
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 1841 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
lots of fun for a couple of hours
entretenido pero me va a 6 fps
More levels please! Awesome game
Media

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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.5M | 3.1K | 97% | $19.99 | |
| $1.5M | 1.7K | 86% | $16.19 | |
| $1.5M | 1.3K | 86% | $29.99 | |
| $1.5M | 1.4K | 82% | $24.99 | |
| $1.5M | 3.5K | 94% | $14.99 | |
| $1.5M | 2.7K | 91% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $41.8K | 164 | 67% | $6.99 | |
| $34.5K | 122 | 72% | $6.99 | |
| $30.1K | 144 | 78% | $5.99 | |
| $18.8K | 96 | 85% | $4.99 |
Latest in each market: best UK #77, worst JP #100 · 3 markets collected
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +1 more
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game, i had a 24 hour sit down and do nothing shift at work, i found this game and it was definitely worth 10 dollars. pro- 10$ for 6 hours of gameplay the gameplay loop is a very fun concept the graphics are simple and rewarding cons- the developers have clearly cornered themselves into a max of 6 hours of gameplay. the way the game loop works means that adding more levels will be extremely difficult to balance and could easily become boring with adding new guns being the only realistic way forward(although the current amount of guns and amount of levels is pretty good IMO) my recommendation for this game would be to add a "rogue like" reset system where you progress normally but the only way to spend pink or orange resource is to "reset" which would clear all blue resource that you spent and send you back to level 1-1 except this time you start with all pink and orange upgrades that you unlocked thus far. IMO this would be very positive to the gameplay loop as it would force players to engage is lower levels and since everything is reset the levels would still be very challenging but you would progress to the higher levels faster with each reset unlocking more starting guns. another Con with this game is the absolutely trivial achievements. after beating 6-2 i had a lot of fun so i thought hunting a 100% would be enjoyable but there was effectively no challenge and every achievement easily first-try-able once you have the full skill tree. my thought would be adding sub-challenge levels onto every level which each have skill tree restrictions and physically limit your selection of weapons and abilities so that you can tailor an actually difficult challenge level that doesn't get broken by returning after you complete the skill tree. and in regards to achievements i think more tailored "beat x challenge level with only 1 gun" would be a lot harder since you would have an already tailored level meant to be a hard puzzle Overall great game, worth the buy. Developers could easily take advantage of the current hype in my opinion by drastically improving the game. ill keep a lookout and if there is a big improvement to the game i would definitely come back.
재미는 있는데... 스테이지가 좀 쓸데없이 복잡한 느낌도 들고, 너무 스테이지 수가 적음 3시간 정도 플레이하니까 모든 업글도 끝나고 모든 콘텐츠도 끝남
4시간짜리
Its a fun small game, Note: you can use the freeze when the game is paused and there should be a speed up button
Fun and not too long. I hope it gets some sort of community map creation or the like to give it more life!
As of right now, SWHOP is not worth the money. After playing it through it feels like the sort of game that would be born from a tight time and budget restriction: a novel concept with a tried and true genre. The game is fun, as a Ancient Man with a full time job, rent payments and a credit card. Its a great game to turn my brain off in and play and refine. It just doesn't have enough content, variety, or replay-ability. The Orcs come in one flavor. Even the two upgrade that affect them only modify their drop results and death condition. Because of this, the only variability to the maps is the geometry. The Orcs scale in health and number, spawn from varying angles depending on the map, and that's about it. The upgrade tree's cost scales based on... something. I think it is a combination of the number of upgrades you've bought and the number of levels you've played. This is kind of frustrating at times in the early game. The main difficulty spikes aren't based on a player's ability to play, but the variety of upgrades they've bought. Having currencies for beating a level and perfecting a level is a great idea, but there really isn't enough content to play around with it. The description talks about the fluid dynamics. I can attest that this is 100% accurate, and much of your time playing will be spent figuring out where most of the Orcs tend to end up and how to take advantage of that predictable flow. Why not add other types of Orcs to shake up the "fluid"? Tetsuo formations forming an armored "gel" that other orcs flow around, towering ogres that can step over the smaller orcs; cavalry? There are so few levels to enjoy! The last few are tough and require a few tries to wrap your head around, sure, but there are no boss levels, challenges levels, gimmick levels (not even the one). There is no "fun" level that's just one choke point and a million billion Orcs (for balance reasons, of course). There is no "boss" level that really shakes up how the game works going forward. There is no level editor! The limited number of variables, sprites, colors, towers, and level tiles makes this game seem like a prime target for a level editor. This game doesn't have enough to be worth the cost. The Demo gets you almost the entire experience minus 2 towers and a handful of levels.
Hade Salame Yallah
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Active players
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