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Dragon Wars Campaign: Balance & Stage Updates (v7.00.60)

[p]Hello, Generals![/p][p]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. [/p][p]All these improvements are included with build number 7.00.60.[/p][p][/p][hr][/hr][h3]Hero: Aurion
[/h3][p]Worthy Foe β€” Only activates without a target 🟒 BUFF[/p]
  • [p]Min Damage (Lv.1): 200 β†’ 300[/p]
  • [p]Max Damage (Lv.1): 300 β†’ 400[/p][p]πŸ’¬ 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.
    [/p]
[p]Solar Cleansing 🟒 BUFF[/p]
  • [p]Heal (Lv.1): 4 β†’ 6[/p]
  • [p]Heal (Lv.2): 8 β†’ 9[/p]
  • [p]Heal (Lv.3): 12 β†’ 12[/p][p]πŸ’¬ 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.
    [/p]
[p]Solar Stones 🟒 BUFF[/p]
  • [p]Min Dmg (Lv.1): 50 β†’ 55[/p]
  • [p]Min Dmg (Lv.2): 90 β†’ 100[/p]
  • [p]Max Dmg (Lv.1): 70 β†’ 90[/p]
  • [p]Max Dmg (Lv.2): 120 β†’ 140[/p][p]πŸ’¬ 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.
    [/p]
[hr][/hr][h3]Tower: Dragon Hatchery[/h3][p]Cooldowns β€” Fear & Split 🟒 BUFF[/p]
  • [p]Fear CD: 25s β†’ 22s[/p]
  • [p]Split CD: 13s β†’ 12s[/p][p]πŸ’¬ 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.
    [/p]
[p]Tower Cost (all levels) 🟒 BUFF[/p]
  • [p]Lv.1: 110 β†’ 105[/p]
  • [p]Lv.2: 170 β†’ 160[/p]
  • [p]Lv.3: 240 β†’ 220[/p]
  • [p]Lv.4: 300 β†’ 280[/p][p]πŸ’¬ 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.
    [/p]
[p]Tower Damage 🟒 BUFF[/p]
  • [p]Min Dmg (Lv.1–3): 10 β†’ 16[/p]
  • [p]Min Dmg (Lv.4): 16 β†’ 26[/p]
  • [p]Max Dmg (Lv.1–3): 14 β†’ 20[/p]
  • [p]Max Dmg (Lv.4): 24 β†’ 34[/p][p]πŸ’¬ 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.
    [/p]
[hr][/hr][h3]Creeps[/h3][p]Basic Storm β€” Impossible mode πŸ”΄ NERF[/p]
  • [p]HP: 210 β†’ 200[/p]
  • [p]Speed: 61 β†’ 58[/p][p]πŸ’¬ 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.
    [/p]
[p]Caustic Drak πŸ”΄ NERF[/p]
  • [p]HP: 1800 β†’ 1500[/p]
  • [p]Range: 350 β†’ 280[/p]
  • [p]Range Variance: 50 β†’ 25[/p]
  • [p]Min Dmg: 102 β†’ 90[/p]
  • [p]Max Dmg: 164 β†’ 144[/p][p]πŸ’¬ 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.
    [/p]
[p]All Alpha Creeps 🟑 CHANGE[/p]
  • [p]Alpha creeps are now insta-killable.[/p][p]πŸ’¬ 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.
    [/p]
[hr][/hr][h3]Stages[/h3][p]Stage 1[/p]
  • [p]Added a new path and 3 additional tower holders.[/p][p]πŸ’¬ 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.
    [/p]
[p]Stage 2[/p]
  • [p]Murglum Tower campaign stun reduced by 5 seconds.[/p]
  • [p]Bossfight: Tower stun cooldown increased (5s β†’ 6s)[/p]
  • [p]Bossfight: Stun duration reduced (10s β†’ 8s)[/p]
  • [p]Bossfight: Murglum HP reduced (13,000 β†’ 12,000)[/p]
  • [p]Warden Tower: "Increase DMG" Lv.3 cost: 600 β†’ 500[/p]
  • [p]Warden Tower: "Increase Rate" Lv.3 cost: 500 β†’ 400[/p]
  • [p]Added two new tower holders.[/p][p]πŸ’¬ 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.
    [/p]
[p]Stage 3[/p]
  • [p]Removed the payment requirement to unlock the locked tower holder.[/p]
  • [p]Added two new tower holders.[/p][p]πŸ’¬ 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.
    [/p]
[p]Stage 4[/p]
  • [p]Added 4 new tower holders.[/p]
  • [p]Miniboss spawn point moved farther from the exit, freeing up space for tower construction.[/p]
  • [p]Miniboss HP adjusted: Normal (2,900 β†’ 2,800); Veteran (3,200 β†’ 3,000); Impossible (3,400 β†’ 3,100).[/p][p]πŸ’¬ 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.
    [/p]
[hr][/hr][h3]Map[/h3]
  • [p]Fixed visual glitches reported across the map.[/p][p]πŸ’¬ 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.
    [/p]
[hr][/hr][h3]Gold Rewards 🟒 BUFF[/h3]
[p]Creep[/p]
[p]Before[/p]
[p]Now[/p]
[p]Change[/p]
[p]Basic Lava[/p]
[p]8[/p]
[p]9[/p]
[p]+1[/p]
[p]Evolved Lava[/p]
[p]15[/p]
[p]16[/p]
[p]+1[/p]
[p]Alfa Lava[/p]
[p]80[/p]
[p]100[/p]
[p]+20[/p]
[p]Tanky Draconian[/p]
[p]30[/p]
[p]32[/p]
[p]+2[/p]
[p]Basic Acid[/p]
[p]7[/p]
[p]8[/p]
[p]+1[/p]
[p]Evolved Acid[/p]
[p]14[/p]
[p]16[/p]
[p]+2[/p]
[p]Alfa Acid[/p]
[p]90[/p]
[p]120[/p]
[p]+30[/p]
[p]Basic Shadow[/p]
[p]10[/p]
[p]10[/p]
[p]β€”[/p]
[p]Evolved Shadow[/p]
[p]20[/p]
[p]21[/p]
[p]+1[/p]
[p]Alfa Shadow[/p]
[p]15[/p]
[p]50[/p]
[p]+35 πŸ”₯[/p]
[p]Basic Storm[/p]
[p]15[/p]
[p]15[/p]
[p]β€”[/p]
[p]Evolved Storm[/p]
[p]65[/p]
[p]68[/p]
[p]+3[/p]
[p]Alfa Storm[/p]
[p]50[/p]
[p]54[/p]
[p]+4[/p]
[p]Executioner Storm[/p]
[p]90[/p]
[p]97[/p]
[p]+7[/p]
[p]πŸ’¬ 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.
[/p][hr][/hr][p][/p][p]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. [/p][p][/p][p]Thanks for playing and helping us shape the game![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

