Thursday, May 28, 2026

Drifter Star: Evolution

This is a game that's been showing up in my YouTube feed for a while now, so I decided to check it out.  And since it's so simple I decided to do some achievement videos for it.  It's basically a cosmic game of bumper cars, where you start as a lowly meteorite trying to grow into larger and larger astronomical bodies, eventually becoming one of the largest stars in the universe.


Relationship to reality was not a design priority.

The rules are simple: pick on smaller astronomical bodies to absorb their mass while avoiding larger ones that can destroy you.  When you collide with another object, you take damage (reducing your mass) but also deal damage.  Bodies smaller than you are generally destroyed in a single collision, and the mass you absorb from their leftover debris usually results in a net gain despite the mass you lose from the collision.  Bodies the same size as you may have to be hit multiple times to destroy them, and often the mass gain ends up being a wash.  And then at every stage of evolution there will be some larger entities from the next category up that you really want to avoid.

Once you gain enough mass you evolve to the next stage.  The various evolution stages are meteorite, asteroid, dwarf planet, rocky planet, gas giant, dwarf star, star, giant star, supergiant star, neutron star, and black hole.  When you evolve you get to choose from one of three different special powers - or you can forgo a power if you think you're badass enough (or are trying to get the related achievement).  From rocky planet through giant star you also have the ability to capture smaller bodies and have them orbit you.  You can then use them strategically to collide into and damage other bodies, saving you the mass loss of colliding yourself.  Several of the evolution powers deal with this mechanic.

So let's deal with the elephant in the room right off - the game is short, and replayability is limited.  It's not out of the question that you might complete the game on your first try, and a full run generally takes 30 minutes or less.  After completing it once you'll probably go back and play it again a handful of times - trying out different evolution powers, different strategies, or trying to get some of the achievements.  But it honestly won't take long before you've exhausted the game's charms.  After that it becomes the kind of game that you'll pull out once in a blue moon when you're in the mood for some mindless arcade fun.

The mechanics of the game are fine if a bit wonky.  Gravity does exist, but unlike the real world it is neither reliable nor predictable.  Bodies will tend to be drawn towards one another, but often they don't automatically collide or orbit each other like you would expect (they way they usually behave would have Newton spinning in his grave).  The worst part though is that just because you're the closest object to some debris doesn't mean that you'll absorb it.  Sometimes you'll do the work of colliding with and destroying an object, but even though you're right in the middle of the resulting debris it will make a beeline for another body nearby.  At least it works both ways, and sometimes you can snake debris from other bodies in return.

As mentioned above, the final evolution is a black hole.  Once you absorb enough mass in this stage you get one of the endings for the game.  I'm a little disappointed they didn't take this concept further.  Instead of ending with black hole, I would have liked to see you move from a star to larger astronomical features - nebulas, globular clusters, dwarf galaxies, spiral galaxies, galaxy clusters, superclusters, and so forth, with perhaps the goal being to build the observable universe.  An alternate choice could still lead you down the black hole path, perhaps progressing to supermassive black hole and then with the goal of causing the Big Crunch and destroying the universe.  Alas, I'm not holding out hope for that.  Although the title screen does say "beta" on it, I'm not holding my breath that there will be any substantive updates to the game in the future.  It's obviously the work of an independent developer.  It is what it is and that's fine.

What of the production values?  The graphics are quite competent and do their job well.  While there is only a single background track that plays during the game, I will say it is excellent and somehow perfectly sets the mood.  In particular though I love the black holes that appear at the end of the game.  When they absorb another object there is an understated but satisfying "thud" sound that plays.  There's also a visual distortion effect that I assume is a representation of gravity waves, which is a nice touch.  My only complaint is that black holes can't absorb one another, so usually once two of them appear they will eventually get stuck together.  It would have been nice if they combined and formed a larger black hole with more powerful gravity that became a bigger threat, suitable for the final stages of the game.

Is the game ultimately worth it?  As always measures of value are subjective.  As I write this the game is selling for $3.99 on Steam.  If the game sounds interesting to you and that amount, being less than a coffee these days, means nothing to you, then sure, go ahead and get it.  As it is I would honestly wait until it's on sale.  I feel $1.99 is a little more in line with what it actually has to offer.  Remember that Vampire Survivors was originally $2.99, and it had far more content and replayability even at launch.  But again, maybe quibbling over two dollars is not worth it.

There are only five achievements for the game and I've put together a playlist of how to get all of them.  Three of the achievements involve playing the game all the way through, so I felt a separate walkthrough video was redundant:

Drifter Star: Evolution

Friday, May 8, 2026

Kingdom Rush Alliance Impossible Hero Challenge - 27. Dominion Dome Iron

Well, well, well.  We have a trivial map of all things to close out this DLC.  Now I never mind the iron mode of the last level of an elite campaign being easier or different - it takes me back to Blackburn Castle iron in the original game, which was easy but fun in that it had you shooting down flying sheep.  But a map that is not only single hero but also not worth assigning grades for?  That hasn't happened since Misty Ruins iron - the first map of the Undying Fury campaign.

A big part of the issue is we have an iron mode with no surprises.  We get the Tricannon, which is already practically giving away the farm, and the Dune Sentinels.  The Sentinels are there for one obvious purpose - to deal with the Drones coming in from the top right.  The Necromancers are here to generate blockers for us, making the placement of Tricannons near them extremely obvious (as if those weren't already the best places for them anyway).  The only thing remotely subtle is the order of upgrades.  Start with a fully upgraded Dune Sentinels so the Drones aren't an issue, then focus on getting three Tricannons with Bombardment up and running.  The Necromancers aren't a priority - the skeletons they produce are the same regardless of the level of the tower - but they can provide additional firepower towards the end.

