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Orcs Must Die! Deathtrap News

Orctoberfest (NEW UPDATE) - LIVE NOW!

[p]Greetings War Mages![/p][p]Welcome back to another Orcs Must Die! Deathtrap update. Our team has been hard at work creating some new content, specifically modes, that will help you further enjoy some of the things you love so much about the series and how it plays. We welcome feedback and look forward to you experiencing the challenges we've put into the game this update as well as the rewards! As always, continue to talk to us in the official Orcs Must Die! Discord.[/p][p][/p]
NEW CONTENT
[previewyoutube][/previewyoutube][p]Note: Please refer to our blog post on the new modes coming in this update for full details on functionality and the decisions behind our design team when creating them.[/p][p][/p][h3]Challenges[/h3]
  • [p]A new Challenges tab has been added to the Mission Select screen in the HUB. This tab contains unique challenge runs of 1 to 5 maps. Each challenge has a set map and distortion order. Completing a challenge for the first time will grant the player an additional reward.[/p]
[h3]Endurance[/h3]
  • [p]A new Endurance tab has been added to the Mission Select screen in the HUB. In Endurance, players will attempt to complete 25 waves on a single map.  Completing an Endurance map for the first time will grant the player an additional reward.[/p]
  • [p]Nightmare Endurance[/p]
    • [p]Endurance levels that start at a higher difficulty. These are intended for those wanting a harder version of Endurance and have no reward attached to them.[/p]
[h3]New Skins, Accessories, and Emotes[/h3]
  • [p]Two new emotes, four new skins, and 14 new accessories can be unlocked via Challenge Mode and Endurance Mode.[/p][p][/p]
[h3]Traps[/h3][p][/p]
  • [p]Soul Snatcher: Wall Trap that targets one enemy at a time to deal continuous damage based on their current health.[/p]
[p][/p]
  • [p]Void Wall: Wall Trap that periodically kills small enemies by pulling them into the void.
    [/p]
New Features
[h3]Equip Multiple Accessories[/h3]
  • [p]Accessories can now be equipped into different slots. One accessory can be equipped per slot.[/p]
[h3]Trap Upgrade Indicator[/h3]
  • [p]Now if the trap is fully upgraded the icon has a gold border.
    [/p]
Gameplay Adjustments
[h3]General[/h3]
  • [p]Skull difficulty modifier can now be increased to 20[/p]
[h3]Traps[/h3]
  • [p]Solar Prism: Enemies can only be targeted by one Solar Prism at a time.[/p]
    • [p]Dev note: With this change, the Solar Prism will now more evenly distribute damage to more enemies in the wave instead of multiple traps focusing down the same enemy instantly and going on cooldown.[/p]
[h3]Other[/h3]
  • [p]Re-enabling Life Finds a Way thread
    [/p]
Bug Fixes
  • [p]Lobby Visibility remains set to current setting instead of being incorrectly set to Public when completing a Run.[/p]
  • [p]Troll Archers now enter Enraged state after receiving melee attacks, like other Large Minions.[/p]
  • [p]Fixed issue with Seed Spitter trap destroying barricades when the Organic Elixir is taken.[/p]
[p][/p][p][dynamiclink][/dynamiclink][/p]

Challenge Accepted - Coming Soon: New Ways to Play!

