
Sir, We Have an Orc Problem launched on Steam on July 28, and its two-person development team has already reported $361,657 in gross revenue during the first 24 hours. The tower defense game was also sitting at No. 15 among Steam’s best-selling games at the time of the report.
Developed by Mumpitz Games, the project took only four months to make. Its basic pitch is wonderfully direct: place and upgrade turrets, then watch them tear through huge waves of green orcs. Physics play a major role, with enemies piling into choke points and creating dense crowds for abilities such as bombing runs.
The game costs $10, or $9 during its 10% launch discount. It also had an 89% positive rating from 550 Steam reviews, giving the early sales result some strong player feedback behind it.
In a post-mortem shared on Reddit, Mumpitz co-lead KaTeKaPe explained that the studio started with three people before becoming a two-person team after the release of Tiny Auto Knights in November 2025. KaTeKaPe and their development partner had each spent more than 10 years programming, including more than half that time working professionally in games.
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Tiny Auto Knights took roughly a year and a half to develop. After platform, publisher, and other cuts, it brought in around $30,000 over nine months. That result pushed the team toward a smaller project and a two-person structure.
The contrast with the new game was immediate. The developers said they built the four-month project around an early physics-based tower defense prototype, then expanded it to support enormous enemy crowds. They credited Outhold, another incremental tower defense game, as a key source of inspiration.
Mumpitz first showed prototypes through social media posts. Players soon began asking for a Steam page, and the page went live on April 9. A successful demo during Steam Next Fest helped build a queue of wishlists before launch. The team said it spent no money on marketing beyond $200 for the Best Indie Games showcase.
KaTeKaPe also gave a refreshingly honest assessment of the game’s visual presentation in a follow-up Reddit comment. After someone described the project as proof that strong gameplay can carry a game without major artistic skill, the developer agreed that it looked rough and said the team might make it prettier soon.
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The developers said the sales and ranking still felt hard to process, while also pointing to luck and the current opportunities available to small teams. Their advice was simple: put a game in front of people through social media, playtests, or other public demos, then judge the response quickly. If the response is not there, developers can decide whether to finish the project for personal reasons or move on.
For now, Sir, We Have an Orc Problem is a clear reminder that a compact idea, a short production cycle, and a strong gameplay hook can find a large audience on Steam.
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