Our latest live Q&A had Octarina and Juancho tackling your burning questions from the community and chat. They covered everything from new heroes and towers to upcoming features and gameplay plans.
Don’t miss the recording, or scroll through our recap to catch all the answers you’ve been waiting for!
Why did we start with a pre-launch in specific countries instead of going global first?
This is a massive project and our first of its kind. We want to take our time, testing performance and player engagement in smaller regions before moving forward step by step toward a global release.
How will monetization work? Will free-to-play players have a fair experience?
Our goal is to keep things fair. Paying players may progress faster, but that's it. We’re also working on modes that aren’t heavily dependent on card levels. The soft launch will help us fine-tune and rebalance based on player feedback.
Can we interfere directly with the opponent’s battlefield?
In the main mode, interaction is indirect. Between waves you can pick boosters to attack your opponent or strengthen your own defenses, and unlock level 3 tower skills that send creeps, stun towers, and more, allowing for offensive strategies.
Will there be icons or stickers to chat with the opponent?
Yes. We already have four emotes and quick chat options, and we plan to add more so players can react, be good sports, or even have a little friendly teasing.
Will the game bring back old towers or be completely original?
Both. Some fan-favorite towers and heroes will return, and there will also be brand new ones. We’ll probably prioritize older content at first, with new additions coming over time.
Will new towers and concepts from Battles appear in other installments like Alliance?
We’d love that. The Alliance team has the final say, but there’s a good chance some ideas will make their way over.
Will all Kingdom Rush characters be in one game?
That’s the dream, but it would take time. Ideally, the game will live long enough for us to bring in everyone.
Have we considered fan-made content like heroes or towers through events or contests?
We think it would be awesome. It’s not entirely our decision, so we can’t promise anything, but it’s a possibility for the future.
Will towers and enemies from Vengeance and the Dark Army appear in Battles?
We'll just say there are already hints in the game!
How often will towers and heroes be released?
It’s hard to give an exact schedule, but these games thrive on updates. We’ll add content as often as we can, so expect regular updates but no fixed cadence yet.
Will there be chests that guarantee a legendary card?
Some premium shop chests already do. For regular chests, we’re not sure yet, but we are adding another way soon for free players to get legendaries or come close to guaranteeing them.
Will there be more arenas, and will they be unique or include returning enemies?
Yes. We’re already working on the next arena, which will likely arrive soon after global release. Arenas are tied to places from previous games and mix returning enemies with new ones, plus boosters designed to fit each arena.
Will players be able to create or share custom levels, maps, or challenges?
It’s a great idea and we’d love it, but it’s difficult for this type of game. If it happens, it won’t be soon.
PvP is the main focus. Will there be other modes or challenges?
Yes. We want to introduce more game modes, including some with lower stakes for a more relaxed experience, and probably sooner than you think.
Will there be clans or alliances?
Most likely. Social features are important, so we’d add them gradually, starting with the basics and eventually moving toward clans.
Can we add friends and fight them in private lobbies?
That’s something we want to include. We’ll probably add a way to create private or friendly matches, though we don’t have a date yet.
Will there be skins for heroes or towers?
Skins are more complex in 2D because they require redrawing everything, so we’d rather put that effort into new cards and heroes. We do have other cosmetic ideas that are easier to implement and will still let you personalize your style, but they’re still in the concept stage.
Will there be a mode where you spend gold to send enemies at your opponent?
Possibly, and maybe sooner than you think!
Will there be a mode where the game chooses your hero, towers, and spells at random?
We’ve talked about it, either as a standalone event or part of a larger one with special rules. We’d like to explore it in some way.
Are we thinking about an endless battle mode with increasing difficulty?
Yes. We’ve considered how it could work, and it’s likely only a matter of time before we try it.
Will there be co-op?
We’d love to include co-op. We just haven’t decided how, when, or in what form yet.
Will there ever be 2v2?
It’s possible. Similar games took years to add multiple modes, but if things go well, we’d like to get there.
Will there be a consumable item shop like in other Kingdom Rush games?
Probably not in the core game. The match screen is already busy, though we’ve discussed equippable items that grant bonuses. That idea is still in the early stages.
Have we tried collaborating with another game developer?
We can’t say if we will, but many of us would love to. No promises yet.
Why did we go with a more minimalist tower design compared to other Kingdom Rush games?
Because Battles splits the screen in two and runs in portrait, we had less space to work with. We went through a lot of iterations to keep the Kingdom Rush identity intact within those limits. In fact, the sprites have more detail than you might notice in the heat of battle.
If both players kill the boss at the same time, is a draw possible?
