
Orczz
If your Plants vs. Zombies nostalgia needs a medieval skin and you have an afternoon to spare, Orczz scratches the itch - just know the unit cooldown system fights you the whole way.
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About Orczz
I went into Orczz expecting a light tower defense distraction and came out with a genuine appreciation for what Camel 101 was attempting, alongside a spreadsheet of frustrations I couldn't ignore. The core loop is a five-lane grid defense that wears its Plants vs. Zombies inspiration openly: orcs march left to right, you place units to stop them, dead enemies drop coins you need to scoop up fast or lose forever, and catapults serve as your last-resort back line. It is unpretentious, approachable, and takes about ten minutes to understand at a mechanical level. For newcomers to the genre, that is genuinely a strength. The roster is the most interesting thing Orczz has going for it. Across a story-driven campaign spanning 6 distinct areas, you work through 40 different units - starting with basic swordsmen knights and gradually unlocking archers, axemen, and more capable fighters. The pre-battle hiring screen asks you to spend your earned coin at the barracks before a wave, choosing which units to bring in rather than buying them reactively mid-fight. That meta-layer of squad composition is where the most interesting decisions happen, and for a sub-five-dollar title, having 40 units to experiment with across those areas is a reasonable content offer. Minigames punctuate the campaign and add some variety to what would otherwise be a pretty flat session structure. Here is the mechanical wrinkle that will determine whether you finish the game or refund it: placing any unit during a wave resets the cooldown charge on every other unit simultaneously. That means putting down a cheap swordsman to plug a lane doesn't let your archer charge in the background - it starts everyone's clock over. As a strategy habit, it trains you to do nothing until your best unit is ready, which collapses most of the interesting micro-decisions that lane defense games usually reward. Combine that with a coin-pickup system that punishes you for watching the field instead of click-hunting gold, and the pressure management gets more tedious than tense. Steam users land it at a mixed 69% positive score from a small review pool, and that split feels accurate. There is no mod support, no multiplayer, no difficulty-scaling challenge modes beyond the three preset difficulty tiers including Casual. The 2D cartoony art style is functional and readable, if not especially polished next to contemporaries. For someone brand new to tower defense, Orczz is a reasonable low-friction entry point - the lane logic is clear, the humor is light, and the campaign gives you enough levels to build real familiarity with placement strategy before it demands anything difficult. For veterans, the missing depth and the cooldown quirk will likely feel like a ceiling hit very early. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 512 MB RAM
- DirectX
- Version 8.0
- Storage
- 153 MB available space
- Processor
- 1.2 Ghz
Recommended
- OS
- Windows 7 64-bit
- Memory
- 1 GB RAM
- DirectX
- Version 8.0
- Storage
- 153 MB available space
- Processor
- 1.8
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Game Info
- Developer
- Camel 101
- Publisher
- Camel 101
- Release Date
- Nov 17, 2016
