Mumpitz Games has confirmed that their latest title, Sir, We Have an Orc Problem, generated $361,657 in gross revenue within its first 24 hours on Steam. Currently sitting as the 15th best-selling game on the platform, the tower defense title has become an unexpected financial success for the two-person studio.

Quick Facts

  • Revenue: $361,657 gross in the first 24 hours.
  • Platform: PC via Steam.
  • Reception: 89% positive rating from over 550 reviews.
  • Price: $10 USD (with a 10% launch discount).

The success follows a difficult period for the developers. After the November 2025 release of their first Steam title, Tiny Auto Knights, the team netted approximately $30,000 over nine months, leading them to downsize from three members to two. Kape, a co-lead at Mumpitz Games, noted that despite having over a decade of professional programming experience, the studio's initial foray into the market yielded only about $7,000 per developer per year.

From Prototype to Steam Hit

The developers credit the game's performance to a combination of player feedback and a focus on core mechanics. Inspired by the incremental tower defense game Outhold, the team sought to improve upon a physics-based prototype by enabling the rendering of large swarms of enemies, creating a unique gameplay loop where players manage choke points against massive waves of orcs.

Marketing costs were kept minimal. The team spent only $200 on a "Best Indie Games" showcase and relied heavily on social media updates and Steam Next Fest participation to build their wishlist count. The Steam page went live on April 9, 2026, allowing the community to track progress long before the July 28 launch.

Developer Transparency on Game Quality

In a post-mortem shared on the gamedev subreddit, Kape addressed comments regarding the game's visual presentation. Responding to a user who suggested the game succeeded despite lacking "artistic" polish, Kape agreed, stating, "It kinda looks bad to be honest." The team is currently considering updates to improve the game's aesthetics following its commercial success.

Kape views the current market as a potential "golden era" for indie developers, provided they are willing to test "fun little" ideas publicly. "You just have to put your game out... and let people see and play it," Kape wrote. "If there's some 'magic' to it, you will know immediately."