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Be the First to Play – Sign Up for Our Technical Playtest

Eager to dive into Orcs Must Die! Deathtrap before anyone else? Your chance has arrived!

Starting today, sign up for a chance at joining our limited technical playtest. For two days, selected players (at random) will get hands-on time with OMDD. And don't worry if you don’t get chosen this time around - we'll have a larger test soon.

Participants will receive a form to provide technical feedback, and we'll host a dedicated gameplay feedback channel on our official Discord.

TLDR:
  • What: Sign up for the OMDD Technical Playtest
  • How: Go to our Store Page and scroll down until you see the request access link for the playtest!
  • When is the Playtest?:

    • Start - Wednesday, October 30th, 2024 at 10AM CT/3PM UTC
    • End - Friday, November 1st, 2024 at 2AM CT/7AM UTC
Sign-ups are live now. Don't miss your chance to slay orcs early!

Good luck!

Orcs Must Die! x Makeship - Pledge Today

Dearest War Mages!

We have heard our fans online mentioning how they'd like to see more merch for Orcs Must Die!, so we've reached out and teamed up with Makeship to bring you your very own light orc.
[h2]How does Makeship work? [/h2]
  1. Pledge $2 today to help our Petition reach the 200 supporter goal.
  2. If our Petition reaches 200 unique supporters, the concept will become a real product.
  3. You'll be charged the remaining balance ($27.99 + shipping and tax) automatically when the Campaign launches. If the petition fails, you'll get a refund.
[h3]You can pledge today by going to: [/h3]
https://www.makeship.com/petitions/orcs-must-die-light-orc-plush

What you do with that orc is your business, but make sure you don't miss out on this plush!

Orcs All the Way Down

Hello, you little Ogre spudge stains, Kyle here again – Game Director on Orcs Must Die! Deathtrap. This time I’ll be going over every single enemy in OMDD except our big boss boys (and even there, I’ll leave a teaser or two). I’m excited about this one – not only do we have a lot of new enemies, but we’ve also reworked some veteran units to make battles more fun, interactive, and focused. Let’s break it down by category and see what we’ve got.

[h2]Distortions and Unstable Rifts [/h2]

I do need to explain a few things before we dig in: Distortions and Unstable Rifts. Distortions, if you’ve not read previous blogs, are randomized challenges you’re offered when you are selecting which Mission to play. Many of these can add specific enemy types to the waves of enemies you’ll face. And Unstable Rifts are portals that can spawn at any point during a wave in random spots on the map. If you don’t destroy the portal in time, it will spawn in more enemies – with many of these being more challenging units than you’ll see in the basic waves.

Orcs

These guys are perfect, so you’re not going to see a lot of changes here. However, given the name of the game, I made it a focus early on that we get some new Orc types in the ranks.



[h2]Light, Medium, Heavy, Archer [/h2]
You’ll be familiar with how our basic Orcs behave if you’ve played previous entries. Don’t tell them, but given their massive numbers, they mostly function as cannon fodder. We did remove the shield units (I never found the implementation fun to counter). And recently, we worked with our actors to get in a ton of new Orc lines – so be sure to listen in to their conversations.

[h2]Dynamite Archer [/h2]


Not much about their basic behavior has changed – the dynamite archer is like the orc archer, but you know, with dynamite. You won’t want to fight him while standing near your barricades, or they’ll take damage from the explosions.

What has changed is where you’ll see this unit. We’ve taken “barricade-destroying” units out of Onslaughts (waves of enemies). You’re only going to see them if you select their Distortion or if they happen to spawn out of an Unstable Rift.

[h2]Skeleton Orc [/h2]


The Skeleton Orc comes out at night, mostly. Outside of Distortions and maybe a certain boss, you’re only going to see these guys if you choose to take on a Night Mission. In this case, they do not come through the gates with the rest of the enemies – they crawl out of the ground at random spots around the map.

Their attack resembles those of the basic Orcs, but they do have a few unique features. You can only hit them with one headshot before their skulls pop off. No more headshots mean no more headshot bonus damage, but that doesn’t slow them down. They also have their own unique voice over lines that we absolutely love.

