
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
4시간짜리
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
nice increments especially with the way you position towers. fun game
Hade Salame Yallah
The game was fun. Wasn't too hard in the beginning, but mid game was a bit grindy for the points to upgrade the towers. Simple, fun, do recommend.
easy fun. This ticks all i wanted in a tower defence game. It itches the itch
확실히 재밌기는 함 근데 이 가격에 이 분량은..... 짧아도 확실한 재미를 원하는분들한텐 추천 가능할거같은데 그 이외에는 잘 모르겠음...
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH
엄청많은 업글이 있을것처럼 보여주길래 한쪽에 효율이 떨어지더라도 몰빵하면 마음에 드는 한가지타워로 싹 밀어버리는 플레이를 기대했지만 타워별로 3~4단계 업그레이드 공격력,연사속도,타워갯수등 열몇개 트리가 업글할수록 가격도 기하급수적으로 올라가 결국 고르게 다 찍어야 깰 수 있게되어있다. 심지어 새 타워를 해금하는것도 미션 깨야 열리는지라 타워방식이 마음에 안들어도 다 찍어서 써야한다. 후반부 미션은 특히나 아득바득 반복해서 재화얻고 업글 다 해야 깰 수 있을만큼 몰려오는데 아이디어는 좋았지만, 결국은 업글 다해야 겨우깨는 수준이라 잘 배치해서 효율을 높이는 맛이나 업글 몰빵한타워로 쓸어버리는 재미같은건 없어서 이 게임만의 특징은 그냥 미친듯이 몰려와서 물량에 밀리는 효과로 방어선 밀고 들어오는 적밖에 없다.
플탐은 4시간 정도 볼륨이 아쉽긴 한데 만원 이하 가격이라 나름 나쁘지 않음 다만 레벨디자인이 좀 아쉬워서 의미없는 반복이 좀 많은게 별로였음
Selling now
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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
The games this title's players most often review too — audience affinity.
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