
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
[h1] Orcs must Die! Deathtrap wurde leider liegen gelassen. [/h1] Seit September 2025 gibt es gar keine Informationen darüber, ob sie das Spiel nun weiterentwickeln, oder nicht. Man weiß auch nicht, ob sie ein neues Projekt gestartet haben. Als ich es mir so ziemlich am Release Tag gekauft habe, fand ich dieses Spiel ganz Unterhaltsam. Die Idee, ein Rouge-Lite Element in die Orcs Must Die! Trilogie einzubauen, empfand ich als eine äußerst tolle Idee. Es gab die verschiedensten Helden und auch ein paar bekannte aus den ersten Teilen. Man könnte an dieser Stelle auch bestimmte politische Dinge vorwerfen, aber das wäre hier schlichtweg Fehl am Platz. Neue Fallen gab es ebenfalls zu Hauf und ein neues System, welches eben dieses Rouge-Lite Element hat. Man kann sich Karten aussuchen, die verschiedene Effekte auf Fallen, Helden, Heldenfähigkeiten und deren Waffen haben. Trotzdem fühlt sich das Spiel nicht Rund an. Es ist irgendwie nicht vollständig. Meiner Meinung nach sind mindestens 50% der Fallen einfach nur Langweilig und uninspiriert bzw. wurden die Ideen nie zu Ende gedacht, um gutes Gameplay zu gewährleisten. Die Helden haben kaum Gewicht. Auf sehr hohen Schwierigkeitsgraden (20) Sterben Helden so unglaublich schnell und machen so wenig aus, dass das ganze sich wie eine schlechte Balance anfühlt. Wenn man nur mit Zahlen spielt, um einen höheren Schwierigkeitsgrad zu erreichen, zeugt das sofort von schlechtem Gamedesign und fehlendem Einfallsreichtum. Es gibt Fallen, die erst "gut" werden, wenn man Karte X von 200, durch reines Glück bekommt. Es sind auch Fallen vorhanden, die sofort unglaublich stark sind. Das beste Beispiel ist die neuste Falle, das Sonnenprisma. [spoiler] Diese Falle kann mit 3 Laserstrahlen angreifen, dabei ist das Verhältnis 1 Strahl pro Gegner. Diese Strahlen, machen für ein paar wenige Sekunden Prozentualen Schaden abhängig von den aktuellen Lebenspunkten. Damit kann man Gegner mit vielen Lebenspunkten so unglaublich schnell umlegen. Im Prinzip braucht man nur noch das Sonnenprisma, um die Gegner auf einen niedrigen Lebenspunkte-Wert zu bringen und ein wenig Flächenschaden, oder eine Falle, die schnell feuert und es gibt keinerlei Schwierigkeiten mehr. [/spoiler] [h2] Würde ich es Empfehlen? [/h2] Es ist ein super Konzept, aber die Umsetzung schwächelt. Man kann auch bei vielen Karten, sehr einfach aus dem Spielbereich gehen und sich festsetzen, oder sterben. Aufgrund der zusammengetragenen Argumente, würde ich das Spiel, vor allem für den aktuellen Preis von 28,99€ nicht empfehlen.
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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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| 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
Keine Kampagne wie in den vorherigen Games. Mir fehlt bei dem Spiel etwas. Der Charme der Vorgänger ist hier nicht zu erkennen.
If you’re a fan of Orcs Must Die, just don’t buy this. There’s no story or campaign system, unlike OMD 1, 2, and 3, which gradually increase map difficulty and improve design as the story progresses. The maps are poorly designed and feel more like cut-out sections of an open-world map. Trust me, the traps are practically useless, which completely defeats the purpose of playing a tower defense game. And if you think 2–3 players can enjoy this together, good luck. It feels like a rushed product, as if it were made by 10-year-olds. The UI is terrible, and character movement feels like you’re playing Subway Surfers or Temple Run in third person—or worse. It clearly feels like it was made for mobile and targeted at kids, and then they just added random maps at the end with no proper enemy paths. I’m a true OMD fan, so I bought four copies to play with friends. But after playing this, I wish I could go back in time and forget I ever played this. Give my money back.
