
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 1815 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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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
맵이 바뀔때마다 오크 숫자랑 맵 크기만 늘어나고 그마저도 몇 개 없는게 아쉽다. 맵이 좀 더 많았더라면.. 아니면 오크 숫자만 늘릴게 아니라 맵마다 기믹이 있어서 특정 무기가 더 좋다거나 하는 요소가 있었더라면..
Fun, but too short imo
재미있다 이런류 좋아한다 머리써야하는것도 좋다 스테이지가 너무 적다 노가다는 쩔수 -완-
Hade Salame Yallah
Hipnotyzujące, krótkie i konkretne <3
death game
ыуа
Vraiment un bon petit jeu, de plus en plus dur et c'est appréciable, faire les trophées Steam est cool aussi.
If you like tower defence games, this might be a fun few hours for you. So thumbs up. But after the 4-7 hours and you're 'done', there's really nothing left to do except to start over from zero. TLDR: Allright game that could realy benefit from more content- i.e steam workshop or something. Gameplay is Iterative, in that you start with nothing but the ability to click to launch missiles. Then after you loose the first attemt on the first map, you get points that you can spend on buying turrets/upgrades/etc. Then you attemt the first map again- lose- get points- upgrade- try again. Rinse and repeat. Allright gameplay in that sense. Lets you grow organically instead of getting overwhelmed. But it allso makes re-playing completed maps utterly pointless.
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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.
Players also reviewed
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