You will, however, notice that I did play with the upgrade order through the course of making the videos.  Originally I completely left the Necromancers until everything else was done.  Occasionally there were some close calls with the Drones, but no slip-ups.  Then, however, I got some bad RNG back to back and had a couple of losses due to a Drone slipping through.  So I decided to upgrade the right Necromancer a couple of levels earlier on to just to eliminate the possibility of any problems.  It's a minor thing, and it certainly doesn't change this being a trivial map.  So 'A's for everyone and we move on to the next campaign!


Wednesday, May 6, 2026

Kingdom Rush Alliance Impossible Hero Challenge - 27. Dominion Dome Heroic

I had a solid feeling when doing my test runs that this was going to be a two hero kind of map, and boy am I glad I didn't try to solo-hero it.  This one was rough with the lower tier heroes, and I highly doubt I would have been able to finish it.

Strategy-wise it's pretty straightforward - rely on Tricannons with Bombardment to do the heavy lifting (as per usual) and otherwise weather the storm.  I will absolutely not miss the Darksteel Fists once this DLC is over.  I would honestly rather face a never ending stream of Darksteel Hulks and Guardians than waves of Fists.  They're really the only thing making this map (or heck, this whole DLC) hard.  By the way, I just now realized that for all the blog posts on this DLC, I've been referring to Fists as Hammerers by mistake.  Sorry about that.  The Hammerers are the basic-Becky mobs with no special abilities.

Impressions

Talk about clear separation.  We have eight heroes in 'C' tier, only two in 'B', and five in 'A'.  Oddly only Broden earns an 'A+' this time around.  The other flying heroes were fine of course, but he was the only one where I felt I could be ultra-aggressive in calling waves.

As for the bottom tier, well, they just aren't cut out to handle Darksteel Fists efficiently.  They're either melee heroes and get stunlocked trying to deal with them, or they're ranged but lack the DPS to take them down quickly.  Either way that's kind of been the story of this DLC.

Final Grades

  • Vesper - C-
  • Raelyn - C
  • Nyru - C+
  • Torres - C
  • Anya - C+
  • Grimson - C
  • Broden - A+
  • Therien - C+
  • Onagro - B-
  • Warhead - B+
  • Lumenir - A
  • Kosmyr - A
  • Stregi - C+
  • Bonehart - A
  • Sylvara - A

Monday, May 4, 2026

Kingdom Rush Alliance Impossible Hero Challenge - 27. Dominion Dome Campaign

This DLC wraps up with a campaign mode that is fun, if not terribly challenging.  This was another case where I got it on my first test run, and I don't think I even did a second try before I started recordings.  It's one of those were I probably could have done a single hero solution, but it would have been super painful with the worst heroes, and after doing that in heroic and iron modes for the previous level I just didn't have it in me.

It's impossible to overstate how much heavy lifting the Tricannon's Bombardment ability has done throughout this entire playthrough, and it seems as though that's been especially true in this DLC.  It's more than a bit overpowered, and takes me back to special abilities like Overcharge for the Tesla and Wasp Missiles for the Mecha that made those towers ludicrously OP.

One of the reasons I like this map is because there are some good opportunities for micro work.  I don't think I discovered this technique in the previous levels, but the Darksteel Guardians can be completely neutralized with some fine micro.  Their attack is so slow and so telegraphed that you just have to have your blocker move out of the way right before it lands and then quickly move them back to keep the Guardian blocked.  It's cheesy, but it works wonders for heroes that don't have any natural tanking ability.

The boss fight here is rather disappointing, I must say.  He's pretty trivial, all things considered.  There should be way more mobs that start appearing as soon as the fight starts to distract your towers and make killing him actually a challenge.  As it is, stalling him with reinforcements and DPSing him down is all too easy.  And speaking of micro, it's very easy for your heroes to dodge his fist-launching ability just by moving at the last second.  Nyru racked up quite a lot of damage for the Dark Army heroes just by following behind him and constantly hitting him with ranged damage while easily dodging his attacks.

Impressions

With two heroes in play grades improve compared to what they have been.  Raelyn, Torres, and Streggi still end up in 'C' tier, but that should not be terribly surprising.  Sadly I could not give Kosmyr an 'A+' like the rest of his flying comrades.  For whatever reason his performance was just not quite as fluid as the rest of the 'A+' crew.  He still gets an unadorned 'A' though, of course.

Ongaro was a pleasant surprise here as well.  Honestly I considered and would have been justified in giving him an 'A-', but to be fair there was a lot of heavy lifting on Nyru's part.  I know I said I wasn't going to adjust grades based on whether there was a second hero or not anymore, but this case kind of felt extreme.  So sorry, Onagro, I know you could use the GPA boost, but I'm keeping you at a 'B+'.

Final Grades

  • Vesper - B-
  • Raelyn - C
  • Nyru - B+
  • Torres - C+
  • Anya - B-
  • Grimson - B-
  • Broden - A+
  • Therien - B+
  • Onagro - B+
  • Warhead - B
  • Lumenir - A+
  • Kosmyr - A
  • Stregi - C+
  • Bonehart - A+
  • Sylvara - A+

Friday, May 1, 2026

Kingdom Rush Alliance Impossible Hero Challenge - 26. Replication Chamber Iron

We finish out this map with an iron mode like heroic - pretty trivial with two heroes, so we go for the solo hero attempt.  And just like heroic mode, this turned out to be a tale of two maps - or two hero tiers, really.

The top end heroes were all able to use my original build plan, which started with two Cannoneers and a single Flamespitter, and it all worked out fine.  However, the weaker heroes ended up needing an altered build plan, one where I started with two fully upgraded Flamespitters and only started building the Cannoneers after the fact.  Even still, this was a rough map with the bottom tier heroes, as we'll see in the grades below.

