
Sir, We Have an Orc Problem is an incremental-style tower defense game where you face an overwhelming number of orcs. Greet them with even more bullets, bombs and lasers!
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.
Every market we collect.
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.
No United States chart position — it charts only in the markets below.
About
Sir, We Have an Orc Problem is a short tower defense game with incremental-style meta-progression.
Defend your base against an overwhelming number of orcs. They're coming with tens of thousands of troops to overrun you. Greet them with even more bullets, bombs and lasers!
Use resources earned from every run, won or lost, to unlock and upgrade powerful turrets. Every upgrade brings you closer to defeating the horde.
Launch strafing runs, orbital lasers and even nukes to slaughter masses of orcs and survive critical situations.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 1781 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is fun for a couple hours, but fell short after that due to a fundamental design problem in my opinion. The thing i have always enjoyed about tower defense games is the player agency to choose how to tackle a problem, flexibility in how you choose to tackle a challenge, and choices expand as you progress and unlock more challenging maps. This game does not play like that. Every single available tower is always placed on the map at all times in order to progress, and you continue to run the same map over and over until you have enough points to unlock another tower in the hopes you now have enough combined DPS to survive. There is no strategy. there is no choice. Every skill tree unlock has roughly the same outcome no matter which you unlock; which is a slightly higher orc kill count. I cannot choose to tackle one map using only flame turrents, or only mortars, or only cannons. I HAVE to use all towers at all times to progress. Its a fundamental design flaw with the game to be aware of before purchasing. At $10 the game is not competitively priced, And the value really isn't there. But for indy games made by normal folks, i don't mind parting with $10.
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Latest in each market: best AU #73, worst KR #98 · 4 markets collected
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, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +1 more
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
pretty little explotions
So fun. Need more. More.
Это какая-то дикая дичь, в которую надо играть на мобилке, так ещё и чтобы слюна вытекала. Отвратительно
Low value for money. Too grindy
Great time, ignore the nerds looking for AAA at $10 price.
디펜스류는 기본적으로 맵을 보고 킬존 형성해서 막는 재미로 하는거라 생각됨. 하지만 이겜은 스테이지가 진행될수록 킬존 형성하는데 애먹음. 맵이 엄청 커지며, 사방이 뻥 뚫린 상태로 적이 들어옴. 킬존이라는게 의미가 없을 정도로 전체적으로 막아 야함. 다른 디펜스도 어느 정도 순차적으로 딜을 누적 시켜서 막는 거긴한데. 기본적으로 킬존의 포인트가 2~3군데는 잇슴. 1차 킬존이 뚫리면 2차 3차 이런 식으로 막는게 디펜스 류의 재미인데. 이건 뭐... 몹 체력만 올려서 사방이 뚫린 상태로 막는걸로 난이도를 올린 게임이라. 스테이지가 진행될수록 디펜스의 막는재미가 반감됨. 하지만 디펜스의 기본 요건은 충분히 갖춘 게임임. 대규모 물량을 막는다. 이런류 게임을 좋아하는 사람이면 나쁘지 않을듯. 개인적으로 3-2 맵을 해보고 어이가 털렸고, 4-1맵을 찾아보고 어이가 없어서 삭제함.
отличная игра прошёл на 100% с большим удовольствием, только вот последний уровень заставил включить инженера на максимум. 10/10 тем более за ~3 бакса
its good but too short not worth the money
GREAT GAME, 5-10 hours of great gameplay
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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.
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