Unfortunately this is the worst OMD game in the franchise. They advertised it as a "OMDU2" but in reality it's no where near the same quality as unchained. They added two "new" features to this game. One of the new features is a skill tree which gives you permanent stat buffs at the cost of skulls. This means that players no longer play with equal battle potential. The other new feature is something they call "threads" which allows us to select one of three random given benefits at the end of every won wave. These temporary benefits could be for your character or for a trap you have in your loadout. It works very similarly to how battle experience worked in OMDU, except in OMDU this was only based on character weaponry and abilities. Trap upgrades and customization has unfortunately been reduced from previous titles, there's no trap accessories and part upgrades like in OMDU that improves specific stats and replaces attributes and there's no special trap trait upgrades like there is in OMD3 either which worked similarly. For example if you wanted to you could change the brimstone trap from a fire trap to a magic trap, or replace the single tiled barricade with a more costly double tiled barricade. This feature is gone. Instead you can now only upgrade damage, speed and cost of traps. There's also much less traps available in the loadout. Some old classics like the floor scorcher and the double tiled barricade exist in the game but you can't preselect it in the loadout, instead you have to pray and hope for it with the random threads given to you which will replace the associated trap. Stats is also quite ambiguous, some traps has range specifications while others don't and it speaks in some unrelatable unknown unit which might as well be gibberish to us instead of talking tile range like in previous games. It is also much harder to know the shooting path of a trap, the ghost path when placing a trap has been greatly reduced, which especially makes placing wall traps accurately incredibly difficult. There's no weapon customization in any shape or form in this game and the characters are no where near balanced. Max deals waaaay more damage than any other character, only reason you'd play anything else is because he's already occupied by another player. It doesn't have to be perfectly balanced in a coop game but it shouldn't be a massive gap between them either. OMDU did a much better job with this. Physics is also gone. Now you can freeze fliers and they will still magically stay in the air as floating icecubes. In previous titles freezing fliers resulted in them dropping to the ground and if they were high up enough they broke into little pieces which was incredibly satisfying. Sappers and dynamite archers is not really a thing anymore, they still exist but only in special challanges, they have however made them incredibly tough, no longer can you make a sapper explode by throwing a pebble at it. But since these are no longer regular enemies barricades in general are very safe in OMD deathtrap. A lot of behaviours has been changed as well, for example when you broke apart a fire elemental the fire spawnlings used to work as weaker sappers, rushing towards the nearest barricade. That is no longer the case. Instead they will target the player which is little to no threat to you. Fliers also won't fly as high and stay more to the classic route. This results in players not having to be as self-aware as most enemies behaviours is really just the same but with varying amounts of toughness. All you need to focus on is find the ultimate damage combo. Skulls rewards has also changed, it used to be that we were very harshly punished if we lost riftpoints on a map but now we get about the same amount of skulls either way. Combo points now effect coin reward but there's no universal leaderboard where you can earn braging rights about your accomplishments. Skull drops from enemies also matters very little now since upgrades cost 500-2000 skulls while in previous titles a upgrade would have cost about 10-20 skulls, however you still earn skulls a whole lot faster in deathtrap compared to previous titles. All and all, only buy this game if you love the franchise and grown tired of playing the same old levels over and over again but don't expect a masterpiece. This is in fact a downgrade to previous games.
It had Orcs Must Die characters and traps, but it no longer has Orcs Must Die‑style gameplay.
Das Spiel ist ganz anders als OMD 2 & 3 und zugegeben, ich musste mich erstmal daran gewöhnen und in das Ganze hineinfuchsen. Jetzt nach ein paar Stunden Spielzeit muss ich sagen, dass das Spiel, wenn man es NICHT als direkten Nachfolger sondern eher als eigenständigen Teil betrachtet, wirklich viel Spaß macht. Am Anfang fühlt man sich erstmal hoffnungslos unterlegen, weil man vieles erst freischalten muss - Ab irgendeinem Punkt ist man dann allerdings so stark, dass man teilweise das Gefühl hat, das vor allem die Bosse ein wenig wie Kindergarten erscheinen - Gott sei dank kann man aber den Schwierigkeitsgrad ordentlich erhöhen und das macht das Ganze dann wieder zu einer riesen Herausforderung. Ich finde es schade, dass es keine deutsche Sprachausgabe gibt & auch die "Story" fehlt mir ein wenig. Nichts desto Trotz mag ich die Charaktere mit ihren einzigartigen Spielstilen & Waffen und habe das Gefühl, dass uns da auch noch einiges erwarten wird für das Game!
How is this game supposed to be even remotely possible? Deathtrap is nothing like the last 4 games in the series and it really hurts it.
Najgorsza czesc serii
My disappointment is immeasurable and my day is ruined
feels weird, the base of the game is similar to other OMD games, but this one just feels off. Something about it doesn't feel as fun, likely the rogue-like elements that have essentially replaced the story mode. Maps feel weird and characters don't have the personality like the older games. If you aren't a fan of rogue-like games like me, then this game probably isn't right for you
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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