
Orcs Must Die! Deathtrap combines chaotic third-person combat with devious trap-laying strategy. Enjoy endless replayability as your War Mage grows stronger through roguelite progression. Repel relentless orc hordes solo or with up to 4 players.
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): 1.71/day in the week to Aug 15 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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
Step into the role of a powerful War Mage, defend the rift from the grotesque mob, and embrace the chaos of orc annihilation. The castle doors are thrown wide open to exciting new features, including:
Four-player Co-op
Deeper Progression Systems
Rogue-lite Build Options
Expanded level variety and vast outdoor fantasy environments
Spectacular physics and more ridiculous orc deaths
Visceral third-person shooter and melee combat

Enjoy the game solo or in co-op teams of up to four players – each option provides unique challenges and rewards. The game is designed to adjust to the number of players, ensuring a balanced and exciting contest in any combination.

Find your role among new War Mages, each with unique weapons, abilities, traps, and personality. Each hero is tailored to different play styles and can operate independently or work together with complementing heroes, ensuring versatile and mighty orc-smashing.

Face intensifying waves of orcs and other hideous beasts with randomized buffs and debuffs that impact your hero, traps, weapons, stats, and the levels themselves. Environmental factors like weather and time of day further influence enemies and your defensive options. As these buffs and debuffs stack, choose to push forward against the growing hordes or return to your castle hub to power up your hero, weapons, and traps before facing a formidable Orc General in a brutal boss fight.


Experience enhanced combat where the combination of heroic prowess and ingenious traps leads to unparalleled orc destruction. Engage in tighter, more responsive third-person shooter and melee combat. Enjoy crazier physics-based interactions and more ridiculous ragdoll effects. Watch with joy as your traps hurl, crush, slice, and incinerate orcs in spectacular fashion.