[h2]Drummer Orc [/h2]


You’ll hear the Drummer Orc’s banger beats from miles away, and when you do, you’ll want to find him quickly. His inspiring music pumps up the enemies around him – speeding them up and giving them a damage boost. He’s just one example of the kind of support units we’ve added that give the player a little more to focus on during the waves without needing to threaten barricades.

[h2]Balloon Orc [/h2]


The Balloon Orc is one of my new favorites – in part because of how much the studio execs hate encountering him. This Orc doesn’t care about the Rift, he’s a Hunter. That means he’s coming for the player. And he’s a Flying unit, which means he goes over barricades and isn’t affected by floor traps.

His little slingshot hits hard, while he’s hard to hit. The Balloon Orc is also our first strafing unit, so between shots he’ll try to break your ankles. They’ve also got their own voice lines, although the long-term exposure to the gases needed to inflate their rides seem to have affected their vocal cords.

Ogres

[h2]Ogre and Armored Ogre [/h2]


You’ll recognize the Ogre and Armored Ogre from previous games, but we have introduced one big change. Their unique rush attack no longer stuns the player. Instead, it now bounces the player back a few trap spaces and deals damage. We’re finding this to be a lot more fun. It means you no longer lose complete control of your character, but it can be more dangerous. If you’re getting charged by one of these enemies, make sure you’re not going to get bounced off the map. And take note, the Armored Ogre will hit you further than the smaller Ogre. They’ve still got their hard-hitting swing attack as well.

[h2]Shield Ogre [/h2]


We’ve tried shield-wielding enemies in the past, but I’ve never loved their implementation. In some games, enemies hold a shield that blocks all the damage of the first hit dealt to them, and in Unchained, you simply could not attack an enemy from the front regardless of the shield’s size.

These new Shield Ogres are more fun to fight. They carry a wide shield to protect themselves and their comrades, but players can still deal headshots or hit them from behind.

These units also do not attack players. They head straight for the Rift.

[h2]Fire Ogre [/h2]


Much like shields, Fire Ogres have shown up in a few different iterations. This time around, they carry a large hammer they use to smash the ground, leaving behind a large burning ring of flames. You’ll take damage from the hammer hit and by standing in the ring of fire. Nearby barricades will also take damage from the fire, so be careful where you stand. They also have a basic swing attack as well. You’ll only see the Fire Ogres if you take the Distortion or if they spawn from Unstable Rifts.

Trolls

All Trolls still have their unique passive that allows them to regenerate health after not taking damage for x seconds. That means, if you start fighting a Troll, you need to keep constant pressure applied until they’re dead.

[h2]Troll [/h2]


No major changes here, but just look at this dude.

[h2]Mountain Troll [/h2]
The Mountain Troll is back with a cool new ability – he can now Root players. You’ll see the Mountain Troll start his spell animation when he’s nearby and a preview of the Root’s area-of-effect appears on the ground. You’ll need to jump or move out of the way.

But don’t worry, it’s not all bad if he gets ya. I made the call to remove the Ogre stun because it wasn’t fun, so I wanted to make sure any player CC in OMDD wasn’t that annoying. You can’t move while rooted, but you can still attack. It’s a more interesting interaction with a clear way to avoid it.

[h2]Troll Archer [/h2]


Say “hello,” to the new Troll Archer. This sharpshooter packs a punch and leaves you with a little present to remember him. The Troll Archer uses much larger arrows than the Orc Archer, so like the Ogre charge, the Troll Archer’s attack knocks back players. Sometimes to their doom. And if it doesn’t knock them into the drink, the arrows are dipped in poison – leaving the player poisons which ticks a small amount of HP for x second.

Kobolds


[h2]Kobold Runner [/h2]
He runs fast, he doesn’t attack players, simple as.

[h2]Kobold Boom Sapper [/h2]
Everyone’s favorite. This is the only enemy in the game that only targets barricades – they care about nothing else. We did make some changes here, though. First, they only show up with their Distortion or from Unstable Rifts. Second, they no longer explode on death, which means you can kill them near your barricades. And finally, they now brace themselves for a moment before exploding at a barricade, giving the player a second to take them out and not lose any barricades.

