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Orcs Must Die! Deathtrap News

Solo and Multiplayer Balancing

Hello Knights of the Order,

Kyle back again – Game Director on Orcs Must Die! Deathtrap. We’ve been busy over in Germany showing off the game at Gamescom, but I still wanted to give y’all something to sink your teeth into. This week’s topic is something we see brought up a lot in the OMD community and Steam reviews: solo and cooperative multiplayer balance. So, let’s dig into how it’s been handled in the past and how we’re tackling it in OMDD to make sure the game is playable for everyone regardless of team size. If that sounds a bit dry to you, don’t worry - I’ve thrown in a few surprises as well.

[h2]“This game was clearly designed around co-op" [/h2]
There’s a sentiment that shows up quite often that Orcs Must Die! 3 is designed and balanced around co-op, and that single player was an afterthought. And to be fair, the imagery is often presented that way: Max and Gabby, Kelsey and Egan, and Cygnus and Vorwick. But to give you a little peek behind the scenes, that was truly not the case. Orcs Must Die! 3 was designed, balanced, and primarily playtested as a solo experience. In fact, there are very few differences in cooperative play because it was not a focus when it came to balance. Yet it feels like the game was built around co-op first – why? And how do we make OMDD more flexible?

When you go from one player to two players in OMD!3, not a lot changes: enemy health and damage is the same, your loadout bar is the same size, the par time doesn’t get shorter, and the orcs come at you at the same pace. The only slight difference is that the waves of enemies, which we call Onslaughts, have a few extra orcs and friends. That means the challenge is basically identical, but now you have a second player to take aggro, hold a lane, deal damage, and keep your combos going - which equals more rune coins. So, here’s our issue: a second player simply makes the game easier regardless of the single-player focus - leading to a solo experience that feels unfair and a multiplayer experience that isn’t as challenging or interesting as it could be.

[h2]Solo Balance in Orcs Must Die! Deathtrap [/h2]
It’s easy to look at what we’ve shown of OMDD and its four-player co-op and assume we’ve gone even further in neglecting the solo experience. But you don’t need to worry. Ironically, balancing the game first around four player teams and then tuning it down for three, two, and one has given us more knobs to play with and more determination that we get this right. Let’s get into exactly how we’re tackling this.

[h3]Enemy Health and Damage [/h3]
When we set an enemy’s base health and damage values in OMDD, that’s for four player co-op. Then, we reduce both by a percentage for each “missing” player. So, if a light orc has 100 base health, he’d have 75 health with three players, 50 with two, and 25 with one. Our numbers aren’t always that clean, but you get the idea. It’s worked well so far with using the same percentage at each step, but if we need to really fine tune it, we can get more granular.

Doing it this way means we can balance our combat around not needing the enemies to be too spongey with four players while still making it fun and challenging for solo players.



[h3]Onslaught Pacing [/h3]
Onslaughts, those groups of enemies we send out that make up a Wave, in previous games came out at the same speed regardless of the number of players. In OMDD, if you are playing solo, we pace out the Onslaught so that the groups of enemies from different doors have longer delays between their arrivals. This gives the solo player time to handle defending the Rift from multiple angles. And I’ll also get into how moving around the level can be made easier in a bit.

Take a look at this minimap to see the multiplayer Onslaught compared to the solo Onslaught pacing. This change is in addition to what was done in OMD!3 with multiplayer Onslaughts featuring a few more enemies, like two Gnoll Assassins instead of one.



[h3]“Go Breaks” [/h3]
This change is more indirect but makes a huge difference. If you remember from the last blog, you now have as much time as you want between waves. In previous games, those waves that would start without a break were far more challenging to handle as a solo player. It often felt like you’d have to memorize the Onslaught to perform well. These “Go Breaks,” as we call them, now give you all the time you need to plan and implement your strategy for the next wave.

[h3]Barricades [/h3]
I’m bracing myself for this one - but trust me when I tell you that the design team truly believes this is the best change made to the game.

Barricades in OMDD are now free to place…however, you only have a finite amount. The default number is 16, but this can be increased in multiple different ways through different Threads and Skill Tree upgrades. We’ve made this change for a few reasons - but the big one is how difficult it became to balance barricades between different skill levels. We find that less experienced players place far too many barricades, especially at the start of the level, then don’t have enough Rune Coin for traps, then rely on player damage, and then feel traps don’t deal any damage. While higher skilled players are able to use the Combo system to earn so much money for barricades that any challenge we could create becomes trivial.

