Patches and news
What Ironhide has announced and changed, newest first.
Patch1 preview: gold, levelling, star unlocks and Classic Rush
After launch
Patch1 is announced, with more gold on Casual, faster hero and spell levelling, a stronger catch-up effect and lower star unlock requirements. The plan also changes tower spots and waves in stages 3, 7 and 10, targeting, artillery costs, Bolin and Rain of Fire. Classic Rush abilities get cheaper, and towers start fully upgraded on Impossible. Full values come with the release; these are planned changes.
Related: What changes for your run
Roadmap: a mini-campaign in November and another in December
After launch
Ironhide's roadmap image puts the two mini-campaigns on the calendar: one in November and one in December, each with 3 stages, 1 tower, 1 hero and 1 spell. The heroes are shown only as silhouettes. A later slot is on the image with its contents hidden, and the post says there is more on the horizon.
Related: All 18 stages, FAQ
Devlog #30: bug fixes first, then balance, and two mini-campaigns this year
After launch
Ironhide says the next few days are mostly bug fixes, and that it is reading reviews for balance because some fights feel unfair rather than challenging. It restates the roadmap: two mini-campaign updates this year, each with 3 stages, 1 hero, 1 tower and 1 spell. The weekly devlogs end here. It also hints that Gerald gets his helmet back if you take him into Classic Rush.
Related: Is it worth it?, Gerald, Classic Rush
Known issues on Steam version 1.00
Launch day
Launch-day workarounds: a missing-executable CD Key error fixed server-side (restart Steam); slow running fixed by setting FPS to 30 and/or turning off VSYNC on page 5 of Options; a wrong screen resolution fixed by deleting settings.lua and global.lua and holding left Alt (Option on Mac) at the splash screen; custom keybinds live in the in-stage settings, tab 4; a hero drag line that can freeze at path corners.
Related: FAQ
Kingdom Rush 6: Genesis is out
Launch day
The launch post: the game is out now, with a link to the Steam store page.
Related: Where you can play
Devlog #28: global tower upgrades are back; heroes and spells keep their own levels
Before launch
The per-tower levelling from the demo is replaced by the trilogy's global tower upgrades; towers still unlock their third skill at the top of their upgrade tree. Heroes and spells keep their own levels and upgrade trees, and any hero or spell behind your highest-level one earns double XP. The interface drops the blue for the original game's wood and iron panels.
Related: XP and star planner, Towers
Classic Mode announced
Before launch
A mode that replays every stage with the first game's lineup: one hero, the four classic tower lines with their original upgrade paths, and only Rain of Fire and Reinforcements. The same post sets out the other challenge modes: Iron Challenge (one elite wave, one life), Blitz (three faster waves, more gold, three lives), Hero Party (four heroes, no spells) and Spell Rush (no heroes, faster spells, three lives).
Related: Classic Rush, Modes and difficulty
Individual tower levelling removed
Before launch
After the demo, Ironhide dropped the per-tower levelling system because it could not remove the need to replay old stages to keep towers up to speed, and announced the interface rework.
Related: Towers
Next in the codex
- FAQLaunch issues and their fixes.
- TowersHow global upgrades work now.
- Classic RushThe mode announced for the series' anniversary.
- Is it worth it?How reviews have landed.