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Kingdom Rush was released on the iPad on 19 December 2011, and on Android on, priced at $2.99 (standard) or $4.99 (HD), with the bonus stages and heroes but without the premium extras, and a version for Steam on 6 January 2014 $9.99, with an exclusive 4-stage campaign, The Curse of Castle Blackburn, released on 4 July 2014, with all heroes and missions but without the premium extras. The Premium Content was released on 17 August 2011, for a minimum price of $5.99 (on Armor Games) or 60 Kreds (on Kongregate), adding several bonus stages, heroes, a new spell, and a few other extras. First released on 28 July 2011, it grew to be immensely popular and has racked up a total of over 70 million plays on Armor Games alone. Also, don't forget to join our new Reddit page, our new Telegram channel, follow us on Instagram and Twitter, where we are sharing breakdowns, the latest news, awesome artworks, and more.Kingdom Rush is a fantasy tower-defense game created by Ironhide Game Studio and sponsored by Armor Games. You can follow John Conney on Twitter to learn more about Armor Games switching to a four-day workweek. For instance, Bugsnax studio Young Horses and Eidos' Montreal and Sherbrooke studios shortened work weeks in 2021, and Microsoft Japan adopted this model in 2019, seeing such outcomes as increased productivity and reducing paper and electricity consumption. It paid off."Ī number of game developers have also switched to a four-day workweek model in recent years. We have cool people here who trusted us to try this experiment. Nevertheless, the team has shown patience and pragmatism in searching for solutions to these issues.Īlthough not all of the companies see the advantages of the four-day working week, Cooney claims that he is satisfied with the outcome Armor Games has shown: "I'm extremely happy with the four-day workweek at Armor Games and how the team leaned into making it work (on top of everything else). He also added that the company still comes across challenges since the majority of firms still work on Fridays or even during the weekend, so "some processes don't see the productivity benefits of a short week as much as others". Establishing that 'this may/may not go okay,' coupled with team-wide communication, check-ins, and sharing was critical to making it work." However, Cooney noted that the switch to this model hasn't been smooth: "The flow of a 32-hour week is different, and acclamation took time across the entire team. Cooney said that Armor's survey showed "100% of employees felt their productivity was the same (or better) than a 5-day workweek," and 87.5% were "ready to implement the workweek permanently".
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Previously, the company reported that it had set a month-long trial period for this model which was later extended to three months due to "early positive results".

The company’s CEO John Cooney declared that on Twitter on Tuesday. Armor Games, indie publisher and host for web games, announced that it is shortening working hours to 32 hours a week and switching to a four-day working week.
