Game review
Kingdoms vs Zombies
5.5 / 10
- Developer
- MyDreamForever
- Publisher
- Andgo Games
- Released
- 13 August 2026
- Platforms
- Windows
- Genre
- Action, Casual, Indie, Strategy
- Monetisation
- One-time purchase, no in-game purchases listed
- Players
- Single-player
The short version
Kingdoms vs Zombies, released 13 August 2026 by MyDreamForever, blends tower defense, base building and roguelike run-based progression, tasking players with defending a kingdom against endless waves of the undead. It sits Mostly Positive with a sample of 46 reviews, the large majority written in Chinese, and reading widely through that pool reveals genuine, specific nostalgic affection alongside a severe, extremely well-corroborated technical complaint this review found impossible to treat as secondary. Reviewers repeatedly and fondly compare the visual style and troop-training gameplay to Kingdom Rush and to a beloved era of Chinese flash-portal games from their childhood, praising a satisfying roguelike three-choice perk system that opens up genuine strategic army positioning in the mid-to-late game. Set against that praise, an unusually large number of independent reviewers report a severe Chinese-language text rendering bug, describing garbled characters or empty boxes in place of proper text throughout menus and skill descriptions, forcing players to guess at buff meanings rather than read them. This review also found consistent complaints about thin overall content, with reviewers describing full normal-difficulty completion in one to two hours across only five to ten levels, a punishingly RNG-dependent final "Hell mode" level that several reviewers describe as unfairly balanced against the player, and a specific base-destruction bug in which explosions kill the player's own nearby troops across the full map rather than a contained radius.
Biggest strengths
- The core troop-training, base-defense loop draws consistent, nostalgic praise, with reviewers repeatedly and specifically comparing the visual style and gameplay feel to Kingdom Rush and to beloved childhood flash-portal games
- The roguelike three-choice perk system draws specific praise for opening up genuine build variety and strategic army positioning once players reach the mid-to-late game, with reviewers describing satisfying, considered troop placement decisions
- Combining a meteor-strike ability with a reinforcement-call skill draws specific, enthusiastic praise as a visually satisfying power spike, with reviewers describing genuinely exciting moments when both abilities land together against a large wave
Biggest weaknesses
- An unusually large number of independent reviewers report a severe Chinese-language text rendering bug, describing garbled characters or empty boxes appearing throughout menus and skill descriptions, forcing players to guess at buff and item meanings rather than read them directly
- Multiple reviewers describe overall content as thin, reporting full normal-difficulty completion across only five to ten total levels in around one to two hours, with several specifically stating the current content volume doesn't match the asking price
- Multiple reviewers report the final "Hell mode" difficulty level is punishingly dependent on random card draws, describing a single unlucky draw as capable of making the level effectively unpassable regardless of skill, which several frame as unfairly balanced against the player
Who it's for: Fans of Kingdom Rush-style tower defense looking for a short, nostalgic, roguelike-inflected spin on the formula, who are prepared for thin current content and, for Chinese-language players specifically, a currently broken localisation.
Our recommendation: Worth a look at this price for tower-defense fans, but wait for a patch if you play in Chinese given the widely-reported text rendering bug, and don't expect more than a couple of hours of content at full completion today.
5.5 / 10
Introduction
Kingdoms vs Zombies, released 13 August 2026 by MyDreamForever, blends tower defense, base building and roguelike run-based progression, tasking players with training troops and defending a kingdom against endless waves of the undead. It sits Mostly Positive with a sample of 46 reviews, the large majority written in Chinese, and reading widely through that pool reveals genuine, specific nostalgic affection alongside a severe, extremely well-corroborated technical complaint this review found impossible to treat as anything but central.
Nostalgic charm, specifically named
The clearest, most consistent praise across this sample concerns how directly the game taps into a specific, shared nostalgia. Reviewers repeatedly and fondly compare the visual style and troop-training gameplay to Kingdom Rush, and separately, several Chinese-language reviewers specifically reference a beloved era of childhood flash-portal games, describing the experience as transporting them back to sitting down after school to play exactly this kind of game. That's a specific, warm and repeatedly-invoked comparison rather than generic praise, and it reads as a genuine, considered signal about the game's tone and accessibility.
Real roguelike depth in the mid-to-late game
Beyond nostalgia, this review found specific praise for the game's roguelike perk system, which offers players a choice of three upgrades after clearing sections of a level. Reviewers describe this system opening up genuine strategic depth once players reach the mid-to-late game, with troop positioning and build choices becoming meaningfully considered rather than simply repeating the same strategy each run. A specific combination drawing enthusiastic praise pairs a meteor-strike ability with a reinforcement-call skill, with reviewers describing genuinely satisfying, visually exciting moments when both abilities land together against a large incoming wave.
A severe, widely and independently reported text bug
Set against that praise, this review found the single most consistent complaint in this entire sample: an unusually large number of independent Chinese-language reviewers report a severe text rendering bug, describing garbled characters or empty boxes appearing throughout menus and skill descriptions in place of proper Chinese text. Multiple reviewers describe this as forcing them to guess at what specific buffs and items actually do, since the game's own in-game explanations are frequently unreadable. Given how many separate, unconnected reviewers report this exact issue using similar language, this review treats it as a serious, confirmed technical problem rather than an isolated report, and one that meaningfully undermines the roguelike perk system's own core appeal when players can't reliably read what they're choosing between.