A Note on Dragon Wars Balancing

[p]Hello Generals,
[/p][p]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.[/p][p][/p][h3]Why the changes?
[/h3][p]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.[/p][p]
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.Β [/p][p]
[/p][h3]Latest Changelog: [/h3][p]Map: Visual glitches fixed
[/p][p]Stage 2[/p]
  • [p]Boss tower stun skill during the campaign reduced by 5 seconds.[/p]
  • [p]Boss fight: tower stun cooldown increased from 5s β†’ 6s.[/p]
  • [p]Murglum tower stun duration reduced from 10s β†’ 8s.[/p]
  • [p]Boss Murglum HP reduced from 13,000 β†’ 12,000.[/p]
  • [p]Warden Tower:[/p]
    • [p]Warden tower "increase dmg" level 3 cost 600 β†’ 500[/p]
    • [p]Increase rate level 3 cost: 500 β†’ 400[/p]
  • [p]Added two new tower holders (giving the player more options to prepare their defense).[/p]
[p]

Stage 3
[/p]
  • [p]Removed the need to pay to unlock the locked tower holder.[/p]
  • [p]Added two new tower holders (giving the player more options to prepare their defense).[/p]
[p]
[/p][h3]We’re Listening[/h3][p]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![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Kingdom Rush's at the Tower Defense Fest