Impressions

This was legit painful with the bottom-end heroes, with five ending in 'C' tier and Vesper getting a dreadful 'D'.  These heroes lack the tools - generally the DPS, that is - to deal efficiently with the Hammerers, which are honestly the most dangerous enemy to come out of this DLC.  What's a poor hero to do, honestly?  Vesper can either engage in melee and get stunlocked, or else stand at a distance and plink arrows off their armor for trivial damage.

As with heroic mode, we have a small middle tier of 'B's and then a top tier of the usual suspects with 'A+'s.  I have to say I'm getting a little disappointed in Alliance for having such poor hero balance, with most of the heroes competing either for the very top or the very bottom.  Hopefully the remaining campaigns will provide a little more variety in the grades.

Final Grades

  • Vesper - D
  • Raelyn - C-
  • Nyru - B
  • Torres - C
  • Anya - C-
  • Grimson - B-
  • Broden - A+
  • Therien - B+
  • Onagro - C
  • Warhead - C+
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B-
  • Bonehart - A+
  • Sylvara - A+

Wednesday, April 29, 2026

Kingdom Rush Alliance Impossible Hero Challenge - 26. Replication Chamber Heroic

We follow up a challenging campaign mode with what is honestly a pretty trivial heroic mode.  Now, you probably wouldn't think that from looking at the grades below, but I label it trivial because it admits a one hero solution, which has become fairly rare in the bonus and DLC levels (as you would hope).  My standard operating procedure when starting a new map is to do with with Nyru and Grimson.  I cakewalked my way through on the first try, and that's when I knew I could do single-hero.

It's not a trivial matter with a single hero, to be sure.  This map plays the same game as campaign mode, where the Darksteel Hulks on the bottom lane are more about using up your reinforcements when you really need them on the top right lane.  Things can get pretty hairy up there between the waves of Shielders and Hammerers.

Impressions

This is a tale of two maps, as unlike campaign mode where we had a pretty good distribution from top to bottom, here it's feast or famine.  There are six heroes in 'A' tier, six in 'C' tier, and only three in between with 'B's.  I like to call this the 'boob distribution', the reason why being left as an exercise for the reader.

Despite earning a rare 'B' in campaign mode, Streggi falls back down to her usual 'C' here.  I'm realizing with her that it's all about how much pressure the enemy cadence puts on the cooldown of her hero spell.  In campaign mode, every time the enemy broke through and needed to be pushed back her hero spell was available, but on this map the pressure is much greater, and those instances where you need it come faster than the cooldown.

Anya flirts with greatness here again, earning a rare 'A-'.  Similar to Streggi, Anya just needs maps where the stars align properly for her to perform well, which apparently they do here.  I have no doubt that next map she'll be back to her normal dismal performance though.

The rest of the grades hold no surprises.  I'm looking forward to getting done with this DLC, as it hasn't been my favorite.

Final Grades

  • Vesper - C
  • Raelyn - C-
  • Nyru - B-
  • Torres - B-
  • Anya - A-
  • Grimson - C
  • Broden - A+
  • Therien - B-
  • Onagro - C
  • Warhead - C
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - C
  • Bonehart - A+
  • Sylvara - A+

Monday, April 27, 2026

Kingdom Rush Alliance Impossible Hero Challenge - 26. Replication Chamber Campaign

We have another campaign mode that's not exactly my favorite.  This one is especially frustrating because I just know in my gut that there's a better build for this.  I'm pretty sure it involves Cannoneers, but at this point I just don't have it in me to go back and try again.

The issue is that you need lots of ranged physical DPS for the "boss" fight, as the deformed clones have significant magic resistance until you take down their shield.  That usually means relying heavily on Royal Archers (which are also needed to deal with Drones), but I think I've made my feelings on the Archers known in previous posts.  And they certainly do you no favors in dealing with the waves of Darksteel Hammerers.

Surprisingly the Darksteel Hulks are not that big of a threat.  Linerean reinforcements can stall them indefinitely while towers DPS them down.  The real danger with them is that you then no longer have reinforcements to help with the chaos going on on the upper right exit lane, and believe me there's plenty of chaos throughout the level.

Impressions

We have a very nice distribution from the top all the way to the bottom.  The flying hero chads all earn 'A+'s as usual, while down at the bottom Vesper was an absolute nightmare, earning a 'D'.  His low physical DPS is a perfect mismatch for the enemies here, making completion with him a crapshoot.

The rest of the heroes fill out the middle about what you would expect.  Stregi does a little better than normal with a 'B', as this is one of the maps where her hero spell does quite well in managing the hordes, continually moving mobs back into range of the Tricannon to finish them off efficiently.

Final Grades

  • Vesper - D
  • Raelyn - C
  • Nyru - B
  • Torres - C-
  • Anya - B-
  • Grimson - B
  • Broden - A+
  • Therien - B-
  • Onagro - C
  • Warhead - C-
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B
  • Bonehart - A+
  • Sylvara - A+

Thursday, January 8, 2026

Kingdom Rush Alliance Impossible Hero Challenge - 25. Colossal Core Iron

This map is a cheeky little thing, because the key realization in strategy is that the bonus Rocket Gunners you get are a hindrance, not a help, and need to be sold immediately for extra cash and to free up the back build point.  I don't know, maybe Ironhide had a build solution in mind that does legitimately use them, but I found things much easier to just get rid of them to go more all-in on Elven Stargazers.

I didn't find the Arborean Emissaries useful here either.  Instead it's all about getting to the Stargazers' Even Horizon ability to manage the end of the map, continuously teleporting enemies backwards on the path until they're all taken down.  It gets dicey plenty of times, and there are multiple points where you're sure you've lost, but you just have to trust that the teleport will kick in at just the right time.

