Kingdom Rush 5: Alliance TD on Steam - User reviews, Price & Information

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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 8,855 reviews of which 7,763 were positive and 1,092 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 19.50€ on Steam, but you can find it for 18.18€ on Gamivo.


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.

System 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

User reviews & Ratings

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

June 2025
good game. Miss the old ones where u didnt have to guard 2,3,4 exits
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Dec. 2024
I been playing Kingdom Rush games since the very beginning. I can say that this entry lacking in many ways. Even with the new update (since Dec.4th, 2024) It's missing a lot of the series charm. TLDR: Game lacking in the quality compare to what came before. Lacking in UI, Tower/hero options, tower creativity/upgrades, graphics, content length, and general player inter-activity that includes the encyclopedia and creative tower description/upgrade lore. Even with the new updates it's very barebones compare to prior entry. It's a great enough game to be purchased on a Discount/Special, but not the great enough for a full price tag. PROS: -I would say that the gameplay is very fun and have a good difficulty curb to it. -Towers are balanced and many strategies can be used depending on what heroes and arrangement you have. -Enemies are varied and creative. -Boss rounds are okay, they're not bad and are well thought out. Maybe on higher difficulties they can ad another phase or abilities to make the pop out more. But for the most part they are okay. Cons: -Campaign short and left a lot to be desired (Can be improved with more mini-campaigns or another major) -Tower options kinda lacking (Might improve later) -Hero options kinda lacking (Might improve later) -Tower upgrades feels lacking or like somethings missing. Does not feel unique or distinct like before. (can be improve with a 3rd upgrade for some towers.) -Slight Graphical downgrade compare to the previous 2 entry of Vengeance and Origins (Does not matter as much for the art style carries, but It's noticeable) -UI does not feel as nice as or creative. It's simple and it works, but it can be improved if by giving different designs for tower rims/pop ups for different allegiances. the Map UI not as clean as previous entries. -It's lacking in the charm and creativity it once had, a lot of previous player-interactivity features missing. contributing further feeling of feeling underwhelming. Features including: *Player Encyclopedia/Lore *Tower Descriptions and Lore. (Different Lore given per Level of upgrade) *Support Mobs lacking in Dialogue/sound designed (Includes Brew Master Empowered Warriors, LongBow harasser saying the same 1 line, etc.) That's pretty Much it. Good on a discount, needs a lot of improvement.
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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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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 £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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Frequently Asked Questions

Kingdom Rush 5: Alliance TD is currently priced at 19.50€ on Steam.

Kingdom Rush 5: Alliance TD is currently not on sale. You can purchase it for 19.50€ on Steam.

Kingdom Rush 5: Alliance TD received 7,763 positive votes out of a total of 8,855 achieving a rating of 8.52.
😎

Kingdom Rush 5: Alliance TD was developed and published by Ironhide Game Studio.

Kingdom Rush 5: Alliance TD is playable and fully supported on Windows.

Kingdom Rush 5: Alliance TD is playable and fully supported on MacOS.

Kingdom Rush 5: Alliance TD is not playable on Linux.

Kingdom Rush 5: Alliance TD is a single-player game.

There is a DLC available for Kingdom Rush 5: Alliance TD. Explore additional content available for Kingdom Rush 5: Alliance TD on Steam.

Kingdom Rush 5: Alliance TD does not support mods via Steam Workshop.

Kingdom Rush 5: Alliance TD does not support Steam Remote Play.

Kingdom Rush 5: Alliance TD is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Kingdom Rush 5: Alliance TD.

Data sources

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Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 27 July 2025 16:48
SteamSpy data 21 July 2025 19:46
Steam price 30 July 2025 20:50
Steam reviews 29 July 2025 19:57

If you'd like to dive deeper into the details about Kingdom Rush 5: Alliance TD, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Kingdom Rush 5: Alliance TD
  • SteamCharts - Analysis of Kingdom Rush 5: Alliance TD concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Kingdom Rush 5: Alliance TD compatibility
Kingdom Rush 5: Alliance TD
8.5
7,763
1,092
Game modes
Features
Online players
126
Developer
Ironhide Game Studio
Publisher
Ironhide Game Studio
Release 25 Jul 2024
Platforms
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