Compara los precios de Orcs Must Die! 3 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Robot Entertainment. Publicado por Robot Entertainment. Lanzado el 23/7/2021. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie, Strategy. Puntuación Metacritic: 77/100.

If you have a co-op partner and a taste for engineering orc deaths on a spreadsheet, this trap-placement hybrid will swallow your evenings whole. Solo players, budget an extra dose of patience.

My first instinct with any hybrid strategy game is to ask: where does the decision-making actually live? With Orcs Must Die! 3, the answer is in the prep phase, specifically in how you arrange spike floors, wall-mounted arrow launchers, ceiling tractor beams, acid geysers, and boom barrel catapults before a single green body comes barreling through the gate. That placement puzzle is where the game earns its keep. Each level hands you a fixed budget, a map full of corridors and choke points, and a ghost-orc preview system that updates in real time as you drop barricades to reroute the horde. Watching your planned kill zone validate itself wave after wave is quietly satisfying in the way a well-optimized build order is satisfying: you made the right calls before the chaos started. The between-wave loadout loop is where strategy players will feel most at home. Skulls earned per level gate trap and weapon upgrades, and you can respec freely between stages, which sounds flexible until you realize different enemy compositions on different maps genuinely demand different kits. Trolls are weak to fire; fire lords are immune to it entirely. Gnolls ignore barricade routing to go destroy your placed archers. Heavy ogres cannot be spring-flipped off ledges. Each new enemy type is effectively a constraint added to your optimization problem, and the game keeps stacking those constraints all the way to the late-campaign and Endless mode runs. That depth holds up. The skull economy is a mild friction point: the main campaign is stingy enough with rewards that unlocking a substantial trap roster requires grinding Endless or Scramble modes, which may frustrate players expecting to open the full toolkit through story progress alone. Scramble mode is worth singling out because it is the most interesting structural addition in the package. Five consecutive levels share a single pool of Rift points, and before each stage you pick one buff and accept one debuff from a randomized pair. Accumulating modifiers across a run produces genuinely weird scenarios: floor traps half-price but enemies immune to lightning, or reduced mana costs combined with armored orc variants that shrug off arrow walls. It nudges you out of a default setup and forces real mid-run adaptation. Endless mode, by contrast, is pure attrition theater and a high-score chase, and it can run three hours before frame rates start to buckle under the enemy count. Both modes extend the life of the game well past the two main campaigns. War Scenarios are the headline addition and the weakest link. The concept is ambitious: massive open battlefields, mountable catapults you can literally jump into, mega flip traps that launch ogres skyward, boom barrel launchers with pyrotechnic range. In practice, the optimal play in most War maps collapses back to funneling enemies into a dense corridor and stacking damage there, which undercuts the epic-scale fantasy the mode is going for. Some maps do force trickier multi-front management, but the consensus from players and critics alike is that War Scenarios feel like long versions of regular maps rather than a genuinely different strategic layer. The direct combat abilities, your crossbows, the saw blade launcher whose ricochets can fill an archway with spinning death, and the freeze-bomb secondary fire, are serviceable and fun for cleanup but intentionally shallow. This is not an action game wearing strategy clothing; the trap engineering is the game, and the combat is there to keep you from zoning out during waves. For newcomers, the onboarding is lighter than it should be. The game assumes some series familiarity and does not always explain trap interactions or elemental weaknesses with enough clarity. That said, the lower difficulties are forgiving enough (no death penalty; you simply respawn at the Rift), and the ghost-orc routing preview removes a lot of the guesswork that would otherwise punish first-time players. Approached on Normal with a co-op partner, this is a genuinely accessible entry point into a niche genre. Approached solo on the hardest Rift Lord difficulty, it is a constraint-satisfaction problem with a timer. Diego, Scout Team

Orcs Must Die! 3

Orcs Must Die! 3

23 jul 2021Robot Entertainment
GamerScout opina

If you have a co-op partner and a taste for engineering orc deaths on a spreadsheet, this trap-placement hybrid will swallow your evenings whole. Solo players, budget an extra dose of patience.

PCXbox
Mejor precio disponible
2,29 €
en Kinguin
Mínimo registrado: 0,53 €
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Veredicto de GamerScout

Best for co-op duos who enjoy pre-wave planning puzzles; solo strategy fans should expect a steeper grind and fewer breathing rooms.

