About the Game
With greater power and menace than ever before, Kingdom Rush 5: Alliance offers a fresh, exhilarating experience, building upon the fast-paced and captivating gameplay that made its predecessors award-winners.

As a formidable evil arises, an unexpected alliance is taking shape! It will take the finest warriors of Linirea and the relentless Dark Army together to stop it. Beware! They may journey side by side for now, but the ever-changing winds of fate could swiftly alter their course.

Prepare to harness the formidable might of two heroes on the battlefield!
YES, you can now play with TWICE the dragons!! Double the fire-breathing fun, double the chaos—just make sure they don't argue over who gets to hoard the most gold!

Boss around all the heavy hitters like Paladins, Archers, Mages, Necromancers, and a bunch more. Just watch out they don’t start arguing about who's the real hero of the party as the enemies sneak by!

Are you poised for the ultimate clash? Embark on an epic journey alongside the brave warriors of Linirea and the relentless Dark Army as they unite to conquer a colossal foe.
Features:
32 upgradeable characters:
17 Towers with special skills. Create a wide range of strategies by building towers such as precise archers, lethal paladins, and even demon pits.
15 Epic Heroes; Play with 2 heroes in each stage, upgrade them to unleash their powerful abilities and bolster your defense. Who knew heroes could be such close roommates?
Face action-packed challenges across 5 different exotic landscapes.
22 Campaign stages, with different terrains and challenges. Explore diverse landscapes and defend them against hordes of enemies. Each stage offers a new adventure!
3 different game modes. Who doesn't love a good challenge?
56+ Achievements: show off your skills and unlock rewards!
40+ different enemies to test your mettle: 4 enemy races and 5 colossal boss fights of epic proportions. Who will prevail: you or the baddies?
Easter eggs and Ironhide's usual lighthearted humor. Because what's a game without a few hidden surprises and a good laugh?
Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
Hello, Generals!
With these Dragons War Campaign Balance & Stage Updates we had a clear goal: to make the game fairer, smoother, and more fun. We reviewed internal data and, most importantly, we listened to your suggestions and feedback. From stage difficulty to tower costs, every change has a reason behind it.
All these improvements are included with build number 7.00.60.
[img src="{STEAM_CLAN_IMAGE}/44971628/89a2831b276cc3f3996d339e59d7cfc71f8150f7.png"]Hero: Aurion
Worthy Foe — Only activates without a target 🟢 BUFF
Min Damage (Lv.1): 200 → 300
Max Damage (Lv.1): 300 → 400
💬 Dev Note: Worthy Foe was triggering even while the hero was actively fighting an enemy, which caused it to abandon nearby threats (including creeps dangerously close to the exit) to chase distant targets. We fixed this so it only activates when no target is engaged. To keep the ability competitive given its lower activation frequency, we also increased its damage output.
Solar Cleansing 🟢 BUFF
Heal (Lv.1): 4 → 6
Heal (Lv.2): 8 → 9
Heal (Lv.3): 12 → 12
💬 Dev Note: Early levels of Solar Cleansing felt too weak to justify the slot. Improving heal at Lv.1 and Lv.2 ensures investing in this ability has a real impact from the start.
Solar Stones 🟢 BUFF
Min Dmg (Lv.1): 50 → 55
Min Dmg (Lv.2): 90 → 100
Max Dmg (Lv.1): 70 → 90
Max Dmg (Lv.2): 120 → 140
💬 Dev Note: Solar Stones at lower levels didn't reach the damage threshold needed to stay relevant. This adjustment makes early progression levels feel satisfying without touching Lv.3, which was already well-tuned.
[img src="{STEAM_CLAN_IMAGE}/44971628/3716770a4fb724eb39b290c7ad81ffefe833d5cc.png"]Tower: Dragon Hatchery
Cooldowns — Fear & Split 🟢 BUFF
Fear CD: 25s → 22s
Split CD: 13s → 12s
💬 Dev Note: Fear and Split are among the Tower's primary sources of damage and crowd control. Reducing their cooldowns means more moments where these abilities can turn the tide, whether it's stopping a push or punishing a bad wave composition.
Tower Cost (all levels) 🟢 BUFF
Lv.1: 110 → 105
Lv.2: 170 → 160
Lv.3: 240 → 220
Lv.4: 300 → 280
💬 Dev Note: Building and upgrading towers should feel like a strategic investment. These cost reductions let players put together stronger defenses without having to sacrifice too many options.
