
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 2,404 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 880 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you haven't played any of the previous orcs must dies or aren't too familiar with the series I'm gonna keep it simple, buy OMD 3 instead. Deathtrap literally uses the exact same models for the traps and enemies with the only changes being how the engine handles lighting and the addition of some extra trap VFX while having far worse off gameplay. It literally even uses the exact same code for the gameplay as it inherits the 4+ year long standing bugs. ============================== The game uses trap spaces to measure (most) trap ranges, pathfinding and most importantly trap placement (as a frame of reference the barricade is 2 trap squares by 2 trap squares). The problem most of the maps have is a lot of the ceiling traps are 4 TrSqs in range and a majority of the maps do not allow you to comfortably use these traps more than you can count on 1 hand. One of the threats that can always appear in the game is a 'Cyclops Guardian' it applies a 7 to 10 TrSq range 80% DR buff for over 7-10 seconds that is not dispelled by killing him. He also has 8k HP as a frame of reference the tankiest unit in the game is one of the Boss units at 50K HP and the tankiest common orc is the armored ogre at 9k meaning it has an effective HP of 45K when the Guardian is buffing it making it the second tankiest unit in the game albeit temporarily right in front of the 40K HP Boss in third place. The game also has significantly worse map building than previous iterations. The walls are very sloppily built when compared to the floors as most of the floors are built so the x and y axis of the floor are a multiple of 2 in TrSqs and exceed 16 TrSqs^2 in size, this is because most of the traps are 2 by 2 and of all floor traps only a singular 1 is 1 square wide, additionally large enemies can not pathfind into a 1 square gap and will thus bash the nearest barricade down even though a gap technically exists. Walls in this game are plagued with improparly managed, trap blocking clutter, many spaces have minor pillars and gaps in or on the wall that seem to fit traps but in reality are invalid space even if the pillar is only sticking out 0.05 to 0.15 TrSqs. Wall mounted candles and lamps also randomly take anywhere from no TrSqs to 4 by 3 TrSqs (shoutout to mansion hedge maze for suffering from all of these problems to a very severe degree on top of no viable ceiling under 9 TrSqs). If you already have the game take Void Wall its the biggest wall trap in the game at 4 by 4 TrSqs and try putting it down in literally any map and see how many viable places you can actually place it down and remember Cyclops Druid (Balloon orcs as well) are the tankiest flyer, can show up on any map and can't be pulled by Void wall. You also never end up using a large majority of the very large map, not because you can only commit to one option but mostly because most maps only have 2 or 3 variations of barricade set ups and these all end with you sitting near the rift. To demonstrate this imagine the rift as the center of a circle and the barricades as the perimeter. The more the radius of the circle increases the more the perimeter increases which means you need more barricades to cover a larger area but in this game your only ever allowed a specific amount of barricades so you can only increase the area of your circle by so much before you end up punching multiple holes in the perimeter. Or to complicate it again the further you barricade away from the rift the more alleyways and secondary entrances you have to block off. Difficulty vs reward is terribly handled and health is also poorly thought out. The equation for enemy health is Health multi = (25% * # of players) + (25% * missions previously cleared) + (50% * difficulty level) + % orcs health from debuffs. Every difficulty you add gives 10% more skulls meaning to get double skulls you need to endure enemies with an additonal 500% health (equivalent to mission 21 tier enemies on 0 difficulty) most likely stalling the game out long enough to barely eek out profits in exchange for major risk of losing a boat load of time meaning as a player unfamiliar with the Deathtrap meta you will not interact with difficulty until you no longer need skulls. It also forces all of the difficulty into the start of the game and removes most of the enemies scaling over time as difficulty scaling is additive to mission scaling on top of being twice as big of a contributing percentage. It also invalidates the thread system as you are expected to beat this massive health spike without upgrades than imbue yourself with upgrades after already beating the 'hard part'. When you are at difficulty zero going from 25% health at mission 1 to 50% health at mission 2 is doubling the health, at difficulty 4 you go from 225% at mission 1 to 250% at