Orcs Must Die! 2 - Complete Pack
Co-op tower defense with satisfying orc-shredding, deep trap combos, and enough build variety to keep you theorycrafting long past the first run.
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About Orcs Must Die! 2 - Complete Pack
Orcs Must Die! 2 is a third-person action tower-defense hybrid where you place traps, cast spells, and personally wade into combat to stop waves of orcs from reaching a rift. It sits somewhere between a pure strategy game and an action-RPG, and that blend is exactly what makes it click. You pick a character, load up a loadout of traps and weapons from an expanding roster, and then spend each level frantically managing both your placement grid and your own survival. The sequel added a second playable character, the Sorceress, and with her came the headline feature: two-player co-op. Playing with a friend transforms the game. One person can focus on macro trap layouts while the other harasses the front line, and the enemy counts scale up to match, so the chaos stays real. The trap synergy system is where the real depth lives. Springboards launch orcs into grinders. Tar slows them into arrow-wall kill corridors. Ceiling zappers chain-stun clusters while you lob explosive crossbow bolts from the high ground. Learning which combinations shred which enemy types, including the bigger trolls, armored knights, and flying variants that show up mid-campaign, is genuinely engaging systems design. A skull-currency upgrade tree lets you specialize traps over multiple playthroughs, and the Nightmare difficulty tier punishes sloppy layouts hard enough to push real optimization. There is meaningful build variety here, not just cosmetic choices. The writing is not the reason you are here. The War Mage and the Sorceress have banter, the villain has a motivation, and the lore exists, but it is light scaffolding for the trap-laying, not a narrative you will think about afterward. Filler is present too: some of the mid-campaign maps are essentially the same geometry reshuffled, and grinding skulls to max every trap unlock can feel slow if you are methodical about it. The campaign is not long by RPG standards, maybe six to ten hours depending on difficulty, but the replayability comes from chasing high scores on each map and experimenting with loadout swaps rather than from story replay value. For a game released in 2012, the Complete Pack bundles the base game with the Family Ties co-op campaign and the Are We ThereYet? expansion, which adds new maps and pushes the total content well past what the base release offered. Performance on modern hardware is smooth and undemanding. The controls feel slightly stiff in solo play when the action gets dense, since you are simultaneously a trap engineer and a front-line fighter, but co-op filing that responsibility gap makes the moment-to-moment feel much tighter. Solo is fine; co-op is the actual intended experience and the reviews reflect that. If you want a story-rich RPG with branching consequences and weighty character arcs, look elsewhere. If you want a game that makes trap theory a genuinely satisfying puzzle and lets you watch a perfectly routed column of orcs get mulched by your own cleverness, Orcs Must Die! 2 delivers that loop with polish and good humor. It earned its very positive rating honestly. Monika, Scout Team
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Game Info
- Developer
- Robot Entertainment
- Publisher
- Robot Entertainment
- Release Date
- Jul 30, 2012