[h2]Kobold Gas Sapper [/h2]
Unlike his barrel-carrying colleague, the Gas Sapper only cares about the player. They’re a Hunter type enemy that seeks out War Mages, then much like the Boom Sapper, explodes after a moment. Instead of a boom, this Kobold leaves behind a poisonous cloud of gas. Standing the gas applies the poison status effect to players. Take them out before they blow to stop the cloud from appearing.

[h2]Infected Kobold [/h2]
This little dude is nasty. The Infected Kobold is another player hunter, and this one’s coming to nibble on them dogs. If you get bit, you’ll be affected by Infection. Infection halves your maximum HP for x seconds.

Gnolls


[h2]Gnoll Assassin [/h2]
The OG player hunter is back and as bloodthirsty as ever. The Gnoll Assassin hits hard, but no longer slows players. Instead, their status effect causes the player to take x% higher damage for x seconds. And like other hunters, you can no longer lure these guys straight into the Rift (sorry, not sorry).

[h2]Gnoll Grenadiers [/h2]
No big changes here, but like other barricade destroyers, you’ll only see them from Distortions and Unstable Rifts. They also cannot be lured into the Rift.

Flyers


In the air! Flyers got an overhaul for OMDD. They no longer come out of their own gates; they fly lower than before (about the height of a Troll); but they still go over barricades and do not trigger floor traps. With these changes, they still serve an important purpose but are far less frustrating to encounter.

[h2]Hellbat [/h2]
The Hellbat is your basic flying unit – it soars over barricades and shoots fireballs at players.

[h2]Baby Hellbat[/h2]
The Hellbaby now functions as a flying runner. It’s faster than big papa and doesn’t attack players.

[h2]Lifebat [/h2]
[Img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/45109214/90974b585e97b7d65ddad9d4f24889e68383e20e.png


The Lifebat flies around looking for ally units that need a little panacea. They shoot healing orbs pretty frequently, so you’ll want to focus ‘em.

[h2]Stone bat [/h2]


I destroyed your precious Stone Staff, and then I gave the ability to the enemy team. The Stonebat’s attack applies the Petrified status effect. If the orb hits you, you’ll be turned to stone for x seconds – being unable to move but impervious to damage. You get to sit there and watch as enemies enter the Rift.

Cyclopes


[h2]Cyclops Mage [/h2]
The Cyclops Mage makes his return with a nice change to his attack. He launches a large ball of green magic from his staff that moves slowly and slightly homes towards the targeted player. It’s slower and less accurate than before, but it hits hard. And when he dies, the Cyclops Mage heals nearby enemies.

[h2]Cyclops Druid [/h2]
These next two got such a major rework that we think they deserve new names. The former Mesmerizer is now the Druid. The Druid’s eye laser applies the Silence status effect – leaving the player unable to use any abilities except their primary for x seconds. They’re also a flying unit, meaning they go right over barricades. And finally, they no longer heal nearby enemies on death.

[h2]Cyclops Guardian[/h2]
The Cyclops Shaman was extremely frustrating for players, so he’s left that life behind him. Now referred to as the Guardian, he casts a powerful AoE spell that buffs nearby allies – giving them x% damage reduction for x seconds. This has taken him from one my least favorite units to one of my favorites.

Lizardmen

[h2]Lizard Thief [/h2]


The Lizard Thief is a player hunter that only appears in certain environments. He aggressively pursues the players and steals coins and deals damage with every hit of his primary and combo attacks. He does not enter Rift and does not turn invisible.

[h2]Little Moneybags [/h2]


Little Moneybags is a very unique lil guy in OMDD. He can spawn anywhere on any level with his big bag of dough. He won’t attack you or enter the Rift – he doesn’t even want to be there. He seems to have teleported to the wrong location after a heist, and you only have until his teleportation spell recharges to take him out. He drops coins behind him with every hit and drops a huge pile of loot if you finish him off. Little Moneybags also has his own VO lines, and I love him.

Elementals


You won’t find any Elementals in default Onslaughts as they kind of like to do their own thing.

[h2]Fire Elemental and Fireling [/h2]
The Fire Elemental spawns with a Distortion and Unstable Rifts. They now have a ranged attack that launches a huge fireball at players. Upon death, they break into two small Firelings.