Impressions

Nothing terribly surprising here.  Raelyn yet again wins the dunce cap with the sole 'C' tier performance, but otherwise grades are pretty strong all around.  Mostly all that's asked of your hero is additional DPS to bring the mobs down.  Onagro does end up on the lower end, however, for his mobility issues, lack of blocking, and physical DPS.  I'm not sure what happened with Nyru here, but it was a struggle to complete the map with here.

Final Grades

  • Vesper - B
  • Raelyn - C
  • Nyru - B-
  • Torres - B+
  • Anya - A
  • Grimson - B+
  • Broden - A+
  • Therien - A-
  • Onagro - B
  • Warhead - A
  • Lumenir - A
  • Kosmyr - A+
  • Stregi - B+
  • Bonehart - A+
  • Sylvara - A+

Tuesday, January 6, 2026

Kingdom Rush Alliance Impossible Hero Challenge - 25. Colossal Core Heroic

We finally again have a heroic mode where I feel they decently beefed up the difficulty from campaign mode, and I appreciate it, even if it makes this map quite the challenge.  Everything is mostly manageable until the end, but then surviving the seemingly endless waves of Darksteel Fists and Brute Welders becomes quite difficulty.

I eschew the Cannoneers for this mode, going back to a more standard setup of a Tricannon to deal with large numbers and Arcane Wizards to finish off larger mobs.  I did try to replicate my strategy from campaign mode originally, but was not happy with the results.  I still feel like there is a better strategy that would keep the end of the map from being such a wild, chaotic mess, but I haven't found it yet.

Speaking of the end of the map, there's unfortunately a decent degree of RNG involved in the wins on these maps.  Part of the strategy for this map is trying to manage to fist pounds, and the last one that occurs really needs to kill two Brute Wielders either on the top or the bottom path, or else it's probably a loss with anything but a top-tier hero.  That's part of the reason for the barracks to the right - they do delay the mobs, helping prevent an overrun on the left side, but it also baits the fists into targeting them, trying to catch the Brutes with them.  Besides that you also have RNG such as which tower gets disabled by a Brute when killed.  If it hits your Tricannon that's a major loss and can cost the win.  I hate relying on RNG, but I just don't know if there's a build that can sufficiently control for it.

Impressions

Despite the difficulty the grades aren't all that bad, with only Grimson ending up in 'C' tier.  Unfortunately it's a function of the RNG - when it doesn't break your way, you just lose, but when it does, things feel...well not easy, but at least not so hard.

The one surprise in the grades is Stregi earning an 'A-' for her performance - especially when none of the other bottom-half heroes earned 'A's.  The reason is that this map is perfect for her hero spell.  It allows her to make one of the lanes at the end "safe" by constantly teleporting and sleeping the mobs on it, allowing you to devote all your resources to taking care of the other lane first, which is a huge plus.

Final Grades

  • Vesper - B-
  • Raelyn - B-
  • Nyru - B
  • Torres - B-
  • Anya - B
  • Grimson - C+
  • Broden - A+
  • Therien - B
  • Onagro - B+
  • Warhead - B
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - A-
  • Bonehart - A+
  • Sylvara - A+

Thursday, December 11, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 25. Colossal Core Campaign

Ugh.  Not my favorite map of the game.  Better than Temple of the Fallen to be sure, not by a lot.  I talk a lot about this blog that a game's difficulty always lies on a spectrum with fun at one end and frustrating at the other, and this one is definitely a registered member of the Frustrating party.

It's all about the flying mobs, as is the case with so many Alliance maps that fall in the frustrating category.  It's very easy for a Flying Sentry or a Tinkerer's Drone to slip by your defenses, and there were a lot of restarts when recording these videos - even with the most powerful heroes.  I don't think that means that the strategies I'm showing are not reproduceable, but rather this is one of those maps where your micro has to absolutely be on point.  Proper positioning of heroes, reinforcements, and the Cannoneers is crucial to make sure the Sentries get taken down properly.

This level is one of those tales of two maps.  I originally tried an all-Cannoneer build and was reasonably successful, but there were so many restarts in getting a hero over the finish line that I just felt like there had to be a better way.  Thus I settled on starting with two Cannoneers and finishing out with Arcane Wizards.  I would rather have gone with a Tricannon build, but the Sentries appear so early you have to have towers that can deal with them, and the Cannoneer's dual ranged and AoE attacks (with Incendiary Ammo) make them rather ideal for the mob variety here.

At the very least I am glad I managed a solo hero solution.  Throw in a second hero - especially one that can hit flying enemies - and this map becomes easy.  Heck, it might even move back towards the fun side of the spectrum.  But as always my priority is trying to grade the heroes on their individual merits.

Impressions

The most obvious thing about the grades is that I did not give anyone an 'A+' this time around - not even Bonehart or Broden.  Even with those powerful heroes things can go awry, and you still have to be ultra-careful with calling waves early.  This is definitely one of those maps where if you early-call a wave at the wrong time you can get the snowball effect - you end up early-calling the next wave because you desperately need your cooldowns refreshed, but then you simply end up getting overrun by all the mobs.

You'll also notice that for all my discussion about the difficulty spectrum above, no one lands in the 'C' tier.  It's not that this map is really super hard.  Difficulty is by itself a spectrum from easy to hard, obviously, but then for a given level of difficulty, a map will then lie on a spectrum of fun to frustrating.  The truth is this level is just middling in terms of its difficulty, but for that difficulty it is extremely frustrating.

