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Announcements

Dragon Wars Balance Improvements

by Patricia Mazzei on 3/12/2026

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. Let's break them down!

All these improvements are in build number 7.00.60. ready for Steam. 
Build 7.00.62 available on iOS and Android, MacOS and Apple Arcade.

 


Hero aurion 

 Worthy Foe — Only activates without a target 🟒  BUFF  
Min Damage (Lv.1) 200→300
Max Damage (Lv.1) 300→400 

 

πŸ’¬ 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

 

πŸ’¬ 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 πŸŸ’ 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

 

πŸ’¬ 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.

 


 dragon hatchery

Cooldowns — Fear & Split 🟒  BUFF
Fear CD 25s→22s
Split CD 13s→12s

 

πŸ’¬ 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

 

πŸ’¬ 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

 

πŸ’¬ 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

 Basic Storm — Impossible mode NERF πŸ”΄
 HP 210→200
 Speed 61→58

 

πŸ’¬ 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.

 

 Caustic Drak  NERF πŸ”΄
 HP 1800→1500
 Range 350→280
 Range Variance 50→25
 Min Dmg 102→90
 Max Dmg 164→144

 

πŸ’¬ 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.

 

 
 All Alpha Creeps 
— CHANGE πŸŸ‘
 Alpha creeps are now insta-killable.

 

πŸ’¬ 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

 

 Stage 1

 Added a new path and 3 additional tower holders. 
 

πŸ’¬  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.
 


 Stage 2 

 Murglum Tower campaign stun reduced by 5 seconds. 
 Bossfight: Tower stun cooldown increased (5s → 6s) · Stun duration reduced (10s → 8s) · Murglum HP reduced (13,000 → 12,000).
 Warden Tower: “Increase DMG” Lv.3 cost: 600 → 500 · “Increase Rate” Lv.3 cost: 500 → 400.
 Added two new tower holders.

 

πŸ’¬ 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.
 


 Stage 3 

 Removed the payment requirement to unlock the locked tower holder. 
 Added two new tower holders.

 

πŸ’¬ 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.
 


  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.



πŸ’¬ 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.

πŸ’¬ 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

Gold per Creep Adjustments πŸŸ’ BUFF

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 πŸ”₯
Basic Storm 15 15 —
Evolved Storm 65 68 +3
Alfa Storm 50 54 +4
Executioner Storm 90 97 +7


πŸ’¬ 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!
 

 

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