The new barricade mechanic means all players get to spend the first couple minutes of a map planning out their pathing strategy without worrying about their Rune Coin budget. No more needing to learn between which waves to sell early traps to place more barricades for a new door.

So what does this have to do with solo and multiplayer balance? Well, it means that solo players now get the support of at least 16 barricades before the first wave begins without spending a single Rune Coin. Barricades are the most powerful tool in the game, and this is a big buff to the early game. And the barricade number is divided (mostly) evenly between players in multiplayer, while in solo play, it’s completely up to that player how they want to route the orcs.



[h3]Loadout [/h3]
In OMDD, we’ve returned to reducing your number of loadout slots if you’re playing co-op. It’s minus one slot for each additional player. The first three slots are locked – with 1 being your weapon that allows you to use your War Mage abilities, 2 being your War Mage’s unique trap (which is also free and finite), and 3 being barricades. The remaining four to seven (really, it’s three to eight with upgrades and Distortions) are for whichever traps you want to bring.



[h3]Overdrive Combos [/h3]
A War Mage’s ultimate ability in OMDD is called their Overdrive (Overdrive, Distortion, can you tell that this OST is going to go hard?). These are unique, powerful abilities that are built up by getting Combo kills. The Combo system in OMDD mostly works the same as in previous games: kill an orc quickly with multiple damage types and sources and you get a Combo that grants you extra coins and points.

However, in OMDD, the player that gets the killing blow on a Combo kill also gets Overdrive charges to build up their ultimate.

Co-op teams have more abilities, traps, and damage sources; but solo players have weaker enemies and every killing blow to themselves – giving them some advantages in charging up that Overdrive.



I’ll wait until a future blog to get into more specific Overdrive abilities; but related to that – it’s important to note that when I was designing the War Mage kits, I wanted each one to be a viable solo player option. While it’s inevitable that some might be a bit better for solo, or different comps, or new players – they are all well-equipped enough to handle things on their own.

[h3]Playtesting [/h3]
We’ve already been doing some external playtesting – with much of that focused on the solo experience because we have to make sure we get that right. We are never done playtesting, but I couldn’t be happier with the results we’ve seen so far. The number of players, especially new players, who can jump in on their own and take down Missions has been great to see. And it’s worth stating that this game does not have the same slow buildup as the first five levels in OMD!3. We do have some cool new ways to teach players how to play, but we also throw them straight into the action with full loadouts and big four-gate maps – and they’ve been killing it.

Again, I’ll be back next week with more. In the meantime, come hang out with us in the official Discord.

Kyle – Game Director

Oh, I still owe you a surprise.
Don't forget to wishlist Orcs Must Die! Deathtrap now on our Steam page!



Get it? Steam? Steam Vent? It’s back. K, bye.

Our New Loop and Progression Systems

Hello War Mages,

Kyle here – Game Director on Orcs Must Die! Deathtrap. I’ll be posting a series of deep dives between now and launch into all the different features and content we’re bringing you in Orcs Must Die! Deathtrap. I figured the best place to start is the gameplay loop and the progression systems. Because while OMDD is still about defending Rifts by placing traps and slicing orcs – the journey, rewards, and challenges have gotten far more interesting.

Missions and Distortions

After Vorwick’s defeat in OMD!3, the orc armies splintered into four factions, each led by a different general vying for control. Your goal is to help the Order bring them all down, but the road there is not a traditional linear set of levels.

Each time you set out to defend a Rift in OMDD, you’re offered a different selection of three levels. Each level has a randomized challenge attached to it that we call a Distortion. These Distortions add some flavor to your defensive duties. For instance, one raises the rune coin price of a trap every time one is placed, another makes trolls worth more Rift points, and another prevents you from selling traps entirely (tfw the trap’s half a spot off). There are dozens of Distortions, and you’ll want to consider how each affects your setup. The combination of a level and a Distortion is called a Mission.