Final Grades

  • Vesper - B
  • Raelyn - B-
  • Nyru - B-
  • Torres - B
  • Anya - B-
  • Grimson - B
  • Broden - A
  • Therien - B+
  • Onagro - B+
  • Warhead - B+
  • Lumenir - A-
  • Kosmyr - A
  • Stregi - B
  • Bonehart - A
  • Sylvara - A-

Tuesday, December 9, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 24. Frantic Assembly Iron

We get an interesting iron mode this time around, where one of the required towers is the new Cannoneer Squad introduced with the DLC.  To be honest I had actually forgotten that a new tower came with the DLC, and that since it's a paid DLC I could use it in my videos.  Well thankfully we're forced to use it here, because it turns out it's pretty powerful.

Now let me caveat that a little bit: it's a powerful tower - when fully upgraded.  This is one of those towers kind of like the Eldritch Channeler.  The Channeler is honestly probably not worthwhile to build unless you prioritize also giving it Power Overflow.  So it is with this tower - you really need to go all-in with both of its abilities.  It's expensive, but the payoff is pretty worth it.  Once fully upgraded you have a tower that does over 100 ranged DPS, plus some pretty insane AoE damage with Incendiary Ammo, and of course can block up to five mobs.  That's quite a lot, and I found the best solution for this map was to commit to them fully, building out as many of them I could.  The results speak for themselves - the Cannoneers were so powerful I was able to do this map with solo heroes.

Impressions

While the Cannoneers are powerful, this map is still pretty easy, as evidenced by the fact that grades are high despite having only one hero.  Nothing surprising here - Vesper and Raelyn land at the bottom with 'B-'s, while everyone else pads their GPA some more with pretty good grades.  Even Grimson earns a very rare 'A-'.

Final Grades

  • Vesper - B-
  • Raelyn - B-
  • Nyru - B+
  • Torres - B
  • Anya - B
  • Grimson - A-
  • Broden - A+
  • Therien - A-
  • Onagro - A-
  • Warhead - A-
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B
  • Bonehart - A+
  • Sylvara - A+

Thursday, December 4, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 24. Frantic Assembly Heroic

Once again we get a heroic mode that is just a redux version of campaign mode, where it feels just like the campaign, only shorter.  I'm really disappointed in this and feel heroic and iron modes are one of the most disappointing things about both Vengeance and Alliance.  In the original Kingdom Rush heroic modes were hard.  They were also creative.  Despite using the same group of enemies, they didn't feel like the waves from campaign mode, and usually you needed an entirely different build to deal with the challenge.  These days when I tackle a new heroic mode I by default start with the build from campaign mode, and more often than not that gets the job done with perhaps just a little tweaking.

Here the tweak is that I forgo Tricannons to just build more Arcane Wizards.  I'm sure I could have made Tricannons work, but I felt I got better results at the end of the map with two more Wizards with Disintegrate.  In any case I still can't escape the feeling I'm just playing campaign mode over.

Impressions

Nothing remarkable here, and grades even improve slightly over campaign mode because somehow they managed to make heroic mode easier.  Raelyn lifts herself out of 'C' tier, Warhead earns yet another 'A', and everything else is as you would expect.

Final Grades

  • Vesper - B
  • Raelyn - B-
  • Nyru - B
  • Torres - B
  • Anya - B+
  • Grimson - B
  • Broden - A+
  • Therien - B+
  • Onagro - B+
  • Warhead - A
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B-
  • Bonehart - A+
  • Sylvara - A+

Tuesday, December 2, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 24. Frantic Assembly Campaign

The fun ramps up a bit with this second level of the DLC thankfully.  I'm always happy with any map that lets me go hard on Tricannons.  This one has just the right amount of chaos to it, where I manage to get two Tricannons with Bombardment going, spraying absurd amounts of damage onto the field, but which are needed given the number of mobs thrown at you.  To me it's a callback to the feel of the original Kingdom Rush game.  In that game the ceiling on both the power of your build and the power of enemy waves thrown at you was much higher.  Ironhide has since backed off of that in subsequent games, and I think that's a shame.

There's not much to say about the waves themselves.  They're largely a standard tank and spank, with a decent bit of challenge in correctly allocating resources to various hotspots on the field.  I like the Mad Tinkerers - they're surprisingly difficult to kill (high magic resistance is part of that), and their ability to create those annoyance drones is perfectly designed.  The drones barely have any hit points, but they do distract your Arcane Wizards for a single firing cycle from hitting more priority targets, which has a surprisingly big impact.

And of course we have a boss fight at the end of all things!  I guess Ironhide took inspiration from Vengeance's pirate DLC and realized you don't just have to save boss fights for the final level.  It's not the hardest by any means - largely strategy just consists of trying to block or stall units coming from the left so your towers can focus fire on him.  Originally when I started with the more powerful heroes I left my Tricannons up, but it ends up being better strategy to replace them with Arcane Wizards when the fight begins.

Impressions

No single hero solution for this map, nor am I expecting any for the rest of the DLC.  The grades are pretty standard, with Raelyn once more earning the dunce hat being the lone hero in the 'C' tier.  Everything else is by the book, with perhaps the exception of Warhead earning a very rare 'A'.  His tankiness, physical damage to deal with the Tinkerers, and hero spell - which works very well on this map - all make him shine in a rare way.

Final Grades

  • Vesper - B-
  • Raelyn - C
  • Nyru - B
  • Torres - B-
  • Anya - B
  • Grimson - B
  • Broden - A+
  • Therien - B
  • Onagro - B+
  • Warhead - A
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B-
  • Bonehart - A+
  • Sylvara - A+

Tuesday, November 25, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 23. Darksteel Gates Iron

Iron mode is slightly more difficult than heroic mode - as it should be - but still pretty much a repeat of the first two modes in terms of strategy.  Given the Arcane Wizard and Ballista Outpost, we choose to go all-in with Wizards, and yet again it's just a matter of steadily upgrading all of them at your two choke points.  I'm wondering if Ironhide meant the Ballistas to be used for Flying Sentries - using the Final Nail ability to stun them to keep them from escaping - but their physical DPS would then be rubbish against all the armored enemies.  Disintegrate is such a better ability anyway, so as mentioned we just ignore the Ballistas.

