
Start with a single orc and build an unstoppable dark army to conquer the realms in this incremental auto battler. Perfect your formation, summon mighty beasts, unlock powerful upgrades, and grow stronger with each rebirth.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best UK #55, worst KR #95 · 11 markets collected
About
The incremental auto battler. Build an orc army, watch it fight, and make it unstoppable!
Orc Incremental puts you in command of a growing warband of dark forces. Recruit all kinds of units, set formations, draw powerful cards, and ascend for permanent power bonuses to make every run hit harder than the last. Idle progression meets real tactical decisions, and it never stops scaling.
DRAFT YOUR ARMY
Draw cards to add units and totems to your warband. Units come in multiple rarities and fill different battlefield roles, and the right mix is what gets you past the next wall. Totems provide passive bonuses that can change how your whole army performs. Every card you pick shapes your composition and pushes your run in a different direction.
SET YOUR FORMATION. LET THEM LOOSE.
Your army marches forward and fights on its own. When your strategy is working, you watch it rip through wave after wave. When you hit a wall, rethink your lineup or swap in new units.
CAST SPELLS. BREAK THROUGH.
You can support your army with spells. Drop a Blizzard to slow a boss that's tearing through your frontline, or land a Fireball at the right moment to close out a fight you were about to lose.
ASCEND. RETURN STRONGER.
At some point your army stops being enough. That's when you ascend (Dark Rebirth). Reset your run, keep permanent bonuses (for damage, health, gold, etc.) and unlock new units and challenges that weren't available before. The early game opens up as your power grows, and the later milestones keep pushing you further. Every Dark Rebirth makes you stronger and opens up new goals.
KEY FEATURES
- Build and scale an orc army from a single grunt to an unstoppable warband
- Set up your formation, push until you hit a wall, then rethink and reorganize
- Draft units and totems with different rarities, roles, and synergies to shape your composition
- Cast spells during tough battles to turn the tide at critical moments
- Ascend for permanent power bonuses, new unit unlocks, and challenges that change how you play. Every ascension you get to choose a chieftain that makes every run unique.
- Go offline. Come back to a pile of gold and a stronger army waiting for you.
- Boss milestones that put your army to the test
- Handmade assets. No AI used!
Engagement
Reviews
Themes across 284 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'll be honest, this is the first incremental game in quite awhile that, after a single long session, I'm putting down and I don't feel interested in picking up again. While some of the games systems are well implemented, others are... bizzarely bare bones, or seem to have been shoved in last minute. The first example that comes to mind is the minibosses. You face them every ten levels, and you face a major boss every hundred. The thing is, there are only TWO miniboss designs and the game jumps back and forth between them. There's plenty of enemy variety elsewhere in the game, so I don't know why these milestone fights were neglected. Another example of lazy/last minute design is the skill trees. You unlock access to new units as you progress and one of the first ones you do unlock is the troll. Now, early on I noticed that about 1/3 of the first tree only affected your basic orc warrior, and another 20% affected all melee units. This made the orc just a straight up better unit than any other option. For a long time I wondered why there were no upgrades for the troll... well there are. They're all stuffed in the very final tier of skill unlocks, one that has a 100k purchase price. It took me 4-5 prestiges to get to this point and when I did I found skills that cost 600 gold behind it. This isn't something you unlock through the presitige tree, it's available at the start, it's just behind this stupidly high price tag. The only reason I can possibly imagine it was implemented like this is because the dev went: Hey, its an incremental, every new tree needs to be much more expensive than the previous! These aren't even upgrades to make the units more interesting. In most cases they just make the units more viable. The game looks pretty, and it sticks to the theme pretty well, but I get the feeling that when it started to get a lot of intention the dev rushed it out the door when it wasn't ready. It's kind of fun, but with all the bizzare choices I honestly don't know why I'd want to play this over all the other options. It's got a huge pristige tree, if you're into that, but there doesn't seem to be a lot of substanance on it. It feels like another one of those: Gotta have this because incremental choices. If you played the demo I warn you, there doesn't seem to be anyhign beyond what you've already played. The only changes / additions seem to be a different boss every 100 levels, and they're not even that interesting. If you're into that, great, but otherwise I suggest you steer clear.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Czech, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian +4 more
Hours played at review time, across 284 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lovely Game, Enjoying it quite abit and don´t get the downvote wrong. I want the Game to be better, but if the reviews are 90%+ positive, they might think its already perfect. Aka it has to be said: The balancing is very very undercooked! There is 1 unit that literally 50% of all your upgrades gets funneled into and the rest just starts feeling worthless the moment you figure it out. Like, even trying with later upgrades/meta, pretty much going all-in on upgrades for everything but the one, said Unit still dominates being 10x faster better stronger. I mean i get it, the game is called "Orc" incremental, but damn, i wish there was a lil bit of opportunity with different builds. There´s so many different units, but if the most basic orc is literally 10x better than the most legendary Dragon imaginable while costing only 1/3 of the unit cap..there´s something wrong.