The Firelings only spawn from defeated Fire Elementals. They’re a fast hunter unit that seeks out players and barricades, however they prioritize players.

[h2]Earth Elemental and Earthling [/h2]
We’ve finally made the Earth Elemental as tanky as they deserve to be. They are a force to be reckoned with. And even when you are able to take one out, they spawn into two smaller Earthlings. The Earth Elemental spawns from Distortions and Unstable Rifts, and come out swinging with a melee attack.

The Earthlings also only spawn from defeated Earth Elementals. They’re basically beefy Kobold runners – quick and going straight for the Rift.

[h2]Water Elemental and Waterling[/h2]


The Water Elementals only show up when it’s raining. They can appear anywhere on the map, but if you’re quick, you can prevent them from spawning by destroying their puddle orb in time. This works just like the Unstable Rifts.

If they do finish spawning, they’ll attack the player by stretching out their limbs a few trap spaces and giving them a good smack. When defeated, the Water Elemental spawns two Waterlings. Waterlings behave like smaller, weaker versions of their larger counterpart.

[h2]Blue and Red Rift Elementals and Riftlings [/h2]


Here we have a few new powerful Elemental types. The Rift Elementals only spawn from Unstable Rifts and give you a reason to consider just letting that Unstable Rift finish doing its thing. See, if you let the Blue Rift Elementals or Riftlings into the Rift, you actually GAIN Rift Points. On the other hand, the Red variants will subtract some major Rift Points if they make it in. All versions are immune to CC.

Both larger versions of these units also have special abilities on death. The Blue Rift Elementals reset nearby traps, and the Red Rift Elementals disable nearby traps.

Bosses

I’m going to save the bosses and let you all experience them when OMDD is released early next year. They’re a whole new experience with their own Onslaught type, unique behaviors and abilities, and voice actors that bring a whole lot more depth to the characters.

They’ve also got their own intro scenes, so here’s a little teaser of Ghostfang’s entrance.





And there we go! Hope y’all are excited to start slaughtering this lineup. We’ve been having a ton of fun facing off against them and all their new tricks.

Next up is the blog on War Mages! I’ll be breaking down who they are and how they play. Until then, come join the Discord and make sure to wishlist Orcs Must Die! Deathtrap on Steam.


Game Director
Orcs Must Die! Deathtrap



New and Reworked Traps

Hey Floor Spike Spammers, Kyle here again – Game Director on Orcs Must Die! Deathtrap. It's time to talk about traps. There is A LOT to cover on that topic because as the name implies: traps are more important than ever. But I decided to skip the basics and just jump straight into the fun stuff. Let’s go over some reworked traps and then, of course, the new ones we’ve added to Deathtrap.

Reworked Traps


[H2]Poison Flower [/h2]
[H3](formerly the Confusion Flower)[/h3]

[h2]Poison Gas Emitter (formerly the Dart Spitter) [/h2]

These first two might not immediately seem very different, but they both offer something totally new to OMD!: “Poison.” We’ve decided to make some elemental magic and status effect changes in Deathtrap for a few reasons, including reducing the types of crowd control and making our magic types easier to understand. For now, this means that both “confusion” and “arcane” are gone.

“But Kyle, why do we need poison when we’ve already got fire?” Well, poison is another damage-over-time status effect, however, it deals lower damage over a longer amount of time than the burning effect. This means you can choose to trade some quick damage for an easier time getting combo points.

You’re also going to see a few enemies capable of poisoning the player as well.


[h2]Wall Blades[/h2]
[h3](formerly Wall Blades, but like, bigger) [/h3]

While the Grinder, Wall Blades, Wall Charger, and Arrow Walls do have differences, we wanted to take the least popular of the bunch and give players a better reason to take it instead of or with the others. To make this happen, we took the Wall Blades and sliced them in half to make them more versatile.