You might be thinking the free level 4 Paladins in the middle is meant to implement a kind of "swinging gate" choke point strategy, but honestly you're overwhelmed by the mobs most of the time so that all they really do is just slow up the mobs somewhat.  They're nice, but not worth investing any more money in.

Impressions

Grades are pretty bog-standard and unremarkable here, and not too bad all things considered.  Stregi earns the only 'C'-tier grade.  Drowsy Return is a nice hero spell, but when both exit lanes are getting overwhelmed simultaneously on the final wave it's not as much of a game changer as you might think.

Final Grades

  • Vesper - B
  • Raelyn - B-
  • Nyru - B
  • Torres - B-
  • Anya - B
  • Grimson - B
  • Broden - A+
  • Therien - B+
  • Onagro - B
  • Warhead - B+
  • Lumenir - A
  • Kosmyr - A+
  • Stregi - C
  • Bonehart - A+
  • Sylvara - A+

Thursday, November 20, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 23. Darksteel Gates Heroic

Heroic mode is once more a redux of campaign mode, featuring very similar wave compositions.  Here, however, there is enough gold to support an AoE solution consisting of one Tricannon and one Arcane Wizard at each chokepoint.  The Wizards are still needed to take down the flying Sentries, but the Tricannons go a long way towards taking everything else down far more easily.

Impressions

To avoid what happened last time I started with Raelyn, and it was quickly very obvious that I would again need a two hero solution for her.  Thus I just went with two heroes for everyone, although this map is so borderline in that regard that it ended up generating a lot of grade inflation.  That's fine though and I'm just not going to lose sleep over it.  This game has 35 levels to it at present, so I'm not worried about the grades being slightly skewed every now and then - the law of large numbers will ensure that the heroes will get sorted properly in the end.  None of the grades are particularly notable and everyone gets a slight boost to their GPA as a result.

Final Grades

  • Vesper - B
  • Raelyn - B
  • Nyru - B+
  • Torres - B
  • Anya - A
  • Grimson - B+
  • Broden - A+
  • Therien - A
  • Onagro - B
  • Warhead - B
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B+
  • Bonehart - A+
  • Sylvara - A+

Tuesday, November 18, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 23. Darksteel Gates Campaign

The first paid DLC for Alliance gets off to an okay start with this map.  There's certainly no ambiguity about the build plan here - with no magic-resistant enemies, lots of high armor enemies, and a few flyers, it's painfully obvious you have to go hard on magic towers.  I'd have loved ideally to go with a mixed artillery/magic build, since there are certainly lots of chances for AoE, but the map is just a bit too poor for that.

With the build pretty straightforward this is much more of an exercise in good micro to survive the really tough parts - i.e., the Darksteel Guardians and the Brute Welders.  One key I found was to use reinforcements away from my barracks to block these mobs.  Both have a powerful AoE attack, so if you stack reinforcements on top of barracks it just means they both get killed at the same time.  Every second of stalling on the Guardians is precious here, so you really have to maximize your micro.  This also means placing reinforcements slightly behind Guardians so that it stalls them for an extra half second or so while the reinforcements walk into blocking position.

There are two distinct make-or-break points on this map.  The first is the first Darksteel Guardian.  You have to have killed him or at least mostly killed him by the time the next wave starts.  The following wave hits the left choke point pretty hard and you really have to devote your resources to it once it begins, which means the Guardian better be almost dead on the right side.  This is definitely a map to be grateful that the teleporting crystals at the exits do work on mini-bosses.

Impressions

Let's just rip the bandaid off on this one - I did something on this map I've never done before.  When I started working on this one I was convinced I could do it with solo heroes.  I knew it was going to be really hard for the bottom end heroes, but as you know if you've been following along, I always prefer a solo solution for this challenge when I can get it.

I started with the high-end heroes so that I would have plenty of practice with the map by the time I got to the struggle bus.  A lot of the low end heroes were hard to get the win with, and there were a decent number of retries, but ultimately I got it to work for all of them.

Except Raelyn.

Raelyn just doesn't have the DPS to do this map solo.  It doesn't matter that she can tank the Guardians for a decent amount of time, it just doesn't make up for the lack of damage.  A lot of the waves are basically on a timer - you have to have mostly killed all the mobs before the next wave begins or you risk getting overwhelmed.  I gave the example of the first Guardian above, but the Sentries are another good example.  With any Sentry wave, you need to have finished off all the mobs from the previous wave first so that when it starts you can play your hero and reinforcements forward to block the ground mobs.  By screening the ground mobs this way you give your towers time to DPS the Sentries down before they get to the exits.

This was Raelyn's downfall.  She could actually get through the first Guardian (with difficulty), but it was the first Sentry wave she just couldn't handle.  With her low DPS she was always behind the 8 ball, desperately trying to catch up with the previous wave's mobs.  When the first Sentry wave hit she was always still fighting mobs back at the choke point, which meant the Arcane Wizards couldn't target the Sentries until they were already too close to the exit.

So I had to break down and make an exception for her, which was to bring in Nyru.  The additional DPS made it quite easy to finish the map, although I didn't use Nyru's hero spell to keep things from being too easy.  Still, she gets a 'D' for having to bring in an additional hero.

As for the other heroes, by the time I dealt with Raelyn I had finished all the rest, and I simply had no desire to go back and re-record them all using a second hero, so we're left with a playlist where only one hero uses a second hero.  I don't know if I'll do this again in the future or not.  Technically the top end heroes could do just about every map solo, but I don't know if I want to get into this bifurcated situation again or not.

