Game review
Legends of Kingdom Rush
5.5 / 10
- Developer
- Ironhide Game Studio
- Publisher
- Ironhide Game Studio
- Released
- 14 July 2022
- Platforms
- Windows, Mac
- Genre
- Roguelite RPG
- Monetisation
- One-time premium purchase; no ads, in-game purchases or premium currency found
- Players
- Single-player only; no online, co-op or PvP modes
The short version
Legends of Kingdom Rush takes Ironhide's beloved tower-defense franchise somewhere its fans weren't necessarily asking for: a turn-based, roguelite-structured party RPG with randomised maps, a small cast of heroes, and boss-driven story campaigns rather than a single defended path. It's a genuinely confident swing rather than a cash-in, backed by the same art direction and humour the series is known for, and reviewers who go in accepting it's not tower defense at all generally come away satisfied with a short, charming roguelite.
What holds it back is everything around that core idea. The interface consistently reads as a mobile game ported without much rethinking for a mouse and keyboard, with long-press interactions and buried ability details reviewers say make no sense on PC. Character progression is thin — no items, no stat allocation, each hero capped at three levels — and the whole game can be finished in roughly six hours across its four campaigns, a length several reviewers who love Ironhide's other work say doesn't match an eighteen-dollar asking price. A single major content update arrived two months after launch; nothing specific to this game has followed since, while the studio's attention visibly moved to its other franchise entries.
Biggest strengths
- The same distinctive art direction, humour and voice work that made Ironhide's tower-defense series a fan favourite carries over intact, even in a completely different genre
- A genuinely different, well-executed core idea rather than a lazy reskin: randomised map layouts and boss-focused campaigns give runs real variety within a short overall length
- A real, substantial content update — three new stages, a boss fight, a new hero and tower — arrived two months after launch, showing genuine post-launch investment even if it was the only one
Biggest weaknesses
- The interface repeatedly reads as an unrewritten mobile-game holdover: long-press interactions to view ability and status details, and an awkward double-click-driven control scheme that reviewers say has no clear reason to exist on PC
- Character progression is shallow — no equippable items, no stat allocation, and each hero caps out at only three levels — leaving build variety and long-term progression thinner than the roguelite structure implies
- Only four campaigns exist, completable by many reviewers in around six hours total, which a significant share of the negative reviews call out directly as not matching the price
Who it's for: Turn-based roguelite fans willing to accept a short, RNG-heavy run structure with modest character depth, and existing Kingdom Rush fans who go in already knowing this isn't tower defense. Not for anyone hoping for a deep, long-haul tactics game or more of the parent series' core loop.
Our recommendation: A pleasant short roguelite with Ironhide's usual polish and charm, but wait for a discount — reviewers who paid full price are the ones most likely to feel shortchanged on length.
5.5 / 10
Ironhide Game Studio built its name on tower defense, and Legends of Kingdom Rush pointedly isn't one. It swaps defended lanes for a turn-based party of heroes moving across small, randomised maps, fighting story-driven boss encounters and choosing branching paths roguelite-style between fights. Several detailed reviews open by explicitly warning other Kingdom Rush fans not to expect the tower-defense loop the franchise is known for — a genre pivot this complete, from a studio this attached to its established formula, is unusual, and it's worth crediting as a real creative swing rather than franchise fatigue dressed up as innovation. Reviewers who accept that premise going in mostly like what they find. The Mixed overall score, sitting at 66% positive across 1,773 reviews, comes less from the core idea itself and more from everything Ironhide built around it.
A mobile interface that never got a PC rewrite
The single most repeated specific complaint is the interface. Multiple reviewers describe ability and status effect details requiring a long-press to view rather than a simple hover or click, a double-click-driven movement and action scheme that "screams touch-design," and unclear information about which map tiles lock out which paths — all consistent with a control scheme built for a phone screen and adapted to mouse and keyboard without being meaningfully rethought. One reviewer notes daily-challenge achievements exist in the game's structure, a distinctly mobile-genre feature that Steam's own achievement list confirms is real (multiple achievements specifically track completing "multiple daily challenges"). None of this makes the game unplayable, but it's a recurring, specific texture to the complaints rather than a vague "feels a bit clunky" — reviewers are describing the same category of friction independently and in detail.
