Sir, We Have an Orc Problem was developed and published by Mumpitz Games UG, a German company represented by Laurin Agostini and Stephan Wetzel. The official imprint places the company in Winterhausen, Germany, and lists registration HRB 17567 at the Würzburg court. Developer accounts describe the production team as two people and the game as roughly four months of work.
Company identity
The official legal name is Mumpitz Games UG. Its imprint lists Fuchsstadter Str. 1, 97286 Winterhausen, Germany, and contact@mumpitzgames.com. The registration court is Würzburg and the recorded commercial-register number is HRB 17567.
Laurin Agostini and Stephan Wetzel are named as managing directors. An independent press kit also places Mumpitz Games in Winterhausen. These company details have stronger support than information copied from an unsourced biography page.
Team size and experience
The developer’s Reddit launch breakdown describes a two-person team. It says the developers have more than ten years of programming experience, with over half of that time spent professionally in games. They had also worked at a company handling mobile ports of PC games.
Those career details come from developer self-reporting rather than an employment archive. The official imprint confirms two directors but does not describe every contributor or contractor. Any wider credit list is To be confirmed.
Four-month production
The project reportedly began around March 2026 and released on July 28, a production period of about four months. The short timeline became part of media coverage after the launch passed $1 million in reported Steam revenue. The game was not described as Early Access in the collected store data.
“Four months” should be attributed to the developer’s account. It does not mean the team began without prior technology, skills, or design experience. Exact preproduction and post-launch work are To be confirmed.
Earlier Mumpitz Games projects
The official games page includes Tiny Auto Knights on Steam and browser or itch projects such as Desert Fury, Shady Shopkeep, and Incremental Crafter. These titles show experience with strategy, simulation, and incremental systems. They should not be presented as sequels to Sir, We Have an Orc Problem.
The Reddit post says an earlier commercial game earned about $70,000 over nine months. The supplied research does not identify an audited revenue statement. Keep the figure attached to the developer’s own retrospective.
Launch results
The team reported $361,657 gross revenue on the first day, a 7,684 concurrent-player peak, and 150,000 wishlists at release. Media later reported more than $1 million in the first week and about 128,000 copies. SteamDB independently supports the concurrent peak.
Revenue and sales totals are historical early-launch figures, not live counters. Refunds, taxes, Valve’s share, and later sales affect how gross revenue relates to net income. Current totals remain To be confirmed.
Marketing approach
The developer says it spent almost nothing on paid marketing. A $200 Best Indie Games showcase reportedly produced no useful result, while short-form videos, the playtest, the demo, Steam Next Fest, and creator coverage drove organic growth. Some videos exceeded 100,000 views.
The supplied post provides a detailed wishlist timeline but cannot isolate the exact sales produced by each channel. The marketing story is still valuable as first-person evidence. It should not be turned into a guaranteed launch formula for other developers.
Official contact and community
The company website, legal imprint, press kit, and Steam publisher field are the best identity checks. The official Discord route is mumpitzgames.com/discord. The website’s games page had not yet added Sir, We Have an Orc Problem when researched, which appears to be an update lag rather than a different developer.
Future updates and the team’s next project were not confirmed. Use official announcements before publishing a roadmap claim. The verified current fact is that Mumpitz Games both developed and published the Steam release.