Tower Damage 🟢 BUFF
Min Dmg (Lv.1–3): 10 → 16
Min Dmg (Lv.4): 16 → 26
Max Dmg (Lv.1–3): 14 → 20
Max Dmg (Lv.4): 24 → 34
💬 Dev Note: The Tower's identity is built around slowing enemies and covering wide areas, not raw damage. That said, players rightfully expect their dragons to hit with purpose. Levels 1–3 in particular felt too weak to justify the investment, so we've raised their damage floor to make every level of the Tower feel like a meaningful upgrade.
Creeps
[img src="{STEAM_CLAN_IMAGE}/44971628/920e5c5363d294c2fdc08a4324c4549fd634f8da.png"]Basic Storm — Impossible mode 🔴 NERF
HP: 210 → 200
Speed: 61 → 58
💬 Dev Note: On Impossible, Basic Storms were flooding the map too fast. Slightly reducing their HP and movement gives players a fairer window to respond without trivializing the mode.
[img src="{STEAM_CLAN_IMAGE}/44971628/29bf2e3cd0d97fb647a9490f0c8447cde7bfd0b3.png"]Caustic Drak 🔴 NERF
HP: 1800 → 1500
Range: 350 → 280
Range Variance: 50 → 25
Min Dmg: 102 → 90
Max Dmg: 164 → 144
💬 Dev Note: The Caustic Drak was too dominant, high HP, wide range, and strong damage all at once. We're making it more focused: still a threat, but now players have more tools to deal with it.
[img src="{STEAM_CLAN_IMAGE}/44971628/90b4c718852957d40bea713edb9eb205dc0e2cae.png"]All Alpha Creeps 🟡 CHANGE
Alpha creeps are now insta-killable.
💬 Dev Note: We heard the community's frustration: Alphas were too tedious to eliminate with certain builds. This change opens up new strategies and makes wave clearing feel a lot more rewarding.
Stages
[img src="{STEAM_CLAN_IMAGE}/44971628/9e8e482cd0f23c1bd771047f682264fe0c737a93.png"]Stage 1
Added a new path and 3 additional tower holders.
💬 Dev Note: Stage 1 offered very limited positioning options. The new path adds strategic tension, and the extra holders allow players to build more elaborate defenses right from the start.
[img src="{STEAM_CLAN_IMAGE}/44971628/d3100128118148cb244200cd1bdf23a5681ea2aa.png"]Stage 2
Murglum Tower campaign stun reduced by 5 seconds.
Bossfight: Tower stun cooldown increased (5s → 6s)
Bossfight: Stun duration reduced (10s → 8s)
Bossfight: Murglum HP reduced (13,000 → 12,000)
Warden Tower: "Increase DMG" Lv.3 cost: 600 → 500
Warden Tower: "Increase Rate" Lv.3 cost: 500 → 400
Added two new tower holders.
💬 Dev Note: The Stage 2 Bossfight generated a lot of feedback, Murglum's stun was too long and frustrating. These adjustments make the encounter more dynamic and less punishing while keeping the challenge intact. The new holders expand defensive options.
[img src="{STEAM_CLAN_IMAGE}/44971628/31e481549033fcb0fd22d031ce6c0645e1520c31.png"]Stage 3
Removed the payment requirement to unlock the locked tower holder.
Added two new tower holders.
💬 Dev Note: Removing the payment to unlock the holder is a direct way to keep more gold in the player's hands and open up strategic options earlier. Combined with the two new holders, this stage now supports strong chokepoint-based strategies that simply weren't viable before.
[img src="{STEAM_CLAN_IMAGE}/44971628/39b5089e612be40dc896a7e5b67995bd73264d2a.png"]Stage 4
Added 4 new tower holders.
Miniboss spawn point moved farther from the exit, freeing up space for tower construction.
Miniboss HP adjusted: Normal (2,900 → 2,800); Veteran (3,200 → 3,000); Impossible (3,400 → 3,100).
💬 Dev Note: Stage 4 had the least room to maneuver. The new holders and miniboss repositioning give players real space to build and defend. The miniboss HP adjustments are tuned per difficulty. Casual stays untouched while Normal, Veteran, and Impossible get trimmed down to keep the threat exciting and fair at each level of play.
Map
Fixed visual glitches reported across the map.