mission 2 increasing health by roughly 11%. Meanwhile threads that as an example increases primary attack damage by 50% will always increase damage by 50% no matter what. The second mission you can still lose if its a bad map for you but by the third mission you've scaled enough to trivialize all the following missions and by design difficulty is hardly useful for the lower hour players that would actually need currency. Also remember that 80% DR buff? This health equation only gets multiplied by that and is explained no where in-game. Map hazards spawn but only ever set down the hazards in the exact same place and a lot of these available spawns are meant to spawn behind your barricades inside your perimeter so while its meant to serve as a surprise enemy powerplay it in reality only makes you set up a perimeter even tighter around your rift. These spots are also so limited that other than 1 of the 3 hazards called unstable rift you'll only need 1 run to see over 3 quarters of the set hazard spots. Pink red-ish corruption also spawns blocking your ability to place traps down and is unavoidable but all it ever did for me was even further restrict me from using ceiling traps. In the worst case scenario you have to double kill box. Every single double rift map is not a double rift map but is more accurately 2 small single rift maps that exist at the same time. if a gnoll hunter, grenadier or new thief type of gnoll hunter spawns on any of the double rift maps it will literally be completely unable to pathfind to the player if they are on the small map opposite to the gnoll. They are absolutely different maps when played on co-op versus solo becuase of this seperation. The player can give themselves upgrades that effect traps, to keep it short the skill tree exponentially costs more the more you invest in it so its mostly useless to upgrade your character tree. The exception is the trap damage and cost upgrades on the tree but the balancing downside is that the cost upgrades are flat cost reduction instead of precentages and its a large amount allowing for a total of 200 coins saved on every single placed Floor, Ceiling and wall trap meaning that low cost traps massively benefit from this upgrade over high cost traps. Void Wall is one of the most expensive traps at 2k coins, its cost upgrades reduces it to 1.8k coins meaning the skill tree upgrade is equal to its personal upgrade, the spike trap costs 800 coins (without its cost upgrade) and it reduced to 600 after skill tree upgrades allowing you to place 33% more spike traps compared to the 11% more void walls (with 1 having cost upgrades and the other not having cost upgrades) Build variety that came from combining weapons and trinkets is gone and replaced with characters, dealing with and adapting to threats is now completely dependent on your trap selection in a game with the most diverse and random cast of threats yet. Some of the maps need as low as half your barricades to funnel enemies into a 4 TrSq size funnel and some maps are literally impossible to funnel into a singular funnel longer then 4 TrSqs with all 22.
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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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| 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 882 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Issues with graphics, crashes, floors flickering and poor performance. Gameplay wise its ok. Too few maps with too litte diversity imo. Not worth
我需要人类伙伴(陷阱) 可放置的弓箭手 骑士 术士
I prefer the previous version
Way weaker than the other entries in the series. Unless they add more content or dlc its definitely not worth the money, just buy the older games instead.
Étant un grand fan de Orcs Must Die! 3, j’avais vraiment hâte de tester Deathtrap, surtout avec l’arrivée du mode multijoueur jusqu’à 4 joueurs, qui manquait clairement aux anciens jeux. J’étais très surpris de voir les retours de la communauté vis-à-vis du jeu, qui semblaient un peu déçus de voir la licence prendre une autre direction. Certains disaient même que ce n’était plus vraiment du Orcs Must Die!. Mais au final, après environ 80 heures de jeu, je peux affirmer que c’est véritablement un excellent jeu. Il est certes assez différent de ce qui se faisait auparavant, mais je trouve que ça n’ajoute que du bon. Déjà, le système de parties a totalement changé. On ne lance plus des missions spécifiques avec un nombre de manches propre à chacune comme dans le 3. Cette fois-ci, on lance des parties dans lesquelles n’importe quelle map peut tomber, et le système de gain de crânes est lui aussi bien différent. Concrètement, on lance une partie et on doit choisir entre 3 maps, chacune avec 3 malus propres. Ensuite, on arrive dans la mission et on doit survivre à 6 manches, toujours 6 manches. Une fois la mission complétée, on a le choix : soit rentrer à la forteresse avec nos gains, soit parier la