[h2]Cursed Ground[/h2]
[h3](formerly Cursed Ground, but like, smaller) [/h3]


Some of you aren’t going to recognize the name of this one, but that’s okay because it’s basically only similar in name to our old Unchained friend. The old Cursed Ground kind of worked like the Arcane Brimstone trap upgrade in OMD!3. This iteration of Cursed Ground collects the souls of the Orcs that die on top of it. As it collects souls, it becomes more powerful. This increases its damage, which is dealt out by a burst attack that triggers after a cooldown. It’s also a big boy, giving you more surface area to collect those souls.

[h2]Ice Vent [/h2]

[h2]Morning Star Shooter [/h2]
[h3](formerly Bowling Boulder) [/h3]

These two were War Machines in OMD!3 that we’ve reworked to be normal traps but also to achieve one of our design goals to have more trap size variety. The Ice Vent is the size of two floor traps. It freezes the enemies on top of it when it triggers.

The Morning Star shooter is a bit more of a rework. First, it’s only ¼ the size of a normal wall trap. You also no longer need to manually trigger it. And finally, it does not simply shoot out and roll in a straight line. It fires at a slightly random angle and then bounces off everything it hits for x seconds. This one is super fun to watch.

[h2]Bomb Dispenser [/h2]
[h3](formerly Boom Barrel Dispenser) [/h3]


The Bomb Dispenser drops bombs that act as physics objects and explode on a timer. We changed this from the static Boom Barrel the player shot to blow up for a couple of reasons. First, the larger maps meant the previous iteration wasn’t as effective if you weren’t near the trap to shoot the barrels when they arrived. And second, it’s more fun to see these round bombs bounce around, fall down the stairs, etc.



[h2]Wall Scorcher[/h2]
[h3](formerly Floor Scorcher and Deep Freeze) [/h3]


The Wall Scorcher is a rework of two traps: the Floor Scorcher and the Deep Freeze – almost making it a new trap. It’s a wall trap that blasts fire over multiple trap spaces for x seconds. It’s beautiful to see in action. The change fulfills two goals for us: it gives us a fire trap that doesn’t go on the floor, and it helps us keep our number of CC traps in check. Don’t worry – there are still multiple ice traps.

Totally New Traps


[h2]Minecart Dispenser and Track [/h2]

Here it is! You’ve probably seen this one in the reveal trailer. It’s something we’ve wanted to do for a long time. The levels in OMD!2 featured tracks and minecarts in many of the maps, but in Deathtrap, you get to build them yourself.

It also introduces two other ideas that I’d like to keep exploring as we continue adding content to Deathtrap: a trap that requires two loadout slots and traps that offer the player a chance to be a bit more creative with their setup. This is made up of two separate but equally important traps: the Minecart Dispenser that releases the minecarts on a timer and the Track that the minecart follows. Dun dun. You’re free to just place the Dispenser and launch carts down some stairs into Orcs, but if you connect to the track, it’ll follow it until its end and deal more damage as it travels.

You switch between straight and turn pieces by rotating the trap. We’re discussing adding more types of track pieces in the future.



[h2]Acid Shower [/h2]


Acid didn’t get enough love in OMD!3, so to make up for that we’re introducing the Acid Shower. This is a ceiling trap the same size as the Ceiling Lasers. As Orcs walk underneath, acid rains down for x seconds, applying the “Melting” status effect. Instead of increasing “physical” damage like in OMD!3, acid now causes enemies to take more damage from War Mage abilities, including primary attacks.

There are a lot of high ceilings in OMDD; and this baby will work from any height. This is also true for the Shock Zapper and the Ceiling Lasers.

[h2]Ice Lance [/h2]


Besides just the high ceilings, you’ve probably noticed we have quite a few outdoor areas in Deathtrap. While we still made sure there are some great spots for your Ceiling Pounders and Swinging Maces, we also wanted to make sure we designed some ceiling traps that could work from a distance. This led to us creating a couple more ballista-style traps. The Ice Lance is a large ballista trap that fires a giant ice arrow at a target from a long distance. It deals massive damage to its target and then freezes other nearby enemies in an AoE blast.

[h2]Hookshot [/h2]


Our other new ballista-style trap might be my new favorite Orc-slaying toy. The Hookshot is a ceiling trap that launches a hook attached to a chain at a small target. It then reels that target back in to its base and dangles them in the air for x seconds before dropping them down.

