LootWiki

Orc Problem FAQ: Common Questions and Misconceptions

Last reviewed: 11 September 2026 · Newest game update reflected: 2026.08.18.12.05 (18 August 2026). The questions below all showed up more than once across this site's individual pages, phrased differently each time. This page pulls them into one place, grouped by topic, so you don't have to remember which turret page or level page happened to answer the thing you're actually asking.

The full upgrade tree of Sir, We Have an Orc Problem zoomed out: dozens of glowing nodes with tier counters like 1/10 and 0/3 connected in branching constellations, with 1.5M resources banked
The whole meta-progression tree at once. Node counters such as 1/10 and 0/4 are per-node tiers; the 1.5M in the corner is banked resources. Buying every node is the Fully Loaded achievement. Official screenshot — Sir, We Have an Orc Problem, Mumpitz Games.

Platform and buying

Q: Is there a mobile or Android version? No, and none is announced. Steam's platform field for this game returns Windows and Linux only, with macOS explicitly false, and none of Mumpitz Games' official announcements mention a phone or tablet build. The confusion is reasonable — the game's control scheme (Mouse Only Option, Save Anytime) matches a mobile title's profile closely — but the sites offering an APK or a "free download" are not affiliated with the developer. See mobile and Android for the full breakdown, and PC and Steam Deck for the real handheld option.

Q: Myth — the Supporter Pack contains extra levels or turrets. It doesn't. It's three cosmetic reskins (Blue Flames, Space Orcs, Space Background) for $2.99, and the developers describe it directly as a tip rather than content. No achievement references it, and nothing it contains touches damage, range or resource income. Full contents on the Supporter Pack page.

Q: Will my PC run this game? Almost certainly, unless your GPU driver predates roughly 2022. The minimum spec is trivial — any 64-bit CPU, 4 GB RAM, 200 MB storage — and the only real gate is Vulkan 1.3 support. Full requirements table on PC and Steam Deck.

Q: Myth — Steam Deck compatibility means it plays well on Deck. Valve rates it Playable, not Verified, and specifically because of interface problems: the controller button icons don't match the Deck's own glyphs, and the interface text is small. Both performance checks pass. For a game built around reading turret stats, the text-size flag matters more than the badge suggests — see PC and Steam Deck.

Turrets and abilities

Q: Myth — the tesla coil is the best turret because it has full 360° aim and a fast fire rate. It's a strong turret used wrong constantly. Its 12-jump chain is fixed regardless of how many orcs are in range, so placed on the front line it burns that chain on orcs a cannon or laser would have killed anyway. Every documented winning setup on this site places it behind the main damage line, not on it — see the tesla coil page and beginner mistakes, where front-lining it is called out directly.

Q: Myth — a turret's DPS number tells you how good it is. Not on its own. The grenade launcher's 44 damage-on-detonation looks weak next to the cannon's 34.5 DPS, but its 60% slow (making affected orcs take 30% more damage) is a multiplier on everything firing behind it — which is why it shows up in nearly every hard-level build documented on this site. Turret roles covers the power/support/cleanup split that explains why raw damage is only one axis.

Q: Are the turret stats on this site official? No, and every page that cites them says so. Mumpitz Games has not published turret or ability numbers; the figures used throughout this site come from a player-measured stat sheet dated 31 July 2026. Balance has already shifted at least twice since launch — see update history — so if a number you see in-game doesn't match, trust the game over the sheet.

Q: Myth — the gunner is a weak turret because its per-shot damage is low. Its 24-shots-per-second rate is real firepower once upgraded, but its 3 penetration means it stops after the third orc in a column — that's what makes it feel weak against a dense wave, not its base damage. Turret roles treats it as a genuine edge case between the cleanup and power categories.

Levels and difficulty

Q: Myth — killing orcs as early as possible is always the right move. It's usually the opposite. Orcs move like fluid seeking any gap rather than a queue waiting its turn, so killing them in open ground before a chokepoint doesn't reduce how many arrive at the bottleneck per second — more simply flow in to replace them. The turrets that matter are the ones aimed at or just past the chokepoint. The orc flow mechanic page covers this in depth, and it's the single most repeated correction across every hard-level thread this site cites.

Q: Why does level 3.2 feel like a sudden wall? Because it's the first level that punishes a linear build. Everything before it can be beaten by adding more turrets of whatever type you like; 3.2 specifically requires a laser corridor (which hits the same column repeatedly via its 15 bounces) or a grenade slow (which multiplies damage rather than adding to it) — a maxed-out cannon-and-gunner line stops scaling at exactly this point. Full detail on the 3.2 page.

Q: Is there an achievement for beating 6.2 without taking damage? No. Steam's achievement list tops out at survive 6, and there's no separate entry for a damageless clear — the whole challenge is a community invention, not something the game asks for. If you clear 6.2 at all, you're already past roughly three in four players who launch the game. See the 6.2 page for what the most-read community guide for it actually contains.

Q: Myth — using four turret types should be easier than using one, because it sounds less restrictive. It's the opposite, and it's the rarest achievement in the game. The number of turret types allowed tracks which level the achievement is attempted on, not the actual difficulty of the constraint — one turret type is attempted on an early level, four on 6.1, which has multiple approach routes that all need holding with no abilities to plug a gap. All achievements has the full unlock-rate table showing the inversion.

Progression and the grind

Q: Does losing a level waste my progress? No. Mumpitz Games states directly that resources are earned from every run, won or lost, so a failed attempt still funds the upgrade tree. That means there's no permanent failure state in this game — only an under-upgraded one. See the upgrade grind page.

Q: Myth — the "buy every upgrade" achievement rewards good play. It doesn't; it rewards time. Since resources come from every run regardless of outcome, purchasing the entire tree is purely a function of hours played, and it's the one achievement on the list that can't be shortened by playing better. All achievements covers where it sits relative to the others.

Q: How long does the grind actually take? Around 8 hours for a typical playthrough, measured from 600 recent Steam reviews carrying playtime data — 65% of them land between 5 and 10 hours. Complaints about "grinding" are mostly about pacing within that window rather than the game being unusually long; see the upgrade grind page for the full distribution.

Q: Myth — the no-turret achievement is one of the hardest in the game. Its unlock rate (around 20%) is actually lower than several turret-only constraints, but that's a measure of how few players think to try it, not how hard it is. It's really a test of whether you've upgraded the ability branch at all — with that branch invested, it's close to free. See the no-turret run page.

What this page does not cover

This is a consolidation of questions this site's own pages have already answered, not a new research pass — nothing here states a number or a fact that doesn't already appear, sourced, on one of the pages linked above. If a question you have isn't listed here, the reading order page is the fastest way to find which page on this site is likely to cover it.

Sources checked for this page
  • Compiled from on-site pages: /platform/mobile-and-android/, /platform/pc-and-steam-deck/, /platform/supporter-pack/, /platform/update-history/, /towers/all-turrets/, /towers/tesla-coil/, /towers/turret-roles/, /towers/orc-flow-mechanic/, /towers/beginner-mistakes/, /towers/upgrade-grind/, /levels/all-achievements/, /levels/no-turret-run/, /levels/level-6-2-damageless/, /levels/level-3-2-difficulty-spike/ — a topic-grouped consolidation of questions those pages already answer, not new research