Thin content for the current price
A separate, consistent complaint concerns overall content volume. Multiple reviewers report full normal-difficulty completion across only five to ten total levels in around one to two hours, with several explicitly stating the current amount of content doesn't yet match the asking price. This isn't framed as an accusation of dishonesty so much as a specific, reasonable expectation that a tower-defense roguelike with real replayability ambitions needs considerably more level variety to sustain the genre's traditional long-tail appeal.
An unfairly RNG-dependent final difficulty tier
This review found a specific, detailed complaint concerning the game's hardest difficulty setting, commonly referred to by reviewers as "Hell mode." Multiple reviewers report this level is punishingly dependent on which specific perk cards are randomly offered during a run, describing a single unlucky draw as capable of making the level effectively unpassable regardless of player skill or strategy. Several reviewers frame this specifically as unfair balance rather than intended extreme difficulty, since no amount of skilled play can fully compensate for a genuinely bad card sequence.
A friendly-fire explosion bug
At least one detailed reviewer reports a specific, reproducible bug concerning enemy base destruction: the resulting explosion kills the player's own nearby troops across the full map rather than within a contained blast radius. That reviewer specifically notes this is a serious problem given how quickly and numerously enemies already spawn, since losing an entire army to a self-inflicted explosion at a critical moment can immediately doom an otherwise successful run.
A request for better run tracking
A smaller but recurring request across this sample concerns interface transparency: multiple reviewers ask for a way to review previously-selected passive buffs mid-run, reporting the current interface offers no way to check which specific upgrades have already been chosen once a run is already underway, making it harder to plan subsequent perk choices around an existing build.
Why this review treats the text bug as more than a translation quirk
It's worth explaining directly why this review weighs the text-rendering complaint as heavily as it does, rather than filing it under routine early-access-style localisation roughness. The specific detail that elevates this beyond a minor annoyance is how directly it undermines the game's own headline strength: reviewers praise the roguelike perk system precisely because it rewards considered, informed choices between meaningfully different upgrades, but multiple reviewers describe having to guess at what those upgrades actually do because the text describing them renders as garbled characters or blank boxes. A cosmetic localisation bug in flavour text would be a minor complaint; a functional bug that removes the information needed to make the game's central strategic decisions is a different, more serious category of problem, and this review's scoring reflects that distinction directly.
A reasonable, achievable path forward
Reading across this sample as a whole, this review can identify the specific priorities that would most directly improve reception here. Fixing the Chinese text-rendering issue would be the single highest-impact change available, given how many independent, unconnected reviewers report the exact same problem using similar specific language. Beyond that, adding several additional levels, particularly ahead of the currently punishing Hell-mode difficulty spike, and containing the base-destruction explosion to a sensible local radius rather than the full map, would directly resolve the next two most consistently reported complaints in this sample. None of these fixes require redesigning the underlying roguelike-tower-defense hybrid that reviewers already enjoy — they're concrete, bounded technical and content additions rather than a fundamental rework, which is consistent with how much genuine goodwill this sample extends toward the game's foundational design even while documenting its current rough edges in detail.
Final Verdict
Kingdoms vs Zombies delivers genuine, specifically-invoked nostalgic charm and real roguelike strategic depth in its mid-to-late game, drawing warm, repeated comparisons to Kingdom Rush and beloved childhood flash games. What holds this score down is a severe, extremely well-corroborated Chinese-language text rendering bug that undermines the game's own perk system, thin overall content completable in one to two hours, a punishingly RNG-dependent final difficulty tier, and a specific friendly-fire explosion bug capable of ending an otherwise successful run. Worth a look at this price for tower-defense fans; Chinese-language players specifically should wait for a text-rendering patch before buying.
Pros and cons
Pros
- The core troop-training, base-defense loop draws consistent, nostalgic praise, with reviewers repeatedly and specifically comparing the visual style and gameplay feel to Kingdom Rush and to beloved childhood flash-portal games
- The roguelike three-choice perk system draws specific praise for opening up genuine build variety and strategic army positioning once players reach the mid-to-late game, with reviewers describing satisfying, considered troop placement decisions
- Combining a meteor-strike ability with a reinforcement-call skill draws specific, enthusiastic praise as a visually satisfying power spike, with reviewers describing genuinely exciting moments when both abilities land together against a large wave
- Multiple reviewers specifically praise the variety of troop types, skills, buildings and random events for a game at this price point, describing a surprisingly full-featured tower-defense toolkit for its modest scope
Cons
- An unusually large number of independent reviewers report a severe Chinese-language text rendering bug, describing garbled characters or empty boxes appearing throughout menus and skill descriptions, forcing players to guess at buff and item meanings rather than read them directly
- Multiple reviewers describe overall content as thin, reporting full normal-difficulty completion across only five to ten total levels in around one to two hours, with several specifically stating the current content volume doesn't match the asking price
- Multiple reviewers report the final "Hell mode" difficulty level is punishingly dependent on random card draws, describing a single unlucky draw as capable of making the level effectively unpassable regardless of skill, which several frame as unfairly balanced against the player
- At least one detailed reviewer reports a specific bug where destroying an enemy base triggers an explosion that kills the player's own nearby troops across the full map rather than a contained area, a serious problem given how quickly and numerously enemies already spawn
- Multiple reviewers separately request a way to review previously-selected passive buffs mid-run, reporting the current interface offers no way to check which upgrades have already been chosen once a run is underway