• Home
  • Games
  • Guides
  • News
  • Reviews
  • Quests
  • Mystery Box
  • Buy Games
  • Lists
  • GAMES+
  • Deals & Discounts
  • Gaming Calendar (Unlock with GAMES+)
Sir, We Have an Orc Problem offers epic tower defense powered by  incremental progression - Rogueliker
5 sections0%
  1. Home
  2. News
  3. Two devs made $360K in 24 hours with Sir

Two devs made $360K in 24 hours with Sir

Mumpitz Games built Sir, We Have an Orc Problem in just 4 months with 2 devs, then watched it earn $361,657 in its first 24 hours as Steam's 15th best-selling game.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

•

Updated Aug 3, 2026

Advertisement
Advertisement
Sir, We Have an Orc Problem offers epic tower defense powered by  incremental progression - Rogueliker

Four months of work. Two developers. $361,657 in the first 24 hours.

That's the story of Sir, We Have an Orc Problem, the physics-based tower defense game from two-person studio Mumpitz Games that launched on July 28 and immediately climbed to 15th on Steam's best-sellers chart. For a $10 indie title built by a skeleton crew, those numbers are the kind that make the entire industry do a double-take.

From $7K per dev per year to $361K overnight

The context here matters a lot. Before this, Mumpitz released Tiny Auto Knights in November, a game that took around a year and a half to build. After Steam's cut, publisher fees, and other deductions, the team walked away with roughly $30,000 over nine months, which works out to about $7,000 per developer per year. That's below minimum wage in most countries.

After that, the studio dropped from three people to two. The remaining pair, both with over 10 years of programming experience and professional games industry backgrounds, decided to take a different approach: build something smaller, faster, and with a clear hook.

The result was Sir, We Have an Orc Problem. The key here is that they didn't reinvent the wheel. The game is a classic tower defense where you place and upgrade turrets, then watch them grind through waves of physics-simulated orcs. What sets it apart is the sheer scale of that physics simulation, with orcs piling into choke points like a green flood, perfect for bombing runs and area abilities that turn the whole mess into satisfying chaos.

The $200 marketing budget that punched well above its weight

Mumpitz co-lead KaTeKaPe (Kape) shared a detailed post-mortem on the gamedev subreddit, and one number stands out almost as much as the revenue figure: the studio spent just $200 on marketing, specifically for a slot in the Best Indie Games showcase. That's it.

Everything else came from showing early prototypes on social media. The response was immediate. Players started asking for a Steam page so they could wishlist the game before it even had one. The page went live on April 9, and a well-received demo during Steam Next Fest built the wishlist queue further before launch day.

important
Steam Next Fest continues to be one of the most effective free tools available to indie developers, with Sir, We Have an Orc Problem's demo success directly contributing to its launch day momentum.

The inspiration for the game was another incremental tower defense called Outhold, which had also reviewed well on Steam. Mumpitz took that foundation, applied their physics tech to push enemy counts far beyond what the genre typically attempts, and shipped it.

What the numbers actually mean after cuts

$361,657 gross is the headline figure, but it's worth understanding what gross means in this context. Steam takes a 30% cut on sales under $10 million, leaving roughly $253,000 before taxes and any other costs. For two developers who were making $7,000 each per year from their previous game, that's still a life-changing outcome from a single launch day.

The game launched at $10 with a 10% launch discount, meaning most day-one buyers paid $9. At that price point, Sir, We Have an Orc Problem sold somewhere in the range of 40,000 copies in 24 hours to hit that revenue figure. The game was sitting at 89% positive on Steam after 550 reviews at the time of writing, which suggests the momentum isn't going to collapse overnight.

"There is a golden era for indie games right now"

Kape's post-mortem doesn't just celebrate the numbers. It tries to explain them, and the thinking is worth paying attention to.

"There was definitely some luck involved, but I strongly believe that there is a golden era for indie games right now," Kape writes. "There are so many devs that just make a fun little game and somehow it sells exceptionally well. You just have to put your game out and let people see and play it. If there's some 'magic' to it, you will know immediately."

That framing echoes a broader conversation happening in the indie space right now. Small, focused games with a single strong mechanical hook are consistently finding audiences on Steam in ways that longer, more expensive projects sometimes don't. Sir, We Have an Orc Problem is a direct example: no complex narrative, no massive art budget, no marketing spend to speak of. Just a physics system that makes tower defense feel fresh and a price point low enough that buying it on impulse is an easy decision.

Kape was also refreshingly honest about the game's visuals. When a Reddit commenter praised it as proof that gameplay can carry a game with limited art, Kape's response was essentially: "It kinda looks bad to be honest. Maybe we can make it a bit prettier soon."

That self-awareness, combined with the game's strong mechanical foundation, is probably part of why the community response has been so positive. Players know what they're getting, and what they're getting works.

What this means for players and the indie space

For anyone looking to pick up Sir, We Have an Orc Problem, it's currently $10 on Steam with a 10% launch discount still running. The physics-driven orc waves and upgrade loop are clearly landing well with the people who've played it, and at that price the risk is minimal.

The broader story here is one that keeps repeating on Steam: a small team with a sharp idea and genuine technical skill can still break through. The platform remains genuinely accessible to developers who understand what players want and can execute on it quickly. Mumpitz went from $7K per developer per year to a launch day that will likely fund their next several projects.

For more on what's worth playing right now, check out our gaming guides covering everything from Gothic 1 Remake two-handed sword locations to how to start the Borderlands 4 Mad Ellie DLC. The indie scene keeps delivering surprises, and this one is worth watching.

Eliza Crichton-Stuart author avatar

Eliza Crichton-Stuart

Head of Operations

Reports

updated

August 3rd 2026

posted

August 3rd 2026

Advertisement
Advertisement

Related News

View All
Best Games to Play If You Loved The Odyssey image
a month ago•4 mins read

Best Games to Play If You Loved The Odyssey

Christopher Nolan's $250 million Odyssey film is packing cinemas right now. If the epic myth has you hooked, these games will keep that feeling going long after the credits roll.

Reports
Call of Duty Cheat Sheet July 2026 image
a month ago•5 mins read

Call of Duty Cheat Sheet July 2026

Call of Duty keeps growing, but not every player has the reflexes to keep up. Here's why the game's best modes for struggling players are hiding in plain sight.

Reports
Wizards of the Coast president is stepping down after just 2 years on the job image
a month ago•4 mins read

Wizards of the Coast president is stepping down after just 2 years on the job

John Hight is leaving his role as Wizards of the Coast president just two years in, with the announcement landing one week after Hasbro absorbed a $56 million hit from cancelled game projects.

Announcements
Is Nintendo Losing Its Creative Soul With Safe Remakes?
23 days ago•6 mins read

Has Nintendo Lost Its Creative Spark With Safe Remakes?

From the Switch 2's iterative hardware to photorealistic remakes of Ocarina of Time and Star Fox, Nintendo's recent decisions are raising real questions about its creative direction.

Reports
Call of Duty: Black Ops 2 Is A Bittersweet Reminder Of How Simple Things  Used To Be
23 days ago•4 mins read

Black Ops 1 and 2 PS Ports Hit 11 Million Sales, Netting $435M

Call of Duty: Black Ops 1 and 2 ports sold 11 million combined copies on PlayStation in under a month, generating $435M and proving CoD stays multiplatform.

Reports
Big Walk review: 2026's best multiplayer game tested all of us
23 days ago•4 mins read

Big Walk Megaphone: Why Your Group Needs One and How to Get It

The megaphone is one of Big Walk's most wanted items, solving the game's brutally short proximity chat range. Here's what you need to know about tracking one down.

Reports