Orcs Must Die! Deathtrap: 4-Player Co-Op, New Mages, and Epic Bosses Revealed!

Ever since the initial release of the Orcs Must Die! series in 2012, it has been consistently refreshing the tower defense genre with innovative approaches. Now, four years following the last installment, Robot Entertainment has unveiled a new game titled Orcs Must Die! Deathtrap. Unlike previous versions, Deathtrap integrates roguelike aspects into its gameplay mechanics, with the intention of yet again reinventing the strategy genre.

Beyond incorporating roguelike elements, Orcs Must Die! Deathtrap marks a significant leap as it’s the first installment in the series to offer a four-player cooperative mode, an upgrade from the two-player experience seen in OMD! 3. Newly introduced in Deathtrap is a new generation of Mages, while fan favorites like Max remain part of the roster. In this new chapter of the series, Game Rant interviewed game director Kyle Snyder to discuss the thought process behind Orcs Must Die! Deathtrap. (This interview took place prior to the game’s release. The transcript has been edited for clarity and brevity.)

How Orcs Must Die! Deathtrap Sets Itself Aside from Its Predecessors

Discuss the reasoning behind making Deathtrap the first Orcs Must Die! game to feature four-player cooperative play.

Snyder: For a considerable period, fans have been clamoring for four-player cooperative gameplay. In the past, it was deliberately steered clear of due to several factors, but the main concern was that the game had been designed primarily for solo play, making it challenging to strike a balance between the experiences of both sets of players. Nevertheless, I’ve always shared the enthusiasm for four-player cooperative play, and over the past ten years working on Orcs Must Die!, I’ve been brainstorming ways to address this issue. When I was offered the chance to spearhead this new installment, I was eager to put my ideas into action right away.

Our team is quite pleased with the equilibrium achieved between single-player and cooperative modes. It required careful planning: managing enemy wave pacing, strategically placing Rift Points, adjusting enemy health, designing levels with thoughtful care, eliminating time pressure between waves, and enabling players to place numerous barricades at level start for a strong strategic foundation. I encourage fans of Orcs who might be concerned about our four-player co-op feature to give it a try and witness the attention we’ve devoted to ensuring a well-balanced experience for all. If you have friends or wish to make some in our lobbies, the game is an exciting adventure in cooperative mode.

How would you describe the main difficulties encountered when integrating roguelike features into the OMDD franchise?

Snyder: Our team may be small, yet for creating a game such as this, it’s crucial to have numerous results. This ensures players experience diverse building options and significant choices during each playthrough. From the outset, I was resolute about avoiding straightforward stat enhancements as the only player decisions. While they are necessary for progression, we require an abundance of engaging elements, like amplifying the size of your Flip Trap threefold or altering the elemental damage of your crossbow to shoot fire.

The task was about creating effective systems and instruments for seamlessly incorporating design concepts, programming, and artwork into the game. As a result, we’ve managed to include seven playable War Mages, more than 30 traps, and almost 500 Threads (bonuses). It requires a lot of adjustments (even though some faulty builds can be entertaining), but we’ve ensured that each playthrough offers a distinct experience.

Q: How did the team work to innovate on the roguelite elements? How does meta-progression work?

Snyder: What sets us apart in Orcs Must Die! Deathtrap is the way we allow players to increase the risk as they progress. Unlike many roguelites that compel you to move forward until you either fail or reach the end, we provide players with a choice at the end of each level: “Do you want to keep all the experience you’ve earned and exit, or do you dare to wager half of it and take on a tougher, more challenging level?” The next level is also selected by the player from a set of three random maps, each with its own unique, randomly generated challenge called “Distortions.

In this game, Distortions can pose challenges such as raising trap costs or intensifying enemy waves, and they accumulate throughout your gaming session. The player is faced with numerous strategic choices: Should we face a boss for additional experience? Which Distortion should we tackle? What threads should we choose? What traps should we set up? Who are the War Mages we’ll deploy? These decisions can make or break the game, offering immense replay value. However, they also introduce an element of ‘risk versus reward,’ creating a sense of tension. Once your run ends, you return to the Order Fortress to level up your characters and traps with the experience earned, hoping to progress further in the next run.

Was there any particular input or suggestions from loyal fans that influenced the development path of OMDD (One Piece: Unlimited World Red)?

To ensure greater transparency and community involvement, I made significant decisions based on feedback from the gaming community. This wasn’t just about introducing four-player co-op and special hero abilities; it was about incorporating their ideas at every stage. We began with small-scale playtests involving seasoned players, followed by larger tests to gather feedback. You can find me daily in the OMD Discord discussing the game. This early and frequent interaction gives me greater confidence in the final product, and it’s also more enjoyable for everyone involved. While I may not always be able to fulfill their every wish, their input significantly improves the game.

During our initial major technical trial run, it was discovered that the number of barricades was excessively limiting and hard to manage. Despite our attempts to make adjustments, it simply wasn’t enjoyable enough. I appreciate the updated design of the barricades, but it definitely required fine-tuning. After discussing with fans on the OMD Discord server for a few hours, I managed to gather the necessary leads and we were able to release a patch to boost the number of barricades. The second half of that playtest received significantly more positive responses.

