
Slice, burn, toss, zap, grind and gib massive hordes of repugnant orcs in this long-awaited successor to the award-winning Orcs Must Die! series.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Aug 15 → 2.14/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 14.9Kreviews | 86% | — | $8.5M |
| $8.99−70% | 2Kratings | 83% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 877 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
自己玩就别入了 不像塔防 倒是像第三人称射击游戏 路比制作人他妈的裤腰带还宽 逼着你拿木桩堵路 教你玩游戏了属于是
1代开始就蛮迷这种动作+塔防的形式。 2代在个人印象中好像空白,然后就是3代了。 武器蛮多,不过常用的一般就剑杖和石化杖。 陷阱也是,奥术硫磺太强,基本上通杀,其他陷阱显得没啥性价比,更多是为了填满格子。 总归是,对角色和陷阱的搭配要求更高一些,武器多,玩法多,角色无所谓。 引入的类肉鸽闯关也蛮容易上头,想刷高分。 只要好这口的玩家,5星推荐了。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.5M | 13.3K | 82% | $19.99 | |
| $8.6M | 13.5K | 83% | $19.99 | |
| $8.6M | 5.5K | 85% | $34.99 | |
| $8.6M | 11.8K | 92% | $19.99 | |
| $8.6M | 84.4K | 90% | $6.24 | |
| $8.5M | 13K | 92% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $21.2K | 59 | 59% | $11.99 | |
| $1.9K | 6 | 83% | $9.99 | |
| $9.1M | 19.6K | 92% | $14.99 | |
| $3.8M | 4.7K | 70% | $29.99 | |
| $3K | 8 | 88% | $14.99 | |
| — | 0 | — | — |
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Czech, Danish, Finnish, Japanese*, Korean*, Norwegian +7 more
| $29.99 |
| — |
| 91% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 881 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
简单粗暴我喜欢
Absolutely great.
He doesn't shower, he bathes in blood. When asked what his qualifications are during an interview, he responded "Ceiling, wall, floor." He once diverted an entire parade into a river using barricades. He is - the most interesting hero in the world. "I don't always choose Orcs, but when I do, I choose Orcs Must Die."
orc
[b] TLDR: [/b] very fun game. spaghetti code hurts the loadout variety, but it's still a good game (especially with a co-op partner). first off, this review is on the vanilla game only (haven't played the DLCs yet), also add about +90 hours to my playtime from Epic. now let's start with the bad! my biggest issue is that, for SOME REASON, whenever there are too many enemies on screen (~30 or so, which is very low in the endless mode), the [b] targeting-based traps just STOP TARGETING ENTIRELY and thus stop functioning, [/b] making them completely useless in situations you need them the most... (I guess for optimization, but that's no excuse in a tower defense game). unfortunately, around 25% of traps in the game are targeting-based, so unless you like bringing cosmetic traps, you lose a big chunk of loadout diversity in the endgame. speaking of traps being useless, [b] a weird collision bug causes the projectiles of my favorite trap "Arcane Dragons" (and maybe some others) to get blocked. [/b] this bug randomly happens in the engine/terrain (?) and usually persists for the rest of the run, ALSO rendering this type of traps almost useless IF it happens (for reference: there's like ~10% chance of that bug happening every ~10 minutes of play). next problem has to do with enemies being completely IMMUNE to an element (discounting the mobs in Drastic Steps here because they can be easily cheesed, which makes them even more unfun tbh). immunity is annoying in itself, but sure, it forces players to change up their build and play around it... BUT [b] why the FRICK are there only enemies immune to FIRE damage SPECIFICALY? [/b] HUH? why do the devs only hate fire and not the other 5 or so damage types in the game?? makes no sense bruh. okay, on to glazing. right off the bat: OMD3 is the most fun I've ever had in a co-op game, straight up (I wish it allowed for more than 1 co-op partner). [b] the core gameplay loop is so good, the game plays super well overall, the movement and combat feels and flows amazing, no performance issues for me, polished game. [/b] figuring out ways to beat maps and coming up with the most efficient ways of using a build to its maximum potential in any given map to aim for highscores in endless mode is incredibly satisfying and is probably the most enjoyable aspect of the game for me personally. the trap combat is obviously super fun, but one aspect I didn't expect to be as good as it is, is the direct playable character combat with all the weapons and trinkets. once you complete the first campaign (where you can only play as Kelsey or Egan), you gain access to all six characters - each with their own stats and ability, also all 10 slots are now free to slot anything. THIS is where the fun really begins, you can now properly [b] build cool builds for both traps AND characters [/b] (and fill gaps in the other). [b] balancing is pretty great [/b] for a game with so many loadout options and combos. there's obviously power gaps (especially in the endgame), there's some power-creeping and of course the targeting traps are unusable late-game… but honestly, with the amount of builds you can run in OMD3, the balance is still quite impressive. even if you remove the dysfunctional targeting-based traps + Arcane Dragons from the pool, there's still more ways to play the game at a very high level than almost any other game allows (at least that I've played). this is why I believe the issues I have with OMD3 are not game-breaking and the game is still good, even in the worst case scenarios. just a heads up: the game is at least 10x more difficult on solo vs co-op, so if you want a challenge, you'll have a blast solo 5-skulling maps in endless on rift lord. the graphics are great, everything [b] genuinely looks and feels very high quality. [/b] the animations are a highlight for me personally - every animation is super smooth, especially the playable characters and weapon movesets. I love the artstyle, but I get it might be off-putting to some. [b] progression and economy is fine. [/b] besides campaign/map progression, there's the spellbook where you unlock and upgrade all gear (traps, weapons, trinkets) for the meta currency - skulls, which are rewarded for completing maps and randomly drop from enemies during gameplay (skulls are farmable, but the economy is set up well, so grinding them is unnecessary). rerolls are FREE for all gear, so no regrets. upgrading gear is a bit boring and one part I find a little annoying, is having to complete a quest to unlock the specialization (main upgrade) for each piece of gear - it just forces you to use a sub-par piece to max it (putting the run at risk)... but that rarely takes more than one map, so this is a minor issue. the only cosmetics in OMD3 are character skins (1-3 for each iirc), also purchased for skulls. worldbuilding and lore (no spoilers): I haven't played OMD1 and OMD2, but (I'm a lore nerd so) I read the wiki to know the overarching story. OMD3 is very obviously not a story-heavy game, the focus is absolutely the gameplay. there are a few cutscenes and some voice lines here and there, the storyline is simple, but it gradually gets you invested without being distracting. OMD lore is no masterpiece, but it's so simple that there's nothing to hate. what some might hate is the lighthearted tone and goofy humor in this game... I find it alright, but I cringe at Max. just if you're looking for a serious, gritty game... OMD is not that. I personally [b] love the writing and worldbuilding of OMD. [/b] I like the consistency in the simplicity, yet the world is still quite immersive. this game has a good little story and relatable characters. all in all, I just wish all the traps worked... Orcs Must Die 3 is not a perfect game, but it definitely is a good game, a really fun game, and if you're playing with a co-op partner, it might just be the best game.
Jeux très addictif. dommage que la VF audio en Français, ne soit pas la.
Never played these series before but I really enjoyed a simulator of killing r*s****s. At my 21st hour I think that there's a really small pool of usable traps but maybe I'm too noob to know about all trap combos.
It is good game deal with it.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.