[p][/p][p]You can’t have a Tower Defense Fest without a classic, right?[/p][p]We’re at the Steam Tower Defense Fest all week long with all our Kingdom Rush games, including the future of the saga, Kingdom Rush 6! If you're looking for your TD fix, you know where to find us. [/p][p][/p][h3]πŸ›‘οΈ Check the Tower Defense Fest πŸ›‘οΈ[/h3][p][/p][p]Wishlist Kingdom Rush 6: [/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

Dragon Wars Patch 7.00.46

[h3]7.00.46 Changes:[/h3]
  • [p]Enemy adjustments were made to balance the gold economy and achieve a higher overall gold amount granted across stages.[/p]
  • [p]Improved the accuracy of Aurion’s basic attack.[/p]
  • [p]Fixed the SFX of the hero’s ultimate ability.[/p]
  • [p]Fixed issues with the encyclopedia entries.[/p]
  • [p]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.[/p]
[p][/p][h3]Numeric adjustments:
[/h3][p]alpha_caustic[/p]
  • [p]HP: 1800 β†’ 1500 (-15%)[/p]
  • [p]Range: 350 β†’ 280 (Variance 50 β†’ 25)[/p]
  • [p]Attack DMG: 102–164 β†’ 90–144[/p]
[p]basic storm (Impossible difficulty)[/p]
  • [p]HP: 210 β†’ 200[/p]
  • [p]Speed: 61 β†’ 58[/p]
[p]Caustic Drak[/p]
  • [p]HP: 1800 β†’ 1500 (-15%)[/p]
  • [p]Range: 350 β†’ 280 (Variance 50 β†’ 25)[/p]
  • [p]Attack DMG: 102–164 β†’ 90–144[/p]
[p][/p]
[p]creep[/p]
[p]gold[/p]
[p]basic_lava[/p]
[p]9[/p]
[p]evolved_lava[/p]
[p]16[/p]
[p]alfa_lava[/p]
[p]100[/p]
[p]tanky_draconian[/p]
[p]32[/p]
[p]basic_acid[/p]
[p]8[/p]
[p]evolved_acid[/p]
[p]16[/p]
[p]alfa_acid[/p]
[p]120[/p]
[p]basic_shadow[/p]
[p]10[/p]
[p]evolved_shadow[/p]
[p]21[/p]
[p]alfa_shadow[/p]
[p]90[/p]
[p]basic_storm[/p]
[p]15[/p]
[p]evolved_storm[/p]
[p]68[/p]
[p]alfa_storm[/p]
[p]54[/p]
[p]executioner_storm[/p]
[p]97[/p]
[p][/p][p]Thanks for playing! We'll continue listening to your feedback and monitoring the campaign.[/p][p]If you're enjoying the Campaign, consider leaving a review![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Dragon Wars Balance Changes

[p]Hello Generals! [/p][p]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.[/p][p][/p][p]Tower adjustments: [/p][p]Cooldown reduced and damage increased[/p]
  • [p]Fear CD: 25 β†’ 22[/p]
  • [p]Split CD: 13 β†’ 12[/p]
  • [p]Cost: {110, 170, 240, 300} β†’ {105, 160, 220, 280}[/p]
  • [p]damage_min: {10, 10, 10, 16} β†’ {16, 16, 16, 26}[/p]
  • [p]damage_max: {14, 14, 14, 24} β†’ {20, 20, 20, 34}[/p]
[p]
DLC enemies now grant more gold:[/p]
  • [p]Gold reward increased by 8%[/p]
[p]
Alpha creeps:[/p]
  • [p]Removed instakill immunity[/p]
[p]
Stage 4:
Mini-boss HP adjusted[/p]
  • [p]HP: {2400, 2900, 3200, 3400} β†’ {2400, 2800, 3000, 3100}[/p]
[p][/p][p]Thanks for playing! We'll continue listening to your feedback and monitoring the campaign.[/p][p]If you're enjoying the Campaign, consider leaving a review, it really helps us out! :krvhi:[/p][p][/p][p][dynamiclink][/dynamiclink][/p]