As far as incremental / idle games go, there is nothing to this game. You've experienced everything the game has to offer in about an hour. Most upgrades are just flat % damage or HP increases, nothing exciting. The summoning RNG will brick entire runs because of the design that summoning units gets exponentially more expensive, but the balance is so awful that if you aren't getting certain units your run is chopped. There are so many useless totems and units, and maybe only 2 or 3 useful ones. You'll unlock all of the units within a few hours, which feels terrible (nothing to progress towards and no meaningful power gains) but also the early units are easily the best in the game so the game gets worse the more you unlock because it dilutes the summoning pool. This is really bad design because you cannot avoid the unlocks, it's tied to level progression. Now, for under $10 CDN it's a good way to blow an afternoon or two, but the game is so shallow I can't imagine playing longer than that.
Gotta agree with many other reviews - you experience all the game has to offer within the first hour. The longer you play, the worse it gets, because your card pool gets diluted by useless totems. [h1]No balance[/h1] The balance here is all out of whack. Upgrades cost a fortune but barely move the needle. After 200 waves, some ally units have 22 kills while others have 2800. Card RNG is so bad that you are looking for a "banish" button. Everything grows stupid expensive for the same tiny gains. I wish the developer would remove all the "base +%" upgrades and replace them with "total +%", because multiplicative upgrades on the [b]final[/b] numbers are the only thing that can save the lackluster progression. [h1]Skill tree[/h1] The skill tree is impressively large at first sight, until you realize that each node is a binary 0/1. Normally, you'd see one node grow more expensive to grind its levels up. But here, the same node is placed in multiple nonsensical paths, so you end up with a +gold upgrade mixed in between +shaman damages. And even the final, most expensive upgrades, only give you +10% to the base values. What a weird design. [h1]Heroes are dead[/h1] Your "chieftain" units are almost completely useless. There are some that unlock fun mechanics (domino effect connecting 5 enemies, or a poison cloud at the clicked point), but most of them only work centered at the chieftain's sprite. The chieftain is so weak that he doesn't even survive running up to the enemy. So you can't use the freezing or blast skills. [h1]Grid[/h1] There's a mechanic of arranging your units on a grid, but it doesn't really matter - your allies run to the center anyway to attack the enemies there. On levels where it truly matters, e.g. where a proper placement would let you avoid a beam attack, the boss uses his big succ to pull everyone to the center anyway. So what's the point of this? [h1]Player to the rescue?[/h1] The only thing you can actively do is shoot weak fireballs from the left side of the screen. They are awfully slow, their upgrades are super expensive (obviously), and the only way to make them useful is to use a rapid fire spell that takes ages to refresh. In an idle game, manual input from the player should be much more powerful, otherwise there's even less incentive to interact with the game's window. [h1]Ehhh[/h1] Disappointing. They may try with more balance upgrades - there have been a few now - but I feel the game is just destined to be boring after one hour. Numbers go up, very slowly, and you can buy one upgrade every once in a while, so the numbers go up 1% faster. Are you okay with this kind of gameplay?
The ultimate "comfort game." Put on some music, sit back, draft some orcs, and watch them smash things. 8 out of 10.
Really enjoying this so far. The art style is super neat, the army building has more going on than I expected, and this thing is... well it's addictive as hell. There’s something deeply satisfying about drafting increasingly nasty little orcs, messing with your formation, and watching them mulch whatever is in front of them. Then you hit a wall, rearrange your crew, grab some new units, and convince yourself you’ve FINALLY built the perfect green murder machine. Also, the handmade art gives the game a ton of personality. Orcs good. Gold go up. Brain happy.
I mean it's fine. My biggest gripe is the lack of early support for new units with all of the upgrades being funneled into the base orc while also having a slow progression. Each each rebirth feels like a coinflip. If you hit a good core unit and comp, then you could progress at a reasonable pace. Otherwise if you miss then turn the game off for offline progress to make up for your luck. As for the upgrades, when you have a unit you want to play around like dragons or god forbid assassins, their specific upgrades are locked around a steep price. With the price of rolling for units increasing exponentially you are left scrambling for fodder early punishing future endeavors, while putting being unable to get unit specific upgrades till much later on in a run.
For any veteran of the incremental genre, I think this one is a skip unfortunately. After 4 hours, the game seems to be the type where you simply buy the least expensive upgrade, then wait if you aren't strong enough yet. Rebirth, buy the least expensive rebirth upgrades, then repeat. If there is variety, it takes too long to unfold. Balance is bad between units and "totems" which are unit buffs. There's a half-baked "gacha" mechanic to pull for units, which attempts to incorporate pick-3 roguelike elements into each run but just feels bad.
Absolute banger of a game. The progression loop is incredibly satisfying.
Ну так себе реализованный идлер. Можно было визуал и получше сделать. Из оригинального то, что толпа твоих войск бежит на толпу врагов. У кого остался живой солдат, тот и победил. Обычно такие игры ограничиваются отрядом героев против жиденькими волнами наступающих врагов. А тут орда на орду. Вот, собственно и всё что есть сказать об этой игре. Цена слишком завышена для такого качества.
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