Guides

Sir We Have an Orc Problem Sir, We Have an Orc Problem Guides

From your first Gunner nest to late-wave kill zones - practical defense guides for Steam.

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Guides Hub

What this hub covers

Sir, We Have an Orc Problem rewards players who treat every failed run as progress. This Guides Hub collects the practical pages you need before you obsess over perfect turret stats: how the loop works, how to place towers, how to spend meta currency, and how to survive maps that dump tens of thousands of orcs into your trench.

Start with Getting Started if you just installed the game from Steam. Move to How to Play when you want a clearer explanation of build phase, battle phase, and ability timing. When waves start leaking past your line, study Choke Points and How to Beat Hard Levels. If your damage looks fine but your unlocks feel slow, read Economy and Meta Progression. Launch-week players should also skim Tips and Tricks, Demo vs Full Game, System Requirements, and the Updates Hub.

  1. Getting Started - day-one controls, first upgrades, and what not to panic about.
  2. How to Play - the full combat loop and why retries are intentional.
  3. Economy and Meta Progression - how to spend between runs.
  4. Choke Points - placement that turns orc streams into kill zones.
  5. How to Beat Hard Levels - late pressure, ability timing, and recovery plans.
  6. Tips and Tricks - kill-zone habits, farm etiquette, and ability timing.
  7. Demo vs Full Game - what Next Fest veterans keep after July 28.
  8. System Requirements - Vulkan 1.3, 4 GB RAM, Steam Deck notes.
  9. FAQ Hub - launch-week answers on price, endless mode, and Flamethrower debates.
  10. Troubleshooting - game will not start and driver checklist.
  11. Flamethrower Strategy - OP debate settled with placement rules.
  12. Meta Farming Runs - intentional losses, Bonus Resources etiquette, map pick order.

Pair these guides with the Turret Tier List, Upgrade Priority, and the interactive Upgrade Planner so your meta tree matches the strategy you are practicing on the map.

How these guides relate to the rest of the wiki

Guides explain decision-making. Turret pages explain individual tools. Upgrade pages explain long-term unlock order. Ability pages explain when to press the big buttons. Walkthrough pages apply all of that to early, mid, and late campaign maps. Use Controls when you need shortcuts, and Review if you are still deciding whether the Steam release fits your taste.

Depth without fluff

Every guide on this hub is written for players who already watched a trailer or demo clip and still want concrete advice: where Flamethrowers belong, why economy nodes matter early, when missiles waste value, and how to treat orc movement like a fluid problem instead of a static lane puzzle. Cross-link liberally - if a guide mentions Mortars, jump to the Mortar page; if it mentions bombing runs, open Bombing Runs.

Who should use this hub

  • Brand-new players who bounced off the first dense wave
  • Demo veterans returning for the full July 2026 release
  • Incremental fans who want a clean upgrade spending plan
  • Tower defense players adapting to meta-progression instead of single-run perfection

When you finish the guide track, continue into the Early Levels Walkthrough and keep farming meta currency until hard maps feel like resource routes instead of brick walls.

Systems the guides assume

You unlock Gunners early, then expand into Flamethrowers for softening, Mortars for lobbed area damage, and Cannons for heavy bursts. Active tools escalate from clickable missiles into bombing runs, orbital lasers, and eventual nukes. Base HP upgrades buy time when a leak happens, but they do not replace kill-zone design. Treat every section below as a map of where to go next rather than a checklist you must finish in one sitting.

If a page mentions economy percentage gains, open Economy Upgrades. If it mentions Power Shot or Headhunter style combat nodes, open Combat Upgrades. If you want a clickable plan instead of a prose list, use the Upgrade Planner after reading Upgrade Priority.

Keep exploring

Bookmark this hub, then pin the three pages you revisit most: usually How to Play, Choke Points, and Upgrade Priority. That trio covers loop literacy, placement literacy, and spending literacy - the three skills that turn a chaotic demo into a controlled full-game clear.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Which guide should I read first?

Open Getting Started, then How to Play. After one or two runs, read Upgrade Priority so your meta tree does not stall.

Are these guides for the demo or the full game?

They cover the shared systems from the demo and the full Steam release: turrets, abilities, choke placement, and persistent upgrades.

Do I need the walkthrough pages too?

Yes if you want map-by-map pacing. Guides teach systems; walkthrough pages apply those systems to early, mid, and late stages.