Yes, but it is extremely rare. Draws can happen if both kill the boss at the same moment or if both have one life left and a creep slips through on each side at the exact same time. When that happens, you see a draw screen. No one wins or loses trophies, and you still earn stars based on what you achieved in the match, like reaching certain waves. Getting a draw is so hard that if we ever add achievements, it would probably deserve one.
How do we decide what is and isn’t a legendary card?
We built an internal tier list covering heroes and towers from previous games, then validated it with the Kingdom Rush creators. The criteria mixes mechanical complexity with some lore weight, and yes, a little bit of “vibes” since opinions differ. There is also an unspoken rule: dragons are legendary. We might make a rare exception, but you can safely expect dragons to be legendary.
From 1 to 10, how connected is Battles to the Kingdom Rush story?
Zero. Battles is not part of the official timeline. Inside the studio people imagine fun headcanon like a generals’ tournament or a multiverse twist, but officially this is a separate experience outside the main lore.
How big is the team and when did development start?
Our core team is 14 people. Others jump in as needed, and we also get feedback from folks around the studio. Development has been a little over two years. There was roughly a year of prototyping before full production, which makes the pace pretty fast given the project size and our team compared with similar studios.
What development methodology do we follow, and do we work from home or the office?
We use a light mix of scrum and agile. We keep scope and sprints in line with agile practices but we are not overly strict. Work is hybrid: about two days from home and three in the office. In-person collaboration helps a lot when you are researching and building a new game like this one.
Favorite game mechanic?
The quality of life touches that keep your eyes on the action: the glow when you have enough gold to place or upgrade, and the highlight on a tower with an upgrade ready. Also, being able to preset where your hero respawns is a clutch play to save a lane at the last second. Fun fact: those glowing holders you see in Alliance were something we came up with first, even if that game shipped them earlier!
What has been the hardest part of making the game?
Just about everything has been a challenge because this project is so different from what we usually make. From a design point of view, the toughest part is striking the balance between a fast, addictive, live PvP feel and keeping the Kingdom Rush DNA intact. We went through many prototypes to find that middle ground.
How does Ironhide determine which heroes and towers will make it to release?
The process is a mix of internal planning and fan feedback. First, the team decides the order of arena releases, then selects content, existing or new that fits each arena. For example, mountain arenas unlock ice-themed heroes like Alleria and Eiskalt. Popular fan-favorite content may be released early, even if its arena isn’t available yet, such as the Necromancer. Fan feedback from Discord polls and the newsletter also helps shape release priorities, and player opinions on balancing are carefully monitored.
Does this mark the end of new content for Kingdom Rush Alliance?
No. Different teams handle different games, so updates to Kingdom Rush Alliance will continue independently. Upcoming DLC is still in development and will be announced soon.
Are there plans to expand beta access to more countries?
Currently, beta testing is limited to selected regions to maintain controlled evaluation and new countries are unlikely to be added before the global release. There is a way to apply to test the game early, every Thursday,10 random players worldwide (Android only) are added to the beta if they react to the Discord announcement.
Will the game launch this year?
The global launch is not far off, and the core gameplay will remain mostly the same, with only minor features added for engagement. Shortly after global release, more arenas and content will arrive.
How often will new content be added?
Updates will vary and can include new content, features, or events. We aim for frequent updates to maintain engagement, though exact timing for new heroes or towers isn’t fixed.
Will the game have competitive modes or tournaments?
Yes, competitive modes are planned, though details are still being considered. We're explore this aspect in the future!
Will progress from the beta carry over to the global release?
Yes, accounts and progress in the beta will remain intact for the global release. There will be no wipe.
Will Kingdom Rush Battles be available on Steam?
We hope to release on as many platforms as possible, but it’s too early to confirm.
What languages will the game support?
Currently, the beta is in English only, but global release will include translations. Around 13 languages are planned, though the exact list will be shared later.
Will there be additional game modes or mechanics like combos?
Yes, more game modes are planned, including modes where card levels have less impact. Combo mechanics, such as bonuses for using certain factions together, are being considered for events but likely won’t be part of core gameplay.
Will there be a battle pass?
It’s a possibility. Seasonal goals and progression rewards will probably be included in some form.
Why haven’t some players received legendary cards yet?
It’s mostly bad luck. Although we're still balancing to ensure fair and competitive distribution. When we settle the balance, the exact probabilities will be made public.
Will there be international matchmaking?
Currently, matchmaking is region-based to reduce latency issues. Technical limitations may prevent seamless cross-region play for now, but we hope to expand international play in the future.
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