[p]Hey War Mages – Kyle here – game director on Orcs Must Die! Deathtrap. We’ve been hard at work on adding some new ways to play and some extra challenge for those looking for it. I’ve been excited to tell you all about this because we’ve been having a ton of fun playing it. So, let’s get into it:[/p][h2]
Difficulty 20[/h2][p]The first addition is the smallest, but ties into the new modes as well. You can now crank the difficulty slider up to 20 – the previous cap was 10. This drastically increases enemy health and damage. I know some of you have reached this scaling during runs, but it feels quite a bit different when you start there with no Threads.[/p][p][/p][h2]Challenges[/h2][p]When you approach the Rift in the Order Fortress, you’ll now see two additional mode options. The first you’ll see is Challenge Mode. These are extra difficult challenge runs handcrafted by our designers that can be played solo or in co-op.[/p][p]
[/p][p]I’ve always loved the challenges in previous OMD games, and here we wanted to experiment with some new ideas as well. Unlike previous games, you’ll be able to take the War Mage and trap loadout (and elixir) of your choice into the Challenge.
[/p][p]The Challenges feature custom waves of enemies as well as some Distortions created exclusively for this mode. There are other factors that you’ll see affected by the Challenges: Rift Points, Difficulty slider, Barricade count, and whether your trap and skill tree upgrades are active.[/p][p][/p][p][/p][p]Another cool change compared to previous Challenge modes is that these Challenges can be multiple Missions long. Some are just one Mission, but others are three or five.
[/p][p]There are ten Challenges to start with, and each keeps track of your high score. Some even grant new cosmetics you can equip to your War Mage when you complete them. Note: Some of these are obtained via Endurance Mode (which we'll get to shortly)![/p][p][/p][p][/p][p][/p][p][/p][p]The Challenges are tough, but they’re fun and they get us thinking about beating the levels in new ways.[/p][p][/p][h2]Endurance[/h2][p]We hear the calls for Endless mode, we’ve been testing, and we will continue listening. However, we’re also adding a new mode called Endurance Mode that we think takes the best parts of Endless while cutting out the fluff and frustrating aspects.[/p][p][/p][p][/p][p]Endurance Mode allows you to play 25 waves on a single map. That’s 25 waves of placing traps and choosing Threads, so by the end, your killbox should look pretty impressive.[/p][p][/p][p][/p][p]Okay, 25 waves, so it ends, but what improvements does Endurance Mode have over Endless? First, the beginning 10 waves or so of an Endless mission are rote and easy. We wanted to skip that part, so the base Endurance mode starts at Difficulty 10. From there, the enemy health and damage scales on every seventh wave.
[/p][p]That’s the second advantage over Endless – we only scale health and damage. We know the Mission ends after 25 waves, so we don’t feel the need to scale and add features like CC resistance, which previous Endless modes had.
[/p][p]Thirdly, unlike previous Endless modes, you’ll still get a Go Break between every wave like in every other Mission in Deathtrap.
[/p][p]The base Endurance missions only feature one Distortion outside of the enemy scaling, and that’s a coin reduction on enemy kills. This is not to limit the number of traps you can place. However, because we start you at Difficulty 10, you’ll immediately be getting some big combos, and through playtesting we found the default coin generation to just make the mode easy to an unfun degree.
[/p][p]Like in Challenge Mode, we can also affect your Rift Points and starting Barricades. Each Endurance mission starts with 20 Rift Points and 16 Barricades.
[/p][p]Each Endurance mission tracks and displays your high score, and just like the Challenges, some even have cosmetic unlocks. We’re starting with 10 Endurance missions.
[/p][p][/p][p]And for those who still aren’t challenged enough, we have a second page featuring Nightmare versions of each Endurance mission. These crank the Difficulty slider up to 20 and add three more Distortions: War Mages can no longer be revived by teammates, Overdrive takes twice as many combos to fill, and War Mage Rift Point loss on death doubled.. These don’t offer any cosmetic unlocks because so few of you are even going to be attempting these, but they still track your high score. Tip: Don’t forget your elixir.
[/p][p]An Endurance mission takes us about two to three hours to complete. So, while it does end, we do hope it captures what people are looking for – which is extending that time spent on a map, playing in different parts of a level, experimenting with different trap setups, and really building out that killbox – all while being challenged.
[/p][p]We’ve had a lot of fun building and playing this new content, and we hope it scratches that itch you’ve had for some more challenge. Let us know how it goes. Good luck out there!
[/p][p]PS There’s more to share and show for this patch – keep an eye out for our preview video.[/p]

State of Slay (NEW UPDATE) - LIVE NOW!

[p]Welcome back to a new update War Mages!

The State of Slay update is here and a comes bearing good news - crossplay is officially expanding for our Steam audience to even more players with PlayStation 5 support. Please continue to use our community channels to give any and all feedback. And as always, don't forget to join our discord - the ultimate place to connect with other OMD fans!