This one is fun to put over water, and we made sure to give you plenty of spots for exactly that. But even when you use it elsewhere, it’s great because those dangling targets count as “Launched” and take double damage.

Hero Traps

[h2](yes...more new traps!) [/h2]

Each War Mage in OMDD has a unique trap they bring with them into battle. These are free to place, but you only have a certain number of them. Six of seven of these are new traps and one is a returning classic. You might notice that a number of these fit more into the “support” category rather than straight damage-dealing. This is something we really like about the Hero Trap system. It allows us to give players different kinds of traps without them having to sacrifice Combo potential. It also allows us to make these as powerful as we want by limiting the number that can be placed.

[h2]Vaan’s Rift Teleport [/h2]


Vaan’s Rift Teleport is a floor trap that allows him or his teammates to instantly return to the Rift when things get hairy. This is especially useful on Deathtrap’s larger maps. He starts with one available.

[h2]Wren’s Time Crystals [/h2]


Wren’s Time Crystals lower the retrigger time on adjacent traps. You’ll know which are affected by the glowing effect. Each time a trip triggers, a crystal is consumed. The crystals reset with each wave or by a specific Wren ability. She starts with two available.

[h2]Harlow’s Boom Barrel [/h2]


Ah, the Boom Barrel. It’s a classic, but I always had a hard time as a player justifying bringing a trap that was costing me precious Rune Coin but going away after triggering once. Enter Harlow (and Henry). Harlow gets three free Boom Barrels to place around and on top of traps. She or her teammates can attack them to blow them up. Any exploded Boom Barrels go back into inventory after completing the current wave.

[h2]Mac’s Gravity Lift [/h2]


Mac brings with him OMD’s first sniper weapon; and to make the most of it, he really needs some good vantage points. Mac or his teammates can use his Gravity Lift to gain height. This is great for finding shortcuts to better angles or just getting to another part of the map. You can also use it to simply float in the air for a few seconds. And when coming out of the Gravity Lift, you’re granted feather fall – making this another great mobility option. He starts with one available.

[h2]Kalos’s Healing Berries [/h2]


Did you know we’ve brought back losing Rift Points when you die? Oh! And you also no longer heal at the Rift by default. Pretty cruel, I know. But Kalos is here with his magic berry bush to save the day. Kalos can place his Healing Berries on the floor anywhere on the map for him and his teammates to snack on and regain some HP. He starts with one available, but it comes with multiple uses that recharge over time.

[h2]Sophie’s Vampiric Jaws [/h2]


There’s another new status effect coming to OMD called “Rend.” While affected by Rend, all War Mage damage dealt to that enemy has a 100% Critical Hit chance. Oh yeah, we have Critical Hits in Deathtrap. Anyone can deal Critical Hits, but melee War Mages have a higher chance due to range War Mages’ headshot advantage (yes, there are Critical Headshots).

Our dagger-wielding Sophie brings with her three Vampiric Jaws traps that each stun a single enemy and inflict Rend. Like Harlow’s Boom Barrels, these can be placed on top of other traps and triggered traps return when the wave is completed. Rending is especially important for Sophie, but I’ll get into that another time...or you can figure it out by the name of the trap.

[h2]Maximilian’s Friendly Flip Trap [/h2]


I don’t want to show off everything Max has to offer just yet, but I thought we could at least share his trap. This one’s for you, Discord. Max brings with him one Friendly Flip Trap that allows him or his teammates to quickly flip themselves to another part of the level. He’s still customizing his trap’s look, but we can see the ability in action.

Phew, thanks for making it to the end. There is one more type of trap, but I’ll wait to dig into that when I do the map blog. Enemies are up next. In the meantime, join the Discord. I’m always in there leaving little tidbits about Deathtrap in between blogs. And don’t forget to Wishlist Orcs Must Die! Deathtrap on Steam.

Kyle – Game Director


Orcs Must Die! Deathtrap proves slaughtering orcs is like riding a bike, but way more fun




I haven’t played a tower defence game in almost a decade, but it’s amazing how quick my Orcs Must Die! reflexes come back to me when there's a horde of greenskinned monsters running for my rift...
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