💬 Dev Note: We know visual bugs break immersion. Thanks to community reports we were able to track them down and fix them in this patch.
Gold Rewards 🟢 BUFF
[table equalcells="1" colwidth=",,,"]Creep
Before
Now
Change
Basic Lava
8
9
+1
Evolved Lava
15
16
+1
Alfa Lava
80
100
+20
Tanky Draconian
30
32
+2
Basic Acid
7
8
+1
Evolved Acid
14
16
+2
Alfa Acid
90
120
+30
Basic Shadow
10
10
—
Evolved Shadow
20
21
+1
Alfa Shadow
15
50
+35 🔥
Basic Storm
15
15
—
Evolved Storm
65
68
+3
Alfa Storm
50
54
+4
Executioner Storm
90
97
+7
💬 Dev Note: Gold rewards were too scarce relative to the challenge posed by special creeps. The biggest impact is on Alfa-tier creeps (especially Alfa Shadow and Alfa Acid) which now reward players in proportion to the threat they represent.
We hope these changes make the Dragons War Campaign even more fun and strategic. Try out the new balance, and let us know what you think! If you're enjoying the update, please consider leaving us a review on Steam, it means the world to our team.
Thanks for playing and helping us shape the game!
[dynamiclink href="https://store.steampowered.com/app/4260510/Kingdom_Rush_5_Alliance_TD__Dragon_Wars_Campaign/"]
Hello Generals,
We’ve been keeping a close eye on the discussions around Dragon Wars, and decided to make a few more changes to the campaign. We want to be transparent with you regarding the recent changes and the reasoning behind our balancing process.
Why the changes?
Since the campaign went live, we’ve seen a lot of frustration regarding gold flow, tower holders and some brutal difficulty spikes from the evolving enemies. While we know our hardcore veterans live for that kind of challenge (and we love that about you) we realized that for a huge part of the community, those spikes felt less like a fair challenge and more like a brick wall.
We want to be clear: our goal isn't to make the game easier. We’ve adjusted things like gold flow, added some extra tower holders and smoothed out those evolution spikes by removing instakill invulnerability, to find an experience that is tough but fair.
Latest Changelog:
Map: Visual glitches fixed
Stage 2
Boss tower stun skill during the campaign reduced by 5 seconds.
Boss fight: tower stun cooldown increased from 5s → 6s.
Murglum tower stun duration reduced from 10s → 8s.
Boss Murglum HP reduced from 13,000 → 12,000.
Warden Tower:
Warden tower "increase dmg" level 3 cost 600 → 500
Increase rate level 3 cost: 500 → 400
Added two new tower holders (giving the player more options to prepare their defense).
[img src="{STEAM_CLAN_IMAGE}/44971628/7ffd28fcdc8b6882d02fefca9120cb3fd0c9c710.png"]
Stage 3
Removed the need to pay to unlock the locked tower holder.
Added two new tower holders (giving the player more options to prepare their defense).
[img src="{STEAM_CLAN_IMAGE}/44971628/a63f7c871cb989253995a1565f8f5d6e20352a82.jpg"]
We’re Listening
We’re going to keep monitoring the balance closely. If you feel we’ve overcorrected, keep the feedback coming. If you’re enjoying the changes, please consider leaving us a review on Steam. It really helps the team and lets us know we’re moving in the right direction. Thanks for playing!
[dynamiclink href="https://store.steampowered.com/app/4260510/Kingdom_Rush_5_Alliance_TD__Dragon_Wars_Campaign/"]
7.00.46 Changes:
Enemy adjustments were made to balance the gold economy and achieve a higher overall gold amount granted across stages.
Improved the accuracy of Aurion’s basic attack.
Fixed the SFX of the hero’s ultimate ability.
Fixed issues with the encyclopedia entries.
Added a safe node so that Shadows no longer exit the map while in smoke mode; they can now be blocked and enter melee properly.
Numeric adjustments:
alpha_caustic
HP: 1800 → 1500 (-15%)
Range: 350 → 280 (Variance 50 → 25)
Attack DMG: 102–164 → 90–144
basic storm (Impossible difficulty)
HP: 210 → 200
Speed: 61 → 58
Caustic Drak
HP: 1800 → 1500 (-15%)
Range: 350 → 280 (Variance 50 → 25)
Attack DMG: 102–164 → 90–144
creep
gold
basic_lava
9
evolved_lava
16
alfa_lava
100
tanky_draconian
32
basic_acid
8
evolved_acid
16
alfa_acid
120
basic_shadow
10
evolved_shadow
21
alfa_shadow
90
basic_storm
15
evolved_storm
68
alfa_storm
54
executioner_storm
97
Thanks for playing! We'll continue listening to your feedback and monitoring the campaign.