moitié de nos gains. En pariant, cela relance une nouvelle sélection de 3 maps avec 3 nouveaux malus, et ainsi de suite. Ce qui est vraiment intéressant, c’est que les malus (et les bonus) se cumulent entre chaque mission tant qu’on continue à parier nos gains. Il y a donc un vrai enjeu à pousser les manches, et je trouve ça génial. D’ailleurs, le système de bonus est lui aussi très bien réussi et s’intègre parfaitement à ce type de jeu PvE. Entre chaque vague, on a 3 « fils » qui apparaissent : ce sont des bonus qui, eux aussi, se cumulent sur toute la partie. Ces bonus sont liés à notre avancée dans le jeu et à notre setup dans la mission. Par exemple, si vous partez avec des pièges de poison, vous aurez une chance de tomber sur un fil qui donne un bonus de poison, ou qui applique du poison sur vos armes ou vos pièges. Ce système de fils dynamise vraiment le gameplay et encourage le joueur à s’adapter aux bonus sur lesquels il tombe. Mais contrairement à ce que je vois souvent, ce n’est absolument pas un jeu full RNG. En poussant les manches sur 4 ou 5 missions (ce qui n’est pas si long, surtout qu’on peut sauvegarder une partie pour y revenir plus tard), on tombe quasiment systématiquement sur les fils qu’on veut avoir. Au final, on peut donc assez facilement optimiser son setup. Je trouve que toute cette construction rend le jeu très fluide et super addictif. Le jeu demande aux joueurs de s’adapter et de réfléchir pour toujours mieux gérer les ennemis. À l’inverse, dans Orcs Must Die! 3, le gameplay devenait assez soporifique une fois tous les pièges améliorés. Le seul vrai endgame était le mode infini, qui devenait simplement stupide passé la manche 30. Ici, le jeu demande certes un peu plus d’investissement, mais on y gagne clairement sur le long terme, puisque l’endgame ne devient jamais ennuyant. D’ailleurs, il n’y a pas que les parties classiques que j’ai décrites plus haut : il y a aussi plein de missions défi avec des modificateurs de difficulté, d’ennemis, de pièges et de malus. Ces missions sont assez difficiles quand on débute et apportent un vrai challenge supplémentaire, tout en récompensant le joueur avec un cosmétique à la fin. Il y a également les missions endurance, qui sont un peu l’équivalent du mode infini de Orcs Must Die! 3. Ce sont des missions où la difficulté est augmentée et où il faut compléter 25 manches au lieu des 6 initiales. Je trouve aussi l’évolution du joueur beaucoup plus intéressante qu’avant. Cette fois-ci, il faut débloquer et améliorer les pièges (comme avant), mais aussi améliorer un arbre de compétences, débloquer des fils et des potions. Il y a donc beaucoup plus de contenu à farmer, ce que je trouve essentiel dans un jeu comme celui-ci. L’évolution est plus lente, mais bien plus gratifiante, et surtout elle donne un vrai objectif. On ne va pas se mentir, on dépassait rarement les 60 heures sur Orcs Must Die! 3, et je pense que c’était en partie à cause de ça. On peut aussi acheter des potions auprès d’un alchimiste, qui coûtent énormément de ressources par rapport aux pièges ou à l’arbre de compétences. Le jeu fait clairement comprendre que les potions sont destinées à l’endgame et aux joueurs qui ont déjà maxé tout ce qu’il y avait à maxer. Et là encore, c’est super cool : il y a plein de potions avec des effets variés qui permettent de créer des setups vraiment sympas. Les potions sont actives pendant une seule partie. Enfin, le jeu est bien plus dynamique qu’avant. Il y a désormais 8 personnages jouables, chacun avec une arme, deux compétences, un piège et un pouvoir ultime propres. Ils ont tous leur utilité, et le gameplay change vraiment selon le héros choisi. De manière générale, les joueurs ont beaucoup plus d’importance qu’avant. Le nombre de barricades est limité (même s’il existe des bonus pour en augmenter le nombre), surtout en début de partie. Les joueurs doivent donc vraiment s’occuper des mobs et ne pas tout laisser aux pièges. Bref, je trouve que ce jeu est génial et apporte enfin une vraie profondeur à la licence. On passe d’un jeu sur lequel on fait une « two-week phase » à un véritable jeu d’arcade qu’on relance régulièrement entre potes !
Lazy roguelike game design with limited maps and boring characters. All the randomness moves in the game don't save it. 15-20 hours of fun at most. Only buy at 50% off or more and treat it like a minor DLC to the OMD franchise.
We need more traps, more content, more boses… the game is fun but it is like orcs must dye 2-3… few new traps no innovatiob
Meh
Big fan of all OMD games, but this one feels like they chose the wrong game design choices at almost every turn. Dumbed down, cartoony, for kids, huge maps, definitely not made for solo players in mind. Too much emphasis on hero combat instead of traps. Just ugh. Upgrades are trivial, .3 seconds faster reset time, wow! If you love OMD games, wait until this goes on sale for under $5.
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