not feel like that. From an upgrade tree I would love to specialize my towers depending on my strategy. END
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Last Updates

Steam data 14 December 2024 01:31
SteamSpy data 18 December 2024 21:15
Steam price 23 December 2024 12:51
Steam reviews 21 December 2024 13:52
Kingdom Rush 5: Alliance TD
8.6
6,531
886
Online players
847
Developer
Ironhide Game Studio
Publisher
Ironhide Game Studio
Release 25 Jul 2024
Platforms
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