Threads

You won’t have to take on the Distortions and hordes of orcs with just pure grit and spike traps though. During the break between each wave, you’ll get to choose a boon that we call a Thread. Threads are choices offered to the War Mages by magical beings known as Weavers that bridge the gap between destiny and free will with Rift magic.

At the end of each wave, three Threads are randomly selected from your collection, and you’ll choose one. Don’t worry – you'll have plenty of time. Waves no longer start until players start them. Threads augment a variety of your War Mage abilities and trap attributes like cooldowns, trap prices and damage, and character stats. And it’s easy to list out how these change your stats, but there are plenty that go beyond that: changing trap sizes, throwing ogres and trolls into the air, and adding homing to your War Mage’s shots. There are over 500 Threads in total.

Rewards and Gambling

So you’ve used your Threads, traps, and skills to overcome the orcs and the Distortion – now what? We judge you. Like in previous games, you’ll be rewarded with Skulls based on your performance during the Mission. You’ll use these skulls to upgrade your traps and War Mages, as well as purchase new traps and Threads back in the Order Fortress.

Veterans will be familiar with a lot of the scoring system, like combos. But we’ve done away with the 5-Skull grading scale. Ironically, for many players, it became binary: you either get five skulls or you fail. And while there are plenty of bonuses for different accomplishments built into your score, the par time requirement is gone as well. All of this allows us a lot more flexibility in the challenges we create and the players a lot more freedom in where and how they defend the Rift. Instead of five skulls, you’ll be seeing numbers more in the dozens or hundreds.

But what if I told you, you could take those skulls and double or triple their value? Sound too good to be true? Well, let me tell you about Gambling.

If you win a Mission, you can take your skulls back to the hub and grab some upgrades; or stake half those skulls and choose another Mission. If you win again, you’ll multiply the staked skulls and win some new ones. You can continue to do this until you are faced with an orc army general or lose.

It’s not as simple as playing another Mission, however. When you Gamble Forward, you carry with you your current number of Rift Points, your Distortions, and the enemies get some health and damage buffs. But you also get to bring your Threads along. Gambling Forward includes some fun new surprises in the levels too, but I’ll get into that another time.

Traps and Trap Upgrades

Win or lose, you’ll get some skulls for playing a Mission. But if you win a Mission, you also get a gold skull. Gold skulls allow you to purchase new traps in the hub. Each trap is one gold skull; so, every victory is a new trap until you’ve collected the whole lot. This means getting new traps is no longer at the expense of leaving your current loadout underpowered.

You can use your pile of skulls to upgrade any of the traps that you own. Instead of the one stat option with three levels in previous games, traps in OMDD each have three stats to upgrade up to five times. With this extra depth, we’re also showing a lot more detail about every trap so you can more easily make decisions. For example, on the spike trap, you can upgrade and see its exact reset time.



Other upgrade options from previous entries like Unique Upgrades are now worked into the Thread system with even more options.

Skills

Trap upgrades aren’t the only way to spend skulls in the hub. You can also chat with Gabriella to fill out your skill tree. The skill tree has four branches. Three of them apply to your entire profile (oh, profiles are back): Strength, Defense, and Traps. Strength contains upgrades for things like primary attack damage and damage to bosses, for Defense it’s hit points and Rift Points lost on death (oh, Rift Points lost on death is back), and the Trap branch affects entire categories of traps like floor trap damage and prices.

The final branch is for each individual War Mage. Here you can upgrade their stats and abilities.



Players can fill out the skill tree in its entirety with enough skulls.

Unlike Threads, upgrades purchased in the hub are permanent. With your skull coffers emptied, it’s time to hop back into a Mission and feel the power of those upgrades.

I’m back next week with more. In the meantime, come join the official Discord - where I reveal more secrets about OMDD than they want me to. And don't forget to wishlist Orcs Must Die! Deathtrap now on our Steam page!

Kyle – Game Director

Orcs Must Die's next entry will bring a roguelite twist next year




The Orcs Must Die series is getting another entry next year with Orcs Must Die Deathtrap, which will be the fifth game in the series from developer and publisher Robot Entertainment. The new release will have players, alone or as a team of up to four, battle oncoming waves of enemies in third-person action gameplay. This time, players will "evolve through rogue-lite progression" as they defeat hordes of orcs...
Read more.