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Historial de precios

Mínimo registrado
0,53 €6 jun 2026
Mejor precio actual
2,29 €
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0,25 €1,21 €2,18 €3,14 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
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Acerca de Orcs Must Die! 3

My first instinct with any hybrid strategy game is to ask: where does the decision-making actually live? With Orcs Must Die! 3, the answer is in the prep phase, specifically in how you arrange spike floors, wall-mounted arrow launchers, ceiling tractor beams, acid geysers, and boom barrel catapults before a single green body comes barreling through the gate. That placement puzzle is where the game earns its keep. Each level hands you a fixed budget, a map full of corridors and choke points, and a ghost-orc preview system that updates in real time as you drop barricades to reroute the horde. Watching your planned kill zone validate itself wave after wave is quietly satisfying in the way a well-optimized build order is satisfying: you made the right calls before the chaos started. The between-wave loadout loop is where strategy players will feel most at home. Skulls earned per level gate trap and weapon upgrades, and you can respec freely between stages, which sounds flexible until you realize different enemy compositions on different maps genuinely demand different kits. Trolls are weak to fire; fire lords are immune to it entirely. Gnolls ignore barricade routing to go destroy your placed archers. Heavy ogres cannot be spring-flipped off ledges. Each new enemy type is effectively a constraint added to your optimization problem, and the game keeps stacking those constraints all the way to the late-campaign and Endless mode runs. That depth holds up. The skull economy is a mild friction point: the main campaign is stingy enough with rewards that unlocking a substantial trap roster requires grinding Endless or Scramble modes, which may frustrate players expecting to open the full toolkit through story progress alone. Scramble mode is worth singling out because it is the most interesting structural addition in the package. Five consecutive levels share a single pool of Rift points, and before each stage you pick one buff and accept one debuff from a randomized pair. Accumulating modifiers across a run produces genuinely weird scenarios: floor traps half-price but enemies immune to lightning, or reduced mana costs combined with armored orc variants that shrug off arrow walls. It nudges you out of a default setup and forces real mid-run adaptation. Endless mode, by contrast, is pure attrition theater and a high-score chase, and it can run three hours before frame rates start to buckle under the enemy count. Both modes extend the life of the game well past the two main campaigns. War Scenarios are the headline addition and the weakest link. The concept is ambitious: massive open battlefields, mountable catapults you can literally jump into, mega flip traps that launch ogres skyward, boom barrel launchers with pyrotechnic range. In practice, the optimal play in most War maps collapses back to funneling enemies into a dense corridor and stacking damage there, which undercuts the epic-scale fantasy the mode is going for. Some maps do force trickier multi-front management, but the consensus from players and critics alike is that War Scenarios feel like long versions of regular maps rather than a genuinely different strategic layer. The direct combat abilities, your crossbows, the saw blade launcher whose ricochets can fill an archway with spinning death, and the freeze-bomb secondary fire, are serviceable and fun for cleanup but intentionally shallow. This is not an action game wearing strategy clothing; the trap engineering is the game, and the combat is there to keep you from zoning out during waves. For newcomers, the onboarding is lighter than it should be. The game assumes some series familiarity and does not always explain trap interactions or elemental weaknesses with enough clarity. That said, the lower difficulties are forgiving enough (no death penalty; you simply respawn at the Rift), and the ghost-orc routing preview removes a lot of the guesswork that would otherwise punish first-time players. Approached on Normal with a co-op partner, this is a genuinely accessible entry point into a niche genre. Approached solo on the hardest Rift Lord difficulty, it is a constraint-satisfaction problem with a timer.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

auto-admittedTrap CombosRoguelite ModifiersCo-op RequiredWave DefenseSkill-Floor FriendlyLoadout OptimizationHorde ManagementRespec-Heavy

Requisitos del sistema

Mínimos

OS
Windows 7
Processor
Intel Core i5-2300 | AMD Ryzen 3 1200
Memory
6 GB RAM
Graphics
Nvidia GeForce GTX 660, 2 GB | AMD Radeon HD 7870, 2 GB

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OS
Windows 10
Processor
Intel Core i5-9600K | AMD Ryzen 5 3600X
Memory
8 GB RAM
Graphics
Nvidia GeForce GTX 1060, 3 GB | AMD Radeon RX Vega 64 Stora…

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Reseñas y valoraciones

Metacritic
77
Steam
86%(14,819)

Información del juego

Desarrolladora
Robot Entertainment
Distribuidora
Robot Entertainment
Fecha de lanzamiento
23 jul 2021

Características

Single-playerMultiplayerCo-opOnline Co OpSteam AchievementsFull controller supportSteam Trading CardsSteam Cloud+3 más

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¿Cuánto cuesta Orcs Must Die! 3?

A 15 de agosto de 2026, la oferta más barata disponible de Orcs Must Die! 3 es €2.29 en Kinguin, de entre 31 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Orcs Must Die! 3 más barato?

El precio más bajo disponible que seguimos para Orcs Must Die! 3 es €2.29 en Kinguin (15 de agosto de 2026). Comparamos 31 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Orcs Must Die! 3?

Orcs Must Die! 3 está disponible en PC, Xbox.

¿Cuándo se lanzó Orcs Must Die! 3?

Orcs Must Die! 3 se lanzó el 23 de julio de 2021.

¿Quién desarrolló Orcs Must Die! 3?

Orcs Must Die! 3 fue desarrollado por Robot Entertainment.

¿Merece la pena comprar Orcs Must Die! 3?

Orcs Must Die! 3 tiene una puntuación Metacritic de 77/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.