As for the rest of the grades, there aren't too many surprises.  The 'C' group had lots of friends to keep each other company.  Onagro earns a rare 'C-', but it's not terribly surprising - this is a map where slow speed and physical DPS are pretty severe handicaps.  Grimson earned a slightly shocking 'B+'.  I was worried his frailty and low physical DPS would be huge handicaps, but his high mobility and true damage AoE hero spell offset his liabilities quite nicely.

Final Grades

  • Vesper - C-
  • Raelyn - D
  • Nyru - B
  • Torres - C
  • Anya - B-
  • Grimson - B+
  • Broden - A+
  • Therien - A-
  • Onagro - C-
  • Warhead - C
  • Lumenir - A
  • Kosmyr - A+
  • Stregi - C
  • Bonehart - A+
  • Sylvara - A+

Wednesday, October 8, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 22. Starving Hollow Iron

This bonus campaign closes out with a reasonably challenging iron mode.  Despite being a map that needs a decent amount of AoE, I had trouble getting a Battle Brewmaster build off the ground and found it easier to go all-in with Twilight Longbows.  They really come into their own as the fight progresses, being invaluable in taking down Killertiles and Tankzards.  Besides that there's really no trick to this one other than just fighting as hard as possible.

Impressions

We have some very surprising grades this time around.  Stregi being at the bottom with a 'C' isn't surprising of course, but Anya joining her somewhat is.  This is just one of those maps that highlights heroes with DPS problems, and Anya is definitely one of them.  Normally her great survivability and solid hero spell keep her from hitting rock bottom, but this time around that just wasn't the case.

Of course I say all that and then Warhead somehow earns himself a very rare 'A-'.  Of course his hero spell is pretty clutch on this level, but still I was shocked how easy it was to do this one with him.  But then to prove it truly is Opposite Day, Onagro only manages a 'B' here.  Throughout campaign and heroic modes I worried that his mobility issues would be a big problem and they just weren't, but again this map for whatever reason really hits that weakness hard.

And then as the cherry on top, Broden does not earn his usual 'A+', only getting an 'A'.  His performance just didn't have the trivializing feel that it normally does.  And while Kosmyr is usually the one coming in just below him with an unadorned 'A', he somehow tops him to get the 'A+' himself.

I'm certainly not going to complain about a map that shakes things up grade-wise, I just wish I could identify the particular aspects of it that make it that way.  It's not like the map has a particularly unusual wave composition, or that they're asking you to do something really hard like take down high armor enemies with no magic towers, but man this one was just weird.

Final Grades

  • Vesper - B-
  • Raelyn - C+
  • Nyru - B
  • Torres - B-
  • Anya - C
  • Grimson - B
  • Broden - A
  • Therien - B
  • Onagro - B
  • Warhead - A-
  • Lumenir - A-
  • Kosmyr - A+
  • Stregi - C
  • Bonehart - A+

Friday, October 3, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 22. Starving Hollow Heroic

We bounce back from campaign mode to a pretty trivial heroic mode.  I believe that a single hero solution here is probably possible, but honestly I just didn't have it in me to spend the time searching for it.  I'm feeling so terribly behind on this series with the recent release of the second Alliance DLC that I desperately just want to get caught up.  Fortunately I have no intentions of playing the imminent new game, Kingdom Rush Battles, so it's release cycle should buy me the time I need to get caught up on the franchise.  In case you're wondering why I'm not going to play it, it's a PvP-focused game, and I'm avoiding PvP games in this stage of my life like the plague for multiple reasons I won't bore you with right now.

Right, back to the map.  As usual, the only tricky part are the Winged Croks coming in from the top right.  Two level four Royal Archers are almost enough to deal with them by themselves, so as long as your hero can contribute a little something to taking them down - hero spell or otherwise - everything else is pretty straightforward.  There's only one exit to deal with, thankfully, so we load up the choke point with Tricannons with Bombardment, and I can't tell you how much that warms my heart.  Even Hydras can't withstand three Tricannons constantly raining death on them, and for most of our heroes we don't even really need to upgrade the Paladins much if at all - easy peasy.

Impressions

Since it was pretty easy using two heroes everyone gets a chance to pad their GPA a little.  In case you haven't figured it out, I've really stopped trying to account for using the second hero in the grades.  It was just getting too hard to adjudicate and account for, and the result is that everyone but Stregi lands in 'B' tier or better, with quite a number in 'A' tier.  That includes Anya and Warhead, which is a bit of a rarity for them.  Even Raelyn earns a rare (for her) 'B+'.

Final Grades

  • Vesper - B
  • Raelyn - B+
  • Nyru - B+
  • Torres - B
  • Anya - A
  • Grimson - B+
  • Broden - A+
  • Therien - A-
  • Onagro - A
  • Warhead - A-
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - C+
  • Bonehart - A+

Friday, September 26, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 22. Starving Hollow Campaign

Well, that was...a lot, in more than one sense of the word.  First of all I'm referring to the length of the level, because holy cow.  Most of my videos were pushing if not exceeding the 30 minute mark, which I think is a new record for Kingdom Rush (I'd check for sure, but YouTube does not allow you to sort videos by length for some strange reason).  Second I'm referring to the difficulty of the level itself, as they definitely bring the heat on this one.  And though I'm utterly exhausted at the end of it all, it was exhausting in a good way.

Despite not being terribly impressed with the rest of the campaign, it at least finishes strong on this boss level.  I'll even go so far as to say that this is the first map in Alliance that's given me vibes similar to the Pirate Kings DLC for Vengeance.  That DLC is fantastic, and this is the closest they've come so far to recapturing the feel of it.  We'll see if they can maintain that through the next two paid DLCs and the other free elite campaign.

