Tower defense review
Orcs Must Die! 3 Review
Our Orcs Must Die! 3 review finds a strong co-op killbox with a 2021 price tag. Here is whether the campaign and DLC justify $29.99 in 2026.
Disclosure: we build Vesperwatch, a tower defense game. This review is editorially independent. How we review.
Best for Players with a co-op partner who want to build a killbox, fight in it, and replay maps for cleaner five-skull clears.
Skip if Solo players who want a pure tower defense game, or anyone who needs local split-screen.
- Developer
- Robot Entertainment
- Release
- 2021
- Platforms
- PC
- Price
- $29.99 on Steam (checked November 2026)
- Genre
- Action tower defense
- Fact-checked
- November 5, 2026
What works
- The killbox loop is excellent: barricades, tar and traps turn a corridor into a machine.
- Two-player online co-op shares the coin pool and doubles the chaos.
- War Scenarios and War Machines deliver a scale the earlier games did not.
- The free Drastic Steps campaign and Endless and Weekly modes extend the base game.
What fights you
- At $29.99, the base game is a hard sell five years after launch, especially solo.
- The two paid DLCs add scenarios and traps but are not included in the base price.
- Online co-op only; there is no local split-screen.
- Recent Steam reviews are weaker than the lifetime score, and repetition sets in.
Orcs Must Die! 3 is a tower defense game for players who would rather fight than watch. You build a killbox, then stand in it: the traps soften the wave, your weapon finishes it, and the coin from kills feeds the next layer. This Orcs Must Die! 3 review covers the Steam version, which costs $29.99, supports two-player online co-op and includes the free Drastic Steps campaign.
The action layer is the point. If you want a pure placement game, Defense Grid is cheaper and sharper. If you want to build a corridor of tar, spikes and ceiling pounders and launch an ogre into it, this is a very good version of that fantasy.
Orcs Must Die! 3 review: the short verdict
Buy it if you have a co-op partner and you enjoy replaying maps for cleaner five-skull clears. Skip it if you play solo, want a pure tower defense game or need local split-screen.
At $29.99, the base game is a 2021 release with a 2021 price. The free content bundled with it makes that easier to defend than the price alone suggests, but the value is still tilted toward players who will replay the campaign rather than finish it once.
What Orcs Must Die! 3 actually is
A third-person action game with a trap-based tower defense layer. You defend a rift from waves of orcs, kobolds, ogres and worse. During the build phase you place traps on floors, walls and ceilings, then start the wave and fight with a weapon, a secondary attack and trinkets. Coin comes from kills and is spent on more traps during the wave. Skulls are earned from mission performance and spent between missions on new traps, weapons and upgrades.
The trap roster covers barricades, tar, spikes, blades, arrow walls, ceiling pounders, spring traps, fire and acid. The interesting part is the chain. A barricade funnels a lane, tar slows it, a floor scorcher ignites it, a ceiling pounder knocks it down, and your weapon cleans up. The physics help: orcs can be launched, flipped and dumped into hazards, which makes a good killbox feel like a machine rather than a spreadsheet.
The base game includes the story campaign, War Scenarios, War Machines, Endless mode, Weekly Challenges and Scramble mode. War Scenarios are the scale showpiece: larger battlefields, bigger armies and oversized traps. The free Drastic Steps campaign adds another story arc. The paid DLCs, Cold as Eyes and Tipping the Scales, add scenarios, traps and enemies for $7.99 each.
The killbox is the game
Orcs Must Die! 3 is at its best when a plan comes together in the first thirty seconds of a wave. Put a barricade in the wrong place and the wave splits into two lanes you cannot cover. Put it in the right place and every enemy walks through the same tar pit, under the same pounder, past the same spike wall. The difference between a good map and a bad one is usually a single barricade.
That makes barricades the most important trap in the game, even though they deal no damage. They decide where the damage happens. The second most important is whatever slows the queue: tar, ice, a well-placed push. Damage traps are interchangeable; crowd control is not.
The action layer matters because traps have cooldowns. Between triggers, you are the DPS. A player who stands back and watches the traps loses to one who uses the weapon to finish heavies, cover a leak and keep the combo going. The traps build the puzzle; the weapon solves the moment.
Co-op changes the maths
Two-player online co-op is the reason to buy this game rather than one of its cheaper rivals. The coin pool is shared, so every trap is a group decision. One player can anchor the main lane with barricades and control while the other roams, covers flyers and handles the heavies. The enemies scale up, so the second player is not a victory lap; the map gets harder as well as busier.
The etiquette is simple: do not sell your partner's traps without asking, do not duplicate the same role, and agree on the funnel before the first wave. A shared coin pool means a bad purchase is not just your bad purchase. If you have a regular partner who enjoys arguing about barricade placement, this is a strong pick. If you do not, the solo game is functional but quieter.
The Steam version is online co-op only. There is no local split-screen, so two people on one couch cannot play together without a second setup.
Where the action/TD hybrid succeeds
The fantasy is coherent. Everything points at one idea: build a deathtrap, then fight inside it. The traps, weapons, physics and coin economy all reinforce that loop. Few hybrids feel this unified.
The maps reward rethinking. A first clear is about survival. Community guides describe the five-skull breakdown as four for keeping every enemy out of the rift and one for beating par time. Those are different problems, so the same map has at least two lives.
War Scenarios deliver scale. The normal maps are corridors; War Scenarios are battlefields. The oversized War Machines give the mode a different rhythm and the closest thing to spectacle.
The free content is generous. Drastic Steps, Endless, Weekly Challenges and Scramble all come with the base game. The paid DLC is optional, not a gate on the main campaign.