If you're enjoying the Campaign, consider leaving a review!
[dynamiclink href="https://store.steampowered.com/app/4260510/Kingdom_Rush_5_Alliance_TD__Dragon_Wars_Campaign/"]
Hello Generals!
Thank you for all the feedback you've shared. Based on what we've been hearing from players, we've made several balance adjustments to the Dragon Wars Exclusive Campaign to improve overall pacing.
Tower adjustments:
Cooldown reduced and damage increased
Fear CD: 25 → 22
Split CD: 13 → 12
Cost: {110, 170, 240, 300} → {105, 160, 220, 280}
damage_min: {10, 10, 10, 16} → {16, 16, 16, 26}
damage_max: {14, 14, 14, 24} → {20, 20, 20, 34}
DLC enemies now grant more gold:
Gold reward increased by 8%
Alpha creeps:
Removed instakill immunity
Stage 4:
Mini-boss HP adjusted
HP: {2400, 2900, 3200, 3400} → {2400, 2800, 3000, 3100}
Thanks for playing! We'll continue listening to your feedback and monitoring the campaign.
If you're enjoying the Campaign, consider leaving a review, it really helps us out! :krvhi:
[dynamiclink href="https://store.steampowered.com/app/4260510/Kingdom_Rush_5_Alliance_TD__Dragon_Wars_Campaign/"]
[img src="{STEAM_CLAN_IMAGE}/44971628/4794b0700f8cf329ba35e5855090a894bdea6b37.jpg"]For generations, the Dragon Wardens and Lunaris safeguarded the last egg of the Royal Egg, preserving the future of dragonkind and maintaining the balance of the realms.
That balance has now been broken. A powerful ancient dragon has launched a sudden assault, stealing the last Royal Egg in a bid to seize its power for himself. Through a forbidden ritual, he seeks to claim the egg’s essence and crown himself King of Dragons, bypassing the rightful lineage and reshaping the skies to his will.
The Alliance is ready to charge, allied dragons at their side, waiting for your command.
Lead them into forbidden skies, break through guarded gates, and confront corrupted dark enemies.
DLC CONTENTS
5 New Stages set across the Cloud Realms, high above the clouds.
15 New Enemies, each ready to challenge your defenses
3 Epic Bosses, powerful ancient dragons with devastating abilities.
1 New Hero: Aurion, the Sun Dragon, guardian of the eggs.
1 New Tower: the Dragon Hatchery, a mother dragon that spawns her brood
5 New Achievements to prove your mastery of the skies
9 Easter Eggs, packed with secrets and surprises for dedicated defenders
Will you reclaim the last royal Egg and stop the Dragon Wars before they consume Linirea?
[dynamiclink href="https://store.steampowered.com/app/4260510/Kingdom_Rush_5_Alliance_TD__Dragon_Wars_Campaign/"]
Are you ready to monkey around with destiny?
{STEAM_CLAN_IMAGE}/44971628/424ec6cabbeda0e4d3e24a201672faab6c780e8a.gif
DLC CONTENTS
- 5 Dangerous New Stages across ancient mystical islands
- 24 Deadly New Enemies: from mythical creatures to iron-clad warriors
- 3 Demon Bosses: Red Boy, Princess Iron Fan, and the Bull Demon King
- 1 New Hero: The legendary Monkey King, Sun Wukong, joins the Alliance!
- 1 New Tower: this panda trio will skadoosh your way to victory!
- New Mechanic: Harness the power of the elements with Elemental Holders.
- 6 New Achievements to conquer (and brag about)
- Easter eggs packed with ancient surprises!
Get it Now!
https://store.steampowered.com/app/3732970/Kingdom_Rush_5_Alliance_TD__Wukongs_Journey_CampaignCurrent Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.3 GB
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View AllDownload Kingdom Rush 5: Alliance TD for PC with a direct link or via torrent. Get the full version of Kingdom Rush 5: Alliance TD for free. Kingdom Rush 5: Alliance TD is a Indie released by Ironhide Game Studio.