Unofficial guideSteam release buildVerified

We Have an Orc Problem / Release guide

That’s a lot
of orcs.

This We Have an Orc Problem guide covers tower placement, upgrade paths, and level help for the incremental defense game where the enemy behaves more like a flood than a queue.

Guide files
07 towers
Campaign
06 sectors
Latest tracked update
02 Aug
Official Sir, We Have an Orc Problem key art with a panicked armored defender surrounded by orcs
Official key art · Mumpitz Games

Official Steam promotional art · Mumpitz Games

Official screenshot of the branching upgrade tree on a black background
Official screenshot The upgrade tree turns every failed run into a decision.

The loop / no run is empty

Kill. Earn.
Upgrade. Return.

In We Have an Orc Problem, resources earned from wins and losses feed a large persistent tree. The smart purchase is the one that fixes the failure you just watched.

  1. 1

    Read the lane. Find the bend or shared path where the horde compresses.

  2. 2

    Watch the leak. Is the problem coverage, crowd density, or the last few survivors?

  3. 3

    Buy for evidence. Improve the weak job instead of stacking a favorite effect.

  4. 4

    Run it again. Move one layer at a time so the next result is readable.

Community strategy / recurring insight

Don’t count orcs.
Read pressure.

A strong We Have an Orc Problem defense treats the horde as moving liquid. That makes the map a flow problem: compress the crowd, soften it before the bend, and catch the thin stream that survives.

01

Compress
Bends and shared paths

02

Soften
Wide pressure up front

03

Catch
Rear coverage for leaks

Source: player discussion on Steam ↗
Official screenshot showing an enormous orc horde flowing around a defended island
Battle phase A lane can fill faster than a single damage source can clear it.

Arsenal tree / role index

Seven tools.
One crowded lane.

The We Have an Orc Problem arsenal needs distinct jobs, not seven copies of one favorite tower. These are tactical role summaries—not unpublished damage claims.

01

Gunner

Sustained fire

02

Flamethrower

Frontline burn

03

Mortar

Packed groups

04

Cannon

Piercing lanes

05

Laser

Line pressure

06

Tesla Coil

Chain cleanup

07

Grenade Launcher

Crowd control

Campaign board / active problems

Where players
hit the wall.

Current We Have an Orc Problem level-help priorities come from Steam discussion activity and official patch notes—not invented search volume.

Official build-phase screenshot showing overlapping firing arcs on a winding path

Updated map / Layout check

Level 6.1

In We Have an Orc Problem level 6.1, the 02 Aug patch widened a path where orcs could get stuck. Recheck old firing angles before trusting a pre-patch layout.

Read the verified update →

Active thread / Progression

Level 3.2

For We Have an Orc Problem level 3.2, diagnose placement, upgrade depth, and ability timing as separate problems.

Check current discussions ↗

Debated / Tower balance

Flamethrower

We Have an Orc Problem players disagree on its strength. A useful guide needs map context and damage-stat evidence, not a universal tier.

Follow the debate ↗

Official media / visual proof

The game,
not a mockup.

Official We Have an Orc Problem screenshots show the three visual states this guide inherits: readable build planning, chaotic horde pressure, and a glowing black upgrade tree.

Official battle screenshot with planes, lasers, explosions, and a massive orc horde
01 / Battle Density, bright fire, and narrow moments of control.
Official build-phase screenshot with tower ranges and firing directions
02 / Build Sparse terrain, white planning lines, simple controls.
Official upgrade-tree screenshot with blue, orange, and pink branches on black
03 / Upgrade Black space, luminous branches, compact nodes.

Current build / official dispatch

Latest tracked changes

The latest tracked We Have an Orc Problem update was published on Steam on 02 Aug 2026. This guide baseline was verified on 04 Aug 2026.

Official update history ↗
Build dispatch2026.08.02.13.35
Tracked
  • MAPLevel 6.1 path widened to prevent stuck orcs.
  • LASERA straight-fire option was added to remove sway.
  • AUDIOMissiles received their own volume control.
  • DISPLAYTech Tree bloom strength is now adjustable.

No balance numbers are reproduced because the We Have an Orc Problem dispatch did not publish them.

Trust rules

Useful first.
Precise always.

We Have an Orc Problem facts come from the Steam store and developer updates. Community strategy stays labeled. Unknown stats stay unknown.