As always, the Winged Croks are the biggest threat here, although here at least I felt the challenge was reasonable instead of just frustrating.  The waves coming from the top left are the most difficult, as there are really only two good build points that can solidly DPS them before they get to the exit, with a couple of other build points that can briefly hit them as they pass by.  One of them is the bonus tower in the top left.  You'll notice that I don't really control for RNG on which tower I got, with one exception.  The only tower you can't get is the Tricannon.  This is one of the two build points that can really DPS the Winged Croks, so you have to have a tower that can target flyers.  The best option is honestly Royal Archers, with Arcane Wizards close behind.  Eldritch Channelers are acceptable if one or both of your heroes has a ranged attack that can help bring the Winged Croks down.

You'll notice also that I don't really try to control for RNG on the boss's tower disabling ability.  Throughout most of the heroes I just accepted that I was going to have to pay to free the tower most every time he used his ability.  It wasn't until I got to the last two heroes (Raelyn and Torres, the two hardest to complete the map with) that I switched the build plan to building out level 1 of every planned tower at the beginning to try to bait the boss into targeting an unimportant tower.

I like the Abominor fight itself, even if he is pretty easy.  It's just too easy to stall him almost indefinitely throughout his first three phases and let your towers whack on him.  They should have reduced the time on the animation where he eats a blocker so that he could make more consistent progress.  Even once he gets to his fourth and final phase where he can't be blocked he still moves so very slowly that it's just not a problem to DPS him down, even if there are other distracting mobs on the field.  Still, he has terrific animations and is a lot more fun to fight than Navira.

Impressions

There are certain maps which just especially highlight heroes whose DPS is lacking and this map definitely did it for both Stregi and Warhead.  While they didn't have the worst grade (Torres takes that honor with a 'C-'), man do you feel the struggle while playing with them.  This is one of those maps where your heroes are constantly needing to hurry up and finish what they're currently working on in order to get to the next hotspot before it spirals out of control, and it was definitely difficult to do that here with them.

I think this map also highlights the duality of Stregi's hero spell.  On the one hand it was clutch in situations where a Hyrda or Tankzard was getting too close to the exit (which happened a lot because her DPS sucks), but on the other there are a lot of situations where it just doesn't really do anything for you.  This is especially true in the early game where I was trying to keep waves confined to the top half of the map.  Using it there just sends mobs back to the entrance where towers can't hit them, which is almost counterproductive.  Yes it buys you time, but it's time you can't really afford, as like I mentioned this is a very time sensitive map where you need to quickly burn down the current mobs so you can prep for the next group.

On the flip side, Onagro impressed yet again this map.  Like in the previous map, I was worried his lack of mobility and blocking would be a severe hindrance, but he honestly kind of tore it up.  This is definitely a map that rewards heroes with AoE hero spells though, so he obviously benefitted greatly from that.

Finally, you'll notice in Torres' video that I got the speed glitch on him fairly early on.  This was completely accidental, but while it is a glitch, I had no desire to start over.  This map is already so long and it's hard enough to do with Torres (since neither he nor either of the free Dark Army heroes have a ranged attack) that I just rolled with it.  I definitely think it is doable with him without the speed glitch, but I also doubt that it would drop him down to a 'D'.

Final Grades

  • Vesper - B
  • Raelyn - C
  • Nyru - B
  • Torres - C-
  • Anya - C+
  • Grimson - B
  • Broden - A+
  • Therien - B+
  • Onagro - A-
  • Warhead - C+
  • Lumenir - A
  • Kosmyr - A+
  • Stregi - C
  • Bonehart - A+

Friday, September 19, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 21. The Sunken Ruins Iron

This was a weird map all around.  Iron mode feels more like what heroic mode should have been, while heroic mode feels more like an iron mode.  But despite that I've enjoyed both, and it's rekindled my enthusiasm to pick up the pace on these maps after the chore that was Arborean Hamlet.

I enjoyed trying out the Bog Hermit for the first time.  I like the design, as it's a very versatile tower.  Both magic mode and AoE mode feel powerful and useful, and the special abilities are pretty good as well.  I wish I could continue to use it going forward, but alas, this is probably the last time I will since it's a premium tower.

The only real trick to this map is holding off the Hydras at the top right exit, and it's not really a trick, just a matter of good micro and endurance.  The other lanes are pretty straightforward.  I will say that I appreciate that Ironhide went back to including very powerful and mini-boss level mobs in Alliance.  In Vengeance it's like they were afraid of putting them in, and when they did they were just too easy to deal with.  Enemies like Bone Carriers and Crystal Demolishers were ridiculously slow as well as vulnerable to either Possession or insta-kills.  A single Spectral Mausoleum with Possession could kill a Bone Carrier solo as a result.  Hydras are a real-deal threat though, and they remind me of Cerberuses from the original game in their deadliness.

Impressions

It's a pretty easy map altogether, so there's no one in 'C' tier and everyone gets the chance to improve their GPAs.  Even Raelyn gets a rare unadorned 'B' due to her superior ability to tank the Hydras.

The only really notable grades were Onagro, who managed to land an 'A-' despite my worries that he wouldn't do well due to his inability to block, and Lumenir, who again did a leapfrog of Kosmyr, earning a rare 'A+'.  Despite her lack of blocking, Lumenir's hero spell does a fantastic job of both stalling and damaging Hydras, and she was able to eliminate them all quickly with extreme prejudice.

Final Grades

  • Vesper - B-
  • Raelyn - B
  • Nyru - B-
  • Torres - B-
  • Anya - B+
  • Grimson - B-
  • Broden - A+
  • Therien - B-
  • Onagro - A-
  • Warhead - B
  • Lumenir - A+
  • Kosmyr - A
  • Stregi - B
  • Bonehart - A+

Drifter Star: Evolution

This is a game that's been showing up in my YouTube feed for a while now, so I decided to check it out.  And since it's so simple I ...