Orcs Must Die! Deathtrap stays true to the beloved humor, personality, and charm of the series. From witty orc chatter to over-the-top physics sending screaming orcs flying, and a strong guitar- and drum-heavy soundtrack, every moment is crafted to keep your adrenaline pumping.
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 | 4.7Kreviews | 70% | — | $3.8M |
| $17.99−40% | 522ratings | 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 882 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ya'll yes this isn't orcs must die, but its ♥♥♥♥♥♥♥ fun and a great approximation of orcs must die in the rogue like format. This has tones of fun inside with lots of silly traps that you love. in co-op there is no such reality as you don't have enough barracades anyone that was complaining about them is just not buying more barracades with skips. legit had a lot of fun, try it out I promise it's good fun to play with you mates that enjoyed OMD
请问你们的UI设计师是做完3代跑路了吗?一打开游戏我还以为是同人作品。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish +3 more
| $29.99 |
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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 884 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
OMD 2 peak OMD 3 mid OMD DT trash
Deathtrap is more rougelike and less tower defense than the other Orcs Must Die games. To each their own, but it ruins the feel for me.
Tower defense with comic chaos, variable play styles, and just enough "puckered tushy" moments to make a perfect match something worth celebrating I play this game even though my computer is far underpowered to run the game properly. it crashes, I curse AT THE COMPUTER and I reload the game, at first the random powerups between levels confused me, but after getting into the groove I found that the variability meant I get more gameplay out of the same box of toys. only complaint revolves around the save/load system. The game allows you to save your place in a particular run, however once the save has been loaded it vanishes. I understand why the system was designed that way... but with my glitchy system the concept of saving was mostly not helpful.
I played ORCs 3. And yeah I really HATE this Deathtrap . Really disappointed the way you make this game .
솔직히 이게 나온지 1년된 게임이라고 생각되지않음 캐릭터 스킬셋은 재미없고 심지어 조작감도 불편함 맵도별로없고 함정도 별로없고 함정 강화도 딱히 특색있는게없음 인게임에서 실타래(업글)이 있는데 업글도 특색이없음 그냥 내가 이게임을 왜 하지라는 느낌이 많이듦 노가다는 또 심해서 게임한판할떄 1~2시간 걸림(보스까지 꺨때) 분명 정통 타워디펜스를 만들고싶었던거같은데 정통 타워디펜스에서 정통과 디펜스를 뺀 타워 뭐시기를 만들어버림 심지어 옛날 게임느낌이 너무 많이남 솔직히 플레이 할 당시는 이렇게까지 악평을 주고싶지않았는데 게임이 끝나고나니 진짜 너무 시간 날린거같은 느낌이 많이듦 보통 다른게임 할때는 "오늘 진짜 재밌게 했다"라고 생각이 드는데 이게임은 "어우 피곤해" 밖에 안나옴 게다가함정 갯수제한이 너무 짜서 보스갈려면 초반부터 최소 2번의 스테이지를 클리어해야하는데 그동안에 같은 함정만 쓰기엔 너무 물림 진짜 <나중에 안사실인데 한스테이지 넘어갈때마다 처음 라운드에서 b눌러서 변경가능(왜 안알려주는건데...) 개선해야될게 너무많이보임 일단 함정을 좀 특색있게 만들어야하고 업글도 좀 재미요소를 추가해줬으면 좋겠음(너무 무기들이 답답하니까 무기업글 같은것도 나왔으면 좋겠고 함정의 변화들도 좀 있었으면 좋겠음 뱀서류의 아이템 합성처럼 좀 어느정도 업글하면 합성도 된다던가) 그리고 중요한거 도파민이 좀 나왔으면 좋겠음 함정을 아무리 깔끔하게 설치하고 애들 죽이는거 보고있어도 되게 게임자체가 밋밋하다보니 그냥 재미가 떨어지는느낌임 이건 내가 보기엔 그래픽문제가 좀 큰거같음 펑! 터지는 효과도 별로없고 데미지자체도 285 109 490 이런식으로 너무 짜게 나오고 몹들 체력도 잘 안보이니까 내가 건축게임을 하고있는건지 타워디펜스 게임을 하는건지 헷갈리기시작함 추가로 맵? 좀 힘들게 나올수있음 근데 맵에 왤케 스포너가 나눠져있는지 모르겠음 왜? 몹 틀어막아서 어쩌피 한곳으로 오게할거 뻔한데 도대체 왜 이런 피로감을 심어뒀는지 모르겠음 그냥 스폰은 좀 평범하게하고 가끔 특수몹을 다른곳에서 소환해서 유저의 전투를 바라게 하면 안돼는거였음? 특수몹까지는 봤는데 그냥 대충가서 처리하면 끝 특수몹의 존재를 모르겠고 왜 그렇게 피로하게 스포너를 여러개 둔지 모르겠음 그냥 유저들 피곤하게 할려고? 이미 제약 개많고 벽이랑 천장 떨어져있어서 몇몇함정 사용하지못하게하고 특수몹도 죽이러가야하고 수정도 지켜야하는데? 정통 타워디펜스를 지키고싶으면 타워를 좀더 잘 만들고 스킬을 삭제하던가 요즘 유행따라가고싶으면 좀 지루하게 게임 만들지 말던가 애초에 제약을 너무 많이 걸어놔서 그냥 게임 한판한판이 개피곤한데 조금 더 해보기야하겠다만 솔직히 지루한건 똑같을거같음 3줄요약 조작감은 불편하고 함정은 특색없고 스킬은 쓸모없고 전투는 지루함 업그레이드가 있긴한데 업그레이드도 재미없고 특색도없음 맵에 여러가지 벽,천장,바닥에 나눠서 함정을 설치해야하는데 그마저도 맵 엿같이 만들어놔서 설치하기힘듦 솔직히 안사는걸 추천함 나도 FPS 타워디펜스 건축게임 생존게임 액션 전략까지 전부다 좋아하는데 그냥 어느 종류에도 포함되지못한 노잼게임
制作组疑似江郎才尽,和3代比起来没什么新玩意儿
Nur ein toter Orc ist ein guter Orc... ... ... ... ... ... ... ... ... Nur ein mit Kombo getöteter Orc ist ein guter Orc.
Orcs Must Die! Deathtrap feels like a deliberate attempt to reshape a well-established formula without completely abandoning what made it work in the first place. Developed and published by Robot Entertainment, it takes the series’ signature blend of third-person action and trap-based tower defense and recontextualizes it within a roguelite framework. The result is a game that still delivers the familiar satisfaction of mowing down waves of enemies through clever trap placement and direct combat, but now wraps that experience in a structure built around repetition, randomness, and long-term progression. It’s an evolution that adds energy and replayability, though not without introducing new trade-offs. The core loop remains instantly recognizable and consistently enjoyable. You defend magical rifts from incoming hordes by setting traps, building defensive layouts, and actively fighting alongside them. This dual approach—planning and improvisation—continues to be the heart of the experience. There’s a particular kind of satisfaction in watching a carefully arranged corridor of traps trigger in sequence, sending enemies flying, burning, or being crushed in rapid succession, while you jump into the chaos to clean up anything that survives. The game understands the appeal of this spectacle