What’s New in Orcs Must Die! Deathtrap

Is there any fresh character skill or trap that might catch the players’ attention as being especially engaging?

User: I’m genuinely enjoying the Cursed Ground trap. It’s a sizable floor trap that gathers the spirits of slain foes when they stand on it, boosting the damage the trap inflicts. Apart from its eerie and stylish appearance, it’s engaging to fine-tune your trap setup to make enemies perish in a particular area.

Regarding the game’s features, what particularly excites me is witnessing creative and powerful synergies among players, often resulting in seemingly “broken” or overpowered combos. For instance, a typical sniper shot from one character might deal around 1,000 damage, but with clever use of Threads and abilities between two characters, we were able to boost that to an astonishing 97,000-damage headshot! This kind of exploration is fascinating, and I feel like we’ve barely scratched the surface.

Question: Discuss the process of creating characters like Kalos and Sophie, who are fresh War Mages with distinct animal traits.

In our game, Kalos and Sophie are our transformed bear and cat characters. Previously, we had various animal characters in Orcs Must Die! Unchained, and I was thrilled to reintroduce a variety of fantasy races into the mix. Although they underwent some changes, we’re pleased with their new appearances. Kalos is the quiet and powerful one among them, armed with a massive hammer and also harnessing nature’s power for self-healing and supporting his allies. We believe the bear’s strength and healing qualities make it an ideal representation of Kalos’ character traits.

Among the characters in the game, Sophie is the one I find most appealing in terms of design, and she has proven quite popular during playtests. She’s our take on the “edgy” character, similar to Rocket Raccoon – she may appear cute, but don’t let that fool you. In essence, Sophie is a diminutive calico who wields daggers, thrives on bloodshed, and adores death, even summoning a skeleton warrior. Yet, she also embodies the sassiness that I personally love in real-life calicos, which may have influenced her character to some extent. While we won’t limit ourselves to just bears and cats, you can expect an array of diverse characters in the future.

Do any formidable Orc leaders exist in the game that players would look forward to battling against? Could you share some insights on the way Overwatch: Mists of Dreadlands Development (OMDD) designs boss fights?

Are there any intimidating Orc commanders in the game that players would be excited to engage in combat with? Can you give us some details about how Overwatch: Mists of Dreadlands Development (OMDD) approaches designing boss battles?

As a fan: Without a doubt, Tudd the Reclaimer stands out as my top pick among them all! This orc warlord, unlike any other, has absorbed the remnants of Vorwick, the final boss from OMD! 3, to harness his own magical powers. However, he’s far from intelligent – more like a bumbling fool. During the battle in the coliseum, he even manages to disable your traps while boasting about himself! This is the first time in the series that bosses have voiceover lines, allowing us to hear their unique reasons for wanting to rule the orcs and eliminate the Order War Mages. Listening closely during the fight gives us a glimpse into their distinct motivations.

In this new update, we’ve significantly transformed the way boss fights occur within the game. Previously, I felt they lacked depth. Instead of having a single, powerful minion in the final wave as before, our revamped boss levels now consist of one continuous wave. Upon entering the level, all doors are open, allowing you to strategically place numerous rune coins for setting traps. The boss, unlike the orcs who rush towards the Rift, will either support their troops or pursue the player, making each encounter more dynamic and challenging.

The Roadmap for Orcs Must Die! Deathtrap

Question: During an earlier conversation with Game Rant, you hinted at the possibility of players being able to control Gabriella in OMDD. Can you provide any additional details about when she will be available for play or what her abilities might be?

Assistant: Indeed, we’re currently refining her features, making her even more exceptional. Here are some updates: she’s undergoing a makeover to prepare her for combat, and I believe the fans will be thrilled with the result; she’s also acquiring enhanced arcane magic and status effects, which were intentionally missing in the original game; lastly, could Gabriella truly be herself without a touch of enchantment?

Q: What should OMDD players expect throughout 2025?

Snyder: In the near future, we’ll unveil a comprehensive plan with more details, but right now, we’re busy working on some thrilling updates. You can expect Gabriella and a new map called Resort Canal to arrive shortly after our launch, along with a few other fun surprises. Throughout the year and beyond, we have plans to add more traps, War Mages, enemies, game modes, and maps. Although I’m not at liberty to discuss all aspects of monetization (it’s above my paygrade), I can assure you that every map will be available for free to all players. Furthermore, I am still working on integrating player feedback into future features, and this will become increasingly crucial as more people get their hands on the game.

Q: Is there anything else you’d like to say to players ahead of launch?

As a gamer myself, who’s deeply rooted in the world of Orcs Must Die!, I can’t help but feel a strong connection to this series. It’s been an integral part of my journey as a game developer, and with Deathtrap, we’re not just innovating, we’re honoring the essence of what made this franchise great in the first place. I sincerely hope that longtime fans can see the nostalgia woven into every level, and for those newcomers, welcome aboard! This one’s said to be the best yet. Oh, and let me tell you, the soundtrack is an absolute banger, thanks to Phill Boucher who’s really brought the heat with his compositions. Give it a listen!

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2025-01-31 15:25