Last reviewed: 11 September 2026 · Newest game update reflected: 2026.08.18.12.05 (published 19 August 2026). Level 1.1 is the first level in the game and the only one almost everybody clears. It is also, alongside 3.1, one of two levels that has two separate achievements attached to it — and the distance between those two numbers is the widest on any single map in this game.

The two achievements, and the 71.8-point gap
Steam's global unlock data, captured 7 September 2026, puts them here:
| Achievement | What it asks | Global unlock |
|---|---|---|
| Gotta Start Somewhere | Survive level 1.1 | 97.4% |
| One Is Enough | Survive level 1.1 with only a single tower and no abilities | 25.6% |
Same map, same waves, 71.8 percentage points apart. Nothing about the level changed between those two attempts — only what you are allowed to bring.
That makes 1.1 the cleanest measurement of the constraint itself that the game offers. Every other no-ability challenge is attempted on a harder level, so its unlock rate mixes map difficulty and constraint difficulty together. Here the map is a constant.
Read the wording carefully: one tower, not one type
One Is Enough asks for a single tower. Specialist, the achievement on 3.1, asks for only one type of tower. Those are different rules, and the difference is a count versus a category: on 3.1 you can build a wall of flamethrowers, on 1.1 you get one turret on the whole map.
Both also forbid abilities entirely, which removes the missile launcher, the strafing run, the nuke and the orbital cryo beam from the run. On a normal playthrough the missile launcher is the ability you leave running in the background; here there is no background.
So the whole level resolves to a single question: which one turret can hold every orc that walks toward your base for the length of the map, unassisted.
What players actually place
The community guide this site cites across its achievement pages, written by the Steam user itsuno, records a laser with a good bounce setup as the turret used. He adds that a machine gunner or a flamethrower works instead if their upgrade levels are high enough.
The stat sheet on the all turrets page explains why the laser is the natural first answer:
- Laser — 27.5 DPS at 1.7 shots per second, 550 range (the longest in the game), 15 bounces. One turret covering the largest possible slice of the map, hitting the same column more than once per shot.
- Gunner — 24 shots per second, 12 DPS, 3 penetration, 300 range. The fire rate is the argument; the penetration of 3 is the limit, since a shot stops at the third orc.
- Flamethrower — 3 ticks per second at 0.6 damage per tick, 3.5 second burn, plus a damage amp and a chance not to consume pierce. Its listed damage is the smallest number on the sheet, which is why itsuno qualifies it with "if the upgrade levels are high enough."
Note what the alternatives have in common: neither the gunner nor the flamethrower is recommended on its own stat line. They are recommended conditionally on your upgrade tree. That is the actual variable here.
Why this one is really an upgrade check
Mumpitz Games' store description, quoted on the upgrade grind page, states that resources are earned from every run, won or lost. There is no way to lose progress by failing 1.1 on a one-turret attempt, and no way to be permanently blocked — only under-invested.
The practical consequence is that a failed One Is Enough attempt is not a signal to play the level better. It is a signal that the branch feeding your chosen turret is thinner than it needs to be. The cheapest fix is to keep clearing levels you already beat comfortably, put the resources into laser bounce or into gunner volume, and come back.
Where it sits in a completion run
The achievement tracker and the all achievements page both recommend leaving the no-ability constraints for last, in rising order of level — 1.1, then 3.1, then 4.1, then 5.1, then 6.1. 1.1 is the entry point to that sequence, and it is worth attempting first for a reason that is not about difficulty: it teaches you what a defence with no abilities behind it actually feels like, on the one map where getting that wrong costs you nothing.
If you are working out what to read in which order, the reading roadmap groups pages like this one under its achievement-hunting section, which it places after the hard-level pages, not before them.
What we have not confirmed
Neither of the two logged patches on the update history page mentions level 1.1, so we have no record of its layout changing since launch — but absence from a changelog is not the same as confirmation that nothing moved.
We do not have the wave composition, enemy counts or map geometry for 1.1, and no source we consider reliable has published them. We cannot tell you the upgrade tier at which a single laser holds the level, because no source publishes tier-by-tier scaling for any turret. And we cannot confirm that One Is Enough is locked to 1.1 at all — itsuno did it there, the achievement text names the level, but whether the game enforces it is not something we can verify. Whether placing and then selling a second turret voids the run is also not documented anywhere we found.
- Compiled from on-site pages and repository data: config/achievements.json (Steam achievement list and global unlock rates, captured 7 Sep 2026), /levels/all-achievements/, /levels/achievement-tracker/, /towers/all-turrets/, /towers/laser/, /towers/gunner/, /towers/flamethrower/, /towers/abilities/, /towers/upgrade-grind/, /platform/update-history/ — no new research, only the 1.1-specific material those sources already carry