Where it frustrates
The price is the biggest issue. $29.99 is not unreasonable for a co-op game with this much content, but it is a lot for a 2021 release competing with cheaper, sharper tower defense games. The Complete Bundle was $39.99 at the time of checking, which is the better deal if you want the DLC; the base game alone is a harder sell.
Repetition sets in. The campaign is built around replaying maps for better scores, but the enemy roster and trap combinations start to repeat before the credits. If you are not motivated by five-skull clears, the back half can feel like work.
The action layer can overwhelm the planning. A skilled player can carry a mediocre killbox with weapons and trinkets. That is good for solo survivability and bad for the purity of the tower defense fantasy.
Recent sentiment is weaker. The lifetime Steam score is 85% positive, but the recent sample was 76% from 38 reviews at the time of checking. That is a small sample, so treat it as a signal rather than a verdict.
Beginner strategy: build a funnel, not a museum
- Start with barricades and one control trap. Do not spend your first coin on five damage traps. A barricade that forces a single lane plus a tar trap is worth more than a scatter of spikes.
- Put damage after control. The kill zone should be a sequence: slow, group, damage, finish. A ceiling pounder over a tar pit beats one in an open corridor.
- Cover all three trap surfaces. Floor, wall and ceiling slots are separate economies. A floor-only build leaves free damage on the table.
- Upgrade a small loadout. Skulls are limited. Pick the traps you bring and make them reliable. Refund upgrades when you test a new plan.
- Use your weapon between cooldowns. The traps are the opening; you are the closing. Finish the heavies, cover the leaks and keep the coin coming.
- In co-op, split the map before the first wave. One player anchors the main lane, the other covers flyers and leaks. Two people editing one funnel is how runs die.
- Chase five skulls after you know the map. Four come from keeping every enemy out of the rift; the fifth from beating par time. Trying both on a first clear usually produces neither.
- Pick your difficulty deliberately. Apprentice is for learning, War Mage is the intended challenge, and Rift Lord is for players who know the trap interactions.
Is $29.99 the right price?
| Spec | Orcs Must Die! 3 | Defense Grid | Mindustry | Vesperwatch (our game) |
|---|---|---|---|---|
| Price | $29.99 | $9.99 | $9.99 | Free |
| View | Third-person action | Top-down purist | Top-down factory | Browser third-person |
| Multiplayer | Two-player online co-op | None | Co-op and PvP | None |
| Best at | Killbox chaos | Mazing and score attack | Automation | No-install defense |
The comparison is not a ranking. Defense Grid is a stronger pure tower defense game for $9.99; Mindustry is the better systems rabbit hole; Orcs Must Die! 3 is the better choice if you specifically want to fight inside your own killbox with a friend.
Who should buy it
Buy Orcs Must Die! 3 if you have a co-op partner and both enjoy replaying maps for cleaner clears. Buy it if you want a game where the trap plan and the action plan are the same plan. Buy it if you have played the earlier Orcs Must Die! games and want the biggest version of the formula.
Buy the Complete Bundle if you know you want the DLC. Buy the base game first if you are unsure; the free Drastic Steps campaign is enough to tell you whether the loop sticks.
Who should skip it
Skip it if you play solo and want a pure tower defense game. Defense Grid and Kingdom Rush are cheaper and more focused. Skip it if you need local co-op, or if you are not interested in replaying maps for scores.
Skip it if $29.99 is a stretch. The game is good, but it is not so good that it erases the value of the cheaper alternatives in the same genre.
Verdict
7.9/10. Orcs Must Die! 3 is a strong version of the action/tower defense hybrid: a coherent killbox fantasy, solid co-op and enough free content to justify a return. The price, the repetition and the online-only co-op keep it out of the top band.
If you have a partner and you want to build a machine together, buy it. If you want a purer placement puzzle, read our Defense Grid review instead; if you want the factory version, read Mindustry.
Quick answers
Orcs Must Die! 3 FAQ
Is Orcs Must Die! 3 co-op?
Yes, two-player online co-op. The Steam version does not support local split-screen.
How long is Orcs Must Die! 3?
The base campaign is a full story mode, and the free Drastic Steps campaign, Endless mode, Weekly Challenges and Scramble mode add replayable content. A first pass is a campaign-length commitment; five-skull clears take longer.
Is the $29.99 price justified?
For a co-op pair who will replay maps and chase five-skull clears, yes. For a solo one-and-done, the value is thinner; compare the Complete Bundle price and the current discount before buying.
Are the DLCs required?
No. Cold as Eyes and Tipping the Scales add scenarios, traps and enemies. The base game includes the free Drastic Steps campaign and the main modes.
Does Orcs Must Die! 3 have local co-op?
No. Co-op is online only on Steam.
Evidence
Sources and fact-check
Facts were checked against the sources below on November 5, 2026. Prices and patch contents can change after that date. This is a research-based editorial assessment: we assessed the documented systems, store information and a sample of recent player reports rather than a supervised playthrough. It is not a sponsored post.
- Orcs Must Die! 3 on Steam
- Robot Entertainment — Orcs Must Die! 3
- Orcs Must Die! 3 Steam news and updates
- Orcs Must Die! 3 Complete Bundle
- Orcs Must Die! 3 release and DLC history (Wikipedia)
- Rift Lord's Guidebook (Steam community guide)
- Vesperwatch review methodology
What we verified: store price, platforms, developer, release window, documented systems and current player sentiment.
What we did not verify: We did not verify a five-skull route on every map; the skull breakdown is attributed to community guides.