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Sir, We Have an Orc Problem Achievement Tracker: All 11

0 / 11 unlocked (0%)

Unlock rates are Steam’s global figures captured 2026-09-14, refreshed weekly. Your ticks are saved only in this browser.

Eleven achievements, no hidden ones, and a list short enough that the tracker above is really a planner: tick what you have and it tells you which of the rest the most players have managed — the statistically cheapest next step — and which one almost nobody has. Ticks stay in this browser only; Reset clears them.

Reading the numbers

The percentages are Steam's global unlock rates for Sir, We Have an Orc Problem, refreshed weekly by this site's build with the capture date printed under the list. On the 7 September read the top is Gotta Start Somewhere (survive 1.1) at 97.4% and the bottom is Four-tified (survive 6.1 with only four turret types and no abilities) at 12.2%; Against All Odds, surviving 6.2, sits at 30.2%, which means clearing the campaign already puts you past roughly 70% of owners. The full achievements page has the same list with which level each one is realistically done on.

Why four turret types is rarer than one

The list has an inversion that trips people up: using four turret types (Four-tified, 12.2%) is rarer than using three (Triple Threat, 17.2%), which is rarer than using one (Specialist, 22.5%). The constraint sounds looser as the number rises, but the number is a proxy for the level you are asked to do it on — one turret on 1.1 against four on 6.1, with abilities forbidden in every case. The turret roles page explains why a single upgraded laser holds 1.1 and why 6.1's multiple approach routes need a real composition.

A sensible order

The tracker's "easiest next" will walk you through the same order the community guide recommends. Progression first — 1.1, 3.1 and 6.2 come from simply finishing the campaign. Then Overkill, the 666k single-nuke, which needs patience with a bunched wave more than anything else; the abilities page covers how to line one up. Then Fine, I'll Do It Myself, the no-turret run, which is a test of your ability upgrades rather than reflexes, and Fully Loaded, which is a grind rather than a challenge.

Leave the no-ability constraints for last, in rising order of level: One Is Enough (1.1), Specialist (3.1), Elemental Carnage (4.1 with only Flamethrower, Tesla Coil and Cryo Beam), Triple Threat (5.1), Four-tified (6.1). Each one is a placement puzzle on a specific map, and the all turrets stat table is the reference for which combinations have the penetration to hold a lane without abilities.

What this tool is not

It does not read your Steam profile — you tick the boxes, which is why it works without signing in and cannot be wrong about what you own. With only eleven entries the value here is the ordering, not the bookkeeping: the tracker always names the cheapest remaining unlock, and for this game that order is worth following.

Sources checked for this page
  • Steam public achievement statistics page for app 4594150 — names, descriptions, icons and global unlock rates; captured 7 September 2026, refreshed weekly by this site's build
  • This site's achievements page — which level each challenge is done on, and the order itsuno's Steam guide recommends
  • Steam Community Guide 'general strategy and achievement guide (1.0 release)' — attempt order for the no-ability constraints