Real content, but not much of it
Character progression stays deliberately light: no items to find or equip, no stat points to allocate, and each hero capped at just three experience levels. That's a legitimate design choice for a shorter, more accessible roguelite, and several reviewers frame it as part of why the game is relaxing rather than punishing. The harder complaint is length. Four campaigns make up the entire game, and multiple reviewers who finished all of them report a total playtime around six hours — short even by roguelite standards, and pointedly shorter than what a full-priced Kingdom Rush tower-defense entry typically offers. At NZ$18.49, several reviewers who are explicitly fans of Ironhide's other work say the price doesn't match what's here, with more than one saying they'd recommend the game on a steep discount but can't at full price.
One real update, then the studio's attention moved on
The evidence backs up reviewers' impression that support was brief. A genuine, substantial content update — Primal Ravage, adding three new stages, a boss fight, a new hero and a new tower — arrived on 29 September 2022, a little over two months after launch, and Ironhide's own event history shows real pre-launch investment in the game too, including character spotlights and developer livestreams through mid-2022. After a November 2022 post asking players to vote for it in the Steam Awards, though, nothing in the studio's public event history is specific to Legends of Kingdom Rush again — every subsequent post concerns Ironhide's other titles: Iron Marines Invasion in 2023, Kingdom Rush 5: Alliance in 2024, and Kingdom Rush 6 announced for 2026. That's not the abandoned-mid-roadmap shape this fleet has documented on smaller solo projects — Ironhide is a large, active, successful studio that simply moved its attention to its next flagship releases after shipping one real update here, a distinction worth drawing plainly rather than calling this "abandonware," as one frustrated reviewer does, when the more accurate read is a spinoff that got a modest, finite support window from a studio with bigger titles to make.
Randomised difficulty that doesn't always feel earned
Because maps and encounters regenerate between runs, difficulty is meant to come from RNG as much as from the difficulty setting itself, and several reviewers say that balance doesn't land consistently. More than one describes struggling on the game's easier difficulty tier while finding the harder one no more punishing, or even easier, depending on what the randomiser hands them — a specific, repeated complaint about difficulty settings not tracking with actual in-run challenge rather than a general "the game is too hard/too easy" gripe. That randomness cuts the other way too: reviewers who enjoy the roguelite structure specifically credit varying start conditions and map layouts with making even a six-hour game worth a second or third full run, since no two attempts at the same campaign play out identically. Both things are true at once — the RNG is a real source of replay value for the reviewers it clicks with, and a real source of frustration for the reviewers who feel it undermines any sense of mastery or fair challenge.
Where it lands
Legends of Kingdom Rush is a genuinely interesting experiment from a studio that didn't have to try one — a well-made, good-looking roguelite carrying real Kingdom Rush charm into a structure the franchise had never attempted. But a mobile-era interface that was never adapted for PC, thin character progression, and roughly six hours of content at a price several of the studio's own fans say doesn't fit add up to real, specific problems rather than nitpicks. A 5.5 reflects a likeable short roguelite that's easy to recommend on sale and hard to recommend at full price.
Pros and cons
Pros
- The same distinctive art direction, humour and voice work that made Ironhide's tower-defense series a fan favourite carries over intact, even in a completely different genre
- A genuinely different, well-executed core idea rather than a lazy reskin: randomised map layouts and boss-focused campaigns give runs real variety within a short overall length
- A real, substantial content update — three new stages, a boss fight, a new hero and tower — arrived two months after launch, showing genuine post-launch investment even if it was the only one
- Accessible and easy to learn, with reviewers who accept its genre shift describing it as a relaxing, low-commitment roguelite rather than a punishing one
Cons
- The interface repeatedly reads as an unrewritten mobile-game holdover: long-press interactions to view ability and status details, and an awkward double-click-driven control scheme that reviewers say has no clear reason to exist on PC
- Character progression is shallow — no equippable items, no stat allocation, and each hero caps out at only three levels — leaving build variety and long-term progression thinner than the roguelite structure implies
- Only four campaigns exist, completable by many reviewers in around six hours total, which a significant share of the negative reviews call out directly as not matching the price
- Beyond one substantial content update two months after launch, the game's own event history shows no further Legends of Kingdom Rush-specific updates since November 2022, while the studio's subsequent announcements have been for its other franchise titles
- Multiple reviewers describe difficulty scaling inconsistently, reporting the higher difficulty tier feeling no harder, or even easier, than the one below it
Screenshots
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Legends of Kingdom RushImage: Ironhide Game Studio via Steam -
Legends of Kingdom RushImage: Ironhide Game Studio via Steam -
Legends of Kingdom RushImage: Ironhide Game Studio via Steam -
How the review scores each part of the gameWanderer Editorial -
The specsWanderer Editorial -
The short versionWanderer Editorial