and leans into it, making each successful defense feel like a small, self-created victory. What distinguishes Deathtrap from earlier entries is its shift toward a run-based structure. Instead of progressing through fixed, handcrafted levels, you engage in repeated runs that introduce randomized elements such as modifiers, enemy variations, and upgrade choices. This injects unpredictability into each session, forcing you to adapt rather than rely on a single perfected strategy. Over time, you unlock new traps, abilities, and permanent upgrades that gradually expand your toolkit, giving a sense of long-term growth that carries across runs. This system works well in keeping the experience fresh, but it also changes the nature of the game. Where previous entries often felt like solving carefully designed tactical puzzles, Deathtrap leans more into improvisation and adaptability. This shift has both advantages and drawbacks. On one hand, the roguelite structure adds replayability and variety, ensuring that no two runs feel exactly the same. On the other hand, it reduces the sense of precision that defined earlier titles. Without tightly designed levels, encounters can feel less like deliberate challenges and more like dynamic scenarios where broad strategies are often sufficient. Over time, this can lead to a sense of repetition, as the underlying mechanics remain largely unchanged even as the context shifts around them. Combat itself is fast, chaotic, and often overwhelming in a way that feels intentional. Enemy waves grow in size and complexity, introducing different behaviors that force you to adjust your defenses. Some enemies rush aggressively, others bypass traps, and many come with modifiers that disrupt established patterns. This constant escalation keeps you engaged, but it can also blur the line between strategic challenge and sheer chaos. In the later stages of a run, success often depends as much on managing the intensity of the situation as it does on executing a well-thought-out plan. The game’s cooperative mode is where its design truly shines. Supporting up to four players, it transforms the experience into a collaborative effort where each participant can specialize in different roles. One player might focus on trap placement, another on direct combat, while others provide support or crowd control. This division of responsibilities adds depth and coordination that enhances the overall experience, making each run feel more dynamic and less predictable. The chaos that can feel overwhelming in solo play becomes far more manageable—and enjoyable—when shared with others. While the game is fully playable alone, it is clear that its systems are at their best when experienced cooperatively. Character variety also plays a role in keeping the gameplay engaging. Different War Mages come with unique abilities and playstyles, encouraging experimentation and allowing players to approach situations in different ways. Some characters are more suited to aggressive combat, while others excel at supporting their defenses or enhancing trap efficiency. This diversity adds a layer of personalization, though fully unlocking and upgrading characters can require a significant time investment. The progression system, while rewarding, can feel grind-heavy at times, particularly for players aiming to maximize their effectiveness across multiple runs. Visually, the game maintains the series’ distinct style, combining colorful, exaggerated designs with a tone that never takes itself too seriously. The hordes of enemies are easy to read even in the midst of chaotic battles, and the environments are designed to support both strategic planning and large-scale action. The presentation is functional and appealing, though it prioritizes clarity over artistic ambition. Audio design reinforces the sense of constant action, with impactful sound effects and a lively pace that keeps the energy high throughout each run. Despite its strengths, Deathtrap is not without its issues. Performance can become inconsistent during large-scale encounters, particularly in multiplayer sessions, where the sheer number of enemies and effects can strain the system. Additionally, the roguelite structure, while adding variety, introduces a degree of repetition that may not appeal to all players. The balance between progression and grind can also feel uneven, especially as the game pushes you toward longer and more demanding runs. Ultimately, Orcs Must Die! Deathtrap succeeds in delivering a chaotic, engaging, and highly replayable experience that builds on the series’ strengths while experimenting with new ideas. It may not capture the same level of precision and refinement as its predecessors, but it compensates with energy, variety, and a strong emphasis on cooperative play. For fans of the series, it offers a fresh take that is both familiar and different enough to justify the shift. For newcomers, it provides an accessible entry point into a unique blend of action and strategy, even if its long-term appeal depends on how much they enjoy its repetitive, run-based structure. Rating: 8/10
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.
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