We appreciate your undying support.[/p][p][/p]
NEW CONTENT
[p][/p][previewyoutube][/previewyoutube][p][/p][h3]Levels[/h3]
  • [p]Another Classic OMD map makes a return – with a Deathtrap reimagining[/p]
    • [p]Brunch Square[/p]
[h3]Traps[/h3]
  • [p]Seed Spitter[/p]
    • [p]An Organic Wall Trap that has 5 heads that each independently target enemies and fire a three-round burst of projectiles.[/p]
  • [p]Solar Prism[/p]
    • [p]A floor trap that fires a beam attack at up to 3 enemies to deal continuous damage. This trap does additional damage as a percentage of the target’s current health.[/p]
[h3]Heroes[/h3]
  • [p]Wren and Harlow have an updated default style.  [/p]
    • [p]Their original skins are still available in the Wardrobe.[/p]
[p][/p]
Gameplay Adjustments
[p][/p][h3]General[/h3]
  • [p]Increased how often repeatable boss missions can show up in mission select.[/p]
[h3]Other[/h3]
  • [p]Temporarily disabling Life Finds a Way to fix a performance issue when players have a significant amount of organic traps.[/p]
[p][/p]
Bug Fixes
  • [p]Fixed an issue with Kalos's thread Nature’s Fury. Special abilities now also properly receive cooldown reduction on killing blows. Killing blows from any hero ability now properly count instead of just Primary attack kills.[/p]
  • [p]Fixed Fractured Steps having the incorrect amount of starting coin.[/p]
  • [p]Fixed button size on modal widgets[/p]
  • [p]Fixed Exit button scale and placement on several menus[/p]
  • [p]Fixed incorrect instances of trap visibility when purchasing traps[/p]
  • [p]Fixed Spellbook duplicating unlocked entries[/p]
  • [p]Fixed trap upgrades not respecting unlocked traps when displaying locked traps[/p]
  • [p]Fix for gamepad cursor scroll action interfering with binding[/p]
  • [p]Fixed a Grenadier statue unlock issue[/p]
  • [p]Fixing light flicker during War Mage draft[/p]
  • [p]Fixing the objects and displays for the status effects in the codex[/p]
  • [p]Fixing trap grid issues on Drydocks[/p]
  • [p]Fixing trap grid on Fractured Steps[/p]
  • [p]Boom Barrels no longer affect friendlies, barricades or the Rift Crystal[/p]
[p][dynamiclink][/dynamiclink][/p][p][/p]

Orcs Must Die! x YouTooz - Official Plushie Orders Live

Oh no! Another wave of Orcs has spawned! Quick, protect the rift! Sitting at 9 inches tall with their mouth opening up to reveal a series of gross, round teeth protruding from pink gums, this Orc's yellow eyes stare out in different directions from above a wide nose as orange hair flicks out from the top of their head. Wearing simple light armor that crosses their chest in two bands and has a spike on the shoulder, matching wrist braces wrap around their arms as a maroon cloth hangs from the strap around their waist. This plush is packed to the seams with 100% PP cotton and is made of the softest minky material with accents of felt, absolutely perfect for cuddling or defending with!

For a limited time, you can bring home your own Light Orc!

Get yours now by following this link:
https://youtooz.com/products/light-orc-plush-9-inch

Magnum Orcus Update (LIVE NOW) - New Map, Lore, & More!

Welcome back, War Mages!

We're kicking off the summer hot with another exciting update, Magnum Orcus! With this update we wanted to focus on bringing more to the narrative of Orcs Must Die! Deathtrap for our fans. On top of this we're still dedicated to continued content and polish. Please continue to give us your feedback and join us in our official discord. Enjoy!

New Content

[previewyoutube][/previewyoutube]

[h3]Narrative Updates [/h3]
  • New dialogue plays the first time Missions 1, 2, and each Boss level is played.
    • Players on existing profiles will need to create a new profile to experience the new dialogue.
  • New cinematic added when defeating last Boss.
    • Players who have already defeated the last Boss can view the new ‘Final Cinematic’ as a video at Maximilian in the HUB.

[h3]Codex [/h3]
  • The Codex contains information relating to the Enemies, Status Effects, and Pickups of OMDD. It also includes a section on the History of OMD, to recap the story of the previous games and set the current state of the OMD world.
  • The Codex can be accessed at any of the stations in the newly opened Library section of the Order Fortress (HUB).

[h3]Enemy Figurines [/h3]
  • Enemy Figurines can be acquired by completing new Milestones or finding them hidden within levels.
  • Specifics for unlocking each Figurine can be seen within the Enemies’ page of the Codex.
  • Once collected, Figurines will be displayed within the Library of the Order Fortress.