Announcing Orcs Must Die! Deathtrap - A Brief History of the Franchise

[h2]Hey War Mages!
[/h2]
We’ve got some exciting news for you. We’re thrilled to announce the next big chapter in the Orcs Must Die! saga: Orcs Must Die! Deathtrap is coming in early 2025!

A Quick Trip Down Memory Lane
It’s been an incredible journey since we started this wild ride back in 2011. When we first launched Orcs Must Die!, we wanted to mix strategy and action in a third-person tower defense game that felt fresh and fun. The game found a loyal following, and we were heartened by the response from fans.

We’re proud to say that over 12 million of you have joined the fight against the orc hordes. Your enthusiasm and feedback have inspired us every step of the way, influencing other games and keeping us on our toes.

  • Orcs Must Die! (2011)
    • This was where it all began. We introduced you to Max, the War Mage, and a world where strategy and action collided in the most explosive way. The goal? Defend your rift from those pesky orcs using a wild array of traps and weapons.
Early concept and idea generation for OMD (2010)

  • Orcs Must Die! 2 (2012)
    • Things got even better with co-op play. Gabriella joined Max to form a duo of orc-fighting War Mages. Teaming up with friends to tackle orc hordes brought a whole new level of fun. More traps, more weapons, more levels – it was everything you loved, but bigger and better.
Orcs Must Die! 2

  • Orcs Must Die! Unchained (2017)
    • We took a bold step into the PvP world with this one. It was a free-to-play adventure that introduced new heroes and complex gameplay. It was different. We learned a lot about the challenges of sustaining a free-to-play game. While it didn't last as long as we hoped, fans still tell us that they loved the unique heroes we created. We also experimented with a new mode called Sabotage, with two teams battling on separate versions of the same map, that went on to influence future ideas.
Orcs Must Die! Unchained

  • Orcs Must Die! 3 (2020)
    • After OMDU was shut down, we knew we needed to get “back to the basics” of what originally made OMD successful. We explored some new additions to gameplay such as War Scenarios, where we significantly increased the number of invading orcs, and Scramble Mode, where we first experimented with roguelite concepts. This version has been a nice success and inspired us to push on. We’ve listened closely to fans and your most requested features. Our challenge - how do we maintain what fans most love about OMD while still innovating and expanding the boundaries? We hope we’ve done just that with….
Orcs Must Die! 3

  • Orcs Must Die! Deathtrap (2025)
    • OMDD maintains the personality, charm, and vibe of the series, but the way that we’ve changed the metagame will make it hit different and deserving of a fresh new name. You can look forward to:

    • Four-Player Co-op: We know some of you were forced to split up your friend group to play… no longer! And if you don’t have three friends to play with, we’re making it easier to find games to join. Of course, the solo experience will also be great to play.

    • New Heroes with Unique Abilities: OMDU fans have been passionately reminding us how good unique heroes from that game felt – and we’ve listened. We’re interested to see how people strategize their party makeup around our new War Mages, which come with distinctive abilities, unique character traits, and their own exclusive trap to keep things fresh and tactical. You’ll see Max and Gabby in the hub to guide you along, but they’re not playable. Yet.

    • Expanded, Deeper and Different Progression: You’ll have access to a deep skill tree to progress and grow your heroes, as well as having separate progression paths for weapons and traps. Our new progression systems go well beyond any prior entry in the series.

    • Rogue-lite Runs and Expanded Level Variety: Each run brings new challenges and upgrades. You’ll choose buffs and debuffs that can dramatically change the way you play, and it all stacks as your run progresses. Environmental conditions will additionally alter your interactions with each level. There is no longer one ideal way to solve a given puzzle.

    • Improved Combat: Our third-person shooter combat is tighter and more responsive. We’ve never loved our melee combat so this area has received the most attention. The melee heroes have already become internal favorites during playtests.

    • Enhanced Visuals and Physics: We’ve upped the ante with better graphics and crazier physics. We’re aiming to make physics-based traps not just more exciting, but also more practical as part of the mix for a good trap loadout.
Orcs Must Die! Deathtrap

Wrapping Up

We’re doubling down on everything you love and adding some epic new twists. Orcs Must Die! Deathtrap is shaping up to be our most exciting game yet. We can’t wait for you to play it!

Please wishlist the game and stay tuned for more updates and get ready to join the fun in early 2025.