100,000 orcs walk at you at once in a top-down tower defense game. Turrets do not auto-target: you place each gun and aim its firing cone yourself. Seven orc types break seven different weapons. Every attempt pays scrap, so losing still makes you stronger.
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Match strength key:80+65+50+<50Orcar Inte Mer
SteamAbout Orcar Inte Mer
One hundred thousand orcs are walking toward your base at the same time.
Not a hundred. Not a thousand. A hundred thousand, all on screen at once, pouring down every lane on the map in a green river that does not stop coming. You get a handful of guns and a patch of high ground, and you have to work out how to turn that into a wall.
You will not manage it on the first try. That is fine. Every attempt pays.
AN UNREASONABLE NUMBER OF ORCS
The horde is simulated on the GPU, so the number on screen is the real number. The final level sends 354,304 orcs and the field holds up to 120,000 of them at once, each one walking its own path, piling up against your kill zones and flowing around them. The blood and the bodies stay where they fell, which turns the map into a heat map of where your defence actually worked and where it quietly did not.
SEVEN ORCS, EACH BUILT TO BREAK SOMETHING
No single loadout answers all of them. Your composition has to change, and the level will tell you exactly which part of it you got wrong.
YOUR TURRETS DO NOT AIM THEMSELVES
Every gun you place points one way and fires in a cone. Aim it down the lane and it kills for the entire wave. Aim it ten degrees off and it spends the battle shooting at rock while the orcs walk past. That decision, where the gun goes and which way it faces, is the whole skill of the game.
Not one turret picks its own target. Even the mortars drop their shells on the ground you chose, so a battery firing into empty terrain will happily keep doing it until you move it.
Eleven turrets across seven genuinely different fire modes: travelling projectile, continuous cone, omnidirectional chain, indirect lob, bouncing beam, a travelling vortex that shoves what it passes through, and a coil that drains the horde into a reservoir and gives it back all at once.
FOUR ABILITIES THAT COMBO
Freeze the spawn with the Cryo Beam. Let the horde stack up into a solid block. Nuke the block.
The Carpet Bomb walks a bomb line down a lane you drag. The Concussion Charge kills almost nothing and throws everything, which is how you buy a lane back. The Ion Lance is eighteen pixels wide and deletes the one thing in the lane that matters. Every ability was designed to set up a turret, or be set up by one.
YOU LOSE FORWARD
Scrap from a failed run buys nodes on a 276-node talent constellation across nine branches, and respec is free and unlimited, so no build is ever a trap. Your turret layout saves per map, which means a retry is "move two guns", not "start again from nothing".
Six restriction challenges sit on top of the campaign, and no two of them ask the same question: clear a level with one kind of gun, or without spending a single ability, or with six turrets in total, or without taking one point of damage. They are the only source of relics, and relics are the only thing that buys a keystone.
AND THEN IT DOES NOT STOP
Endless is a separate run: no talent tree, a drafted deck instead, and a ring of map that grows outward wave after wave until something gets through.
WHAT YOU GET
"Orcar inte mer" is a bad Swedish pun. It reads as "orcs no more" and as "I can't take any more" at the same time. Both are accurate.
Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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