
You’ve tossed, burned and sliced them by the thousands – now orcs must die more than ever before! Grab a friend and slay orcs in untold numbers in this sequel to the 2011 AIAS Strategy Game of the Year from Robot Entertainment.
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.
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): 0.43/day in the week to Aug 15 → 1.57/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.
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 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I had a lot of fun playing and testing new strategies when I was younger, but I still don’t know exactly why the orcs need to die. I enjoy tower defense games, and I think Orcs Must Die! managed to innovate the genre in a very enjoyable way, blending strategy with action and turning towers into traps. The difficulty was good, forcing you to try new traps and adjust your strategy mid-game.
Пушка
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French*, Italian*, Spanish - Spain*, Russian*, Japanese*, Polish*, Portuguese - Brazil**languages with full audio support
Hours played at review time, across 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good Game!!
Идеальная игра, вот бы ещё DLC.
better with friends
It's pretty good but make sure you and your friend aren't playing on same network as that seems to cause issues with quality of the matches. There's a couple stages that crash on level end as well but it should save the progress, allowing you to continue to the next stage.
Брутальные орки против 1 немощного мага
After coming from Orcs Must Die! Deathtrap and being disappointed, I decided to try the series from its roots to see how it ages. I was surprised by how much I enjoyed the original Orcs Must Die!, as many of its fundamentals were already executed surprisingly well despite its simple systems. So, how do you make a sequel to a good experience? You improve everything about the original. The game gives the player a lot more money to spend on traps, allowing for greater engagement with the best part of the series—setting up killboxes. Traps are significantly better and now feature specific upgrade paths that let players specialize in how they interact with enemies. Each trap has two unique passives that alter performance; for example, an arrow wall can sometimes shoot fire or chill arrows. There are two playable characters with slight differences, including two unique traps and two unique weapons each, offering varied gameplay mechanics. If you're worried about making the wrong upgrade choice, the game says, “No problem.” It allows you to reset your skulls and reapply them freely. Additionally, this entry introduces trinkets, which provide passive effects when slotted onto the trap bar and active effects when equipped and used. These additions maximize trap bar utility, as players rarely fill it entirely with traps and weapons alone. The game also expands the roster of traps significantly, including all from the original game alongside many new ones. Additional damage types apply unique effects to the orcs, making gameplay deeper while retaining the core fun of the series. Overall, there's far more variety and player expression through trap selection and upgrade paths. Graphically, the game still looks great. The orcs are improved from the prior game, animations are smooth, and—most importantly—action is easy to read. Status effects all have distinct visual cues: a chilled enemy has a blue aura, a bleeding one has a red effect, and so on. Surprisingly, even with numerous orcs on screen, it remains easy to register this information. The artistic choices ensure the game will age well. There are technically fewer levels than the first game—15 instead of 24—but they are much better designed, featuring more diverse tilesets and engaging layouts. If you own the first game, you can play 10 of its levels recreated in Orcs Must Die! 2, bringing the total to 25 before considering additional DLC content. Like the original, the campaign can be replayed at higher difficulties after completion, something I always appreciate in games. The first game’s levels could feel repetitive when played back to back, but Orcs Must Die! 2 offers a fresher experience. More environmental obstacles prevent trap placement, making levels feel more organic and requiring thoughtful strategy. The game also introduces new enemy types that challenge the player in unique ways—now you can be frozen, poisoned, or harassed like never before. While the game is inherently repetitive due to its tower defense nature, the voice lines will grate even a deaf player. Expect to hear the same lines repeatedly. Thankfully, you can turn off voices, but it’s worth noting how quickly they become annoying. Orc pathfinding is still dumb—though better than its predecessor. Orcs will walk up to a barricade before realizing they can't pass and then turn around to find a new route. However, the faster and more frantic wave pacing makes this less of an issue, though you’ll notice it if you invest serious time into the game. I’m really impressed with Orcs Must Die! 2. It’s evident that it was a passion project for the development team. Even more surprising is that it was created in less than a year after the original game. It’s not just a standout entry in its franchise—I genuinely believe it’s one of the best action-tower defense hybrids available to this day, which is crazy considering it's over a decade old.
One of the best coop experiences period.
Pa una tarde nos reimos bastante 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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.1M | 6.7K | 96% | $9.99 | |
| $8.5M | 14.9K | 86% | $29.99 | |
| $1.5M | 4.8K | 66% | $14.99 | |
| $21.2K | 59 | 59% | $11.99 | |
| $12.1M | 48.9K | 96% | $9.99 | |
| $7.8K | 29 | 55% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.1M | 7.5K | 60% | $44.99 | |
| $9.1M | 26.1K | 84% | $12.99 | |
| $9.1M | 19.8K | 90% | $34.99 | |
| $9.1M | 44.7K | 73% | $11.99 | |
| $9M | 6.7K | 84% | $44.99 | |
| $9M | 17.9K | 93% | $19.99 |