[h3]Emotes [/h3]
  • Emotes can be accessed by opening the Communication Wheel and navigating to the new Emotes page or by holding the ‘Y’ key on Keyboard.
  • While emoting, players can move the camera around the character. Performing any action or taking damage will stop the Emote.

[h3]New Map[/h3]
  • Fractured Steps
    • Another Classic OMD map makes a return – with the Deathtrap reimagining

[h3]Skins [/h3]
  • Gabriella: Magic Mirror
    • Unlock after completing the milestone found in the wardrobe.
  • Maximilian: Magic Mirror
    • Unlock after completing the milestone found in the wardrobe.
Gameplay Adjustments


[h3]Heroes[/h3]
  • All Heroes now have Movement Abilities
  • Dev Notes: We’ve been hearing the feedback on how enjoyable it is to move around with Gabby and Max. They are spreading the joy and have taught the new War Mages their signature traits. Gabby and Max have received new traits to compensate them.
    • Double Jump: Maximilian, Vaan, Sophie, and Harlow
    • Blink: Gabriella, Wren, Kalos, Mac

[h3]Maximilian [/h3]
  • New Trait - “Strong Chin”: +1000 starting health.
  • Stun Bolt cooldown decreased from 20s to 15s.

[h3]Gabriella [/h3]
  • New Trait - “Sentinel Budget”: +5000 starting coin.

[h3]Harlow[/h3]
  • Henry’s base refire rate in both big and small forms lowered from 3 seconds to 2 seconds.
  • Henry’s AOE radius during Treat Time increased by 50%.
  • Pretty Lights cooldown reduced from 20s to 10s.
  • Windblast cooldown reduced from 25s to 15s.
  • Boom Barrel now does 10% of a target's maximum health as damage in addition to its base damage.

[h3]Mac [/h3]
  • Gravity Blast has 1 additional base charge.

[h3]Wren [/h3]
  • Proximity Orbs can be placed faster.
  • Proximity Orb activation range increased by 50%.
  • Proximity Orb projectile speed is doubled.
  • Trap Blast projectile speed increased by 50% to increase effective range.

[h3]Vaan[/h3]
  • Rift Orb cooldown decreased from 60s to 50s.

[h3]Kalos [/h3]
  • Berry Bush cooldown decreased from 30s to 20s.

[h3]Sophie [/h3]
  • Knife Throw cooldown decreased from 10s to 8s.
  • Knife Throw during a combo increased from 8 knives to 12 knives.
  • Shadow Form cooldown decreased from 45s to 40s.

[h3]Traps [/h3]
  • Orc Eater
    • Cooldown decreased from 20 to 16.
    • Mini Orc Eater damage increased from 200 to 300.
    • Mini Orc Eater cost is now half the default cost.

[h3]Threads [/h3]
  • Anti-Air now prioritizes Fliers instead of only targeting them. The double damage bonus will only affect Fliers. No longer mutually exclusive to Big Game Hunter.
  • Big Game Hunter now prioritizes large enemies instead of only targeting them. The double damage bonus will only affect large enemies. No longer mutually exclusive to Anti-Air.
  • Heavy Hookset now prioritizes Heavy Orcs instead of only targeting Heavy Orcs.

[h3]General[/h3]
  • Bosses now play a cutscene when killed and level immediately ends when the Boss is killed.
  • Removed a spawner on Patio Library that allowed Kobold Mounds to spawn directly behind the rift.
  • On Courtyards the first door was adjusted to be one spawner in order to improve performance.

[h3]Other [/h3]
  • Controller
    • Increase size of Controller Cursor
    • Controller Stickiness option added to Settings menu.
    • Added action buttons on most UI screens. Buttons can still be accessed using the Cursor.
Bug Fixes
  • Fixed an issue that allowed Unstable Rifts, Water Orbs, and Kobold Mounds to be launched by the Rift Burst ability.
  • Rift Barricade damage buff no longer stacks multiple times on a single trap. This was unintentional.
  • Fixed an issue with the Mini Orc Eater not being correctly buffed by the Go All In Thread.
  • Fixed an issue with the Organic Elixir not affecting the Orc Eater trap.
  • Fixed an issue on Resort where hunter enemies with no target just run to the Rift and wait.
  • Fixed an issue with Trap Surge locations appearing on the repeatable boss maps for Back Alley and Museum.
  • Various other minor bug fixes.

https://store.steampowered.com/app/2273980?snr=2_9_100003__apphubheader