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Sir We Have an Orc Problem Steam Achievements Guide

Every achievement in the July 2026 release — exact Steam names, level rules, and wiki strategies for the hardest mastery checks.

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Steam Achievements Guide

Overview

Sir, We Have an Orc Problem ships with 11 Steam achievements on app 4594150. None gate campaign progress — they reward mastery layouts, ability discipline, and optional challenge rules on specific world.stage maps. This guide lists exact achievement names and conditions from the Steam stats page, then links each one to wiki strategy pages so you can hunt them without scrolling forum threads for hours.

Achievements sync through Steam Cloud on supported platforms. Failed attempts still fund meta upgrades, so hunting achievements fits the incremental loop: farm nodes, retry with a cleaner script, spend currency, repeat.

Complete achievement list

AchievementExact conditionDifficulty
Gotta Start SomewhereSurvive level 1.1Easy
One Is EnoughSurvive level 1.1 with only a single tower and no abilitiesEasy
Fine, I’ll Do It MyselfSurvive level 2.1 without any towersMedium
The Real War Begins NowSurvive level 3.1Easy
SpecialistSurvive level 3.1 with only one type of tower and no abilitiesMedium
Elemental CarnageSurvive level 4.1 with only Flamethrower, Tesla Coil, and Cryo BeamHard
Triple ThreatSurvive level 5.1 with only three types of towers and no abilitiesHard
OverkillDeal 666k damage with a single nukeHard
Four-tifiedSurvive level 6.1 with only four types of towers and no abilitiesHard
Against All OddsSurvive level 6.2Medium
Fully LoadedBuy all upgradesGrind

Early campaign achievements (1.1 and 2.1)

Gotta Start Somewhere is the onboarding check — clear 1.1 with any legal layout. Your normal campaign build qualifies on the first pass. See Level 1 and 2 Walkthrough and Early Levels Walkthrough.

One Is Enough tightens 1.1 to a single tower and no abilities. Pick one fully upgraded tower type — a maxed Gunner line on the longest straight segment is the community default. Do not fire missiles or actives; recall with R if you misplace. Controls covers recall and placement shortcuts.

Fine, I’ll Do It Myself on 2.1 forbids any towers — abilities carry the run. Unlock missile radius and cooldown nodes first, then time bursts on merge clumps. Strafing runs and early actives matter more than economy tricks here. Read How to Play for ability timing basics.

Mid-campaign achievements (3.1 and 4.1)

The Real War Begins Now is a straight 3.1 clear. Ensure Flamethrower fronts and consider Laser unlock before 3.2 if speed spikes leak your layout. Level 4 Walkthrough covers dual-choke habits that start here.

Specialist on 3.1 allows one tower type only and no abilities. Gunner-only or Flamethrower-only lines both work once caps and damage nodes are invested — pick whichever tree you have maxed. Tower-only discipline mirrors Tower-Only Challenges.

Elemental Carnage on 4.1 restricts you to Flamethrower, Tesla Coil, and Cryo Beam only — no Gunners, Mortars, Cannons, Lasers, Grenade Launchers, or other actives.

Recommended Elemental Carnage layout:

  1. Forward Flamethrower cone — every orc must pass burn at least once before the Tesla zone.
  2. Tesla Coil mid-choke — chain lightning deletes compressed clumps the Flamethrower thinned; read Tesla Coil for arc placement on dual-path 4.1 geometry.
  3. Cryo Beam on peak density — freeze the kill box when streams stack, then let Tesla procs finish. Cryo is allowed because the achievement explicitly names it.
  4. No backup towers — selling extras before Space prevents accidental disqualification.

Pair with Choke Points and Level 4 Walkthrough for routing detail.

Late campaign achievements (5.1, 6.1, and 6.2)

Triple Threat on 5.1 permits three tower types and no abilities. Common community picks: Flamethrower + Mortar + Cannon, or Flamethrower + Laser + Gunner for leak insurance. Count types carefully — a single Grenade Launcher segment adds a fourth type instantly. Level 5 Walkthrough covers automation habits without ability crutches.

Four-tified on 6.1 raises the limit to four tower types with no abilities. Late-tree Power (Cannon, Laser, Mortar) plus Support (Flamethrower) and Cleanup (Tesla Coil or Gunner) is the usual spread — you cannot bring every launch turret. Stock meta upgrades before attempting; Level 6 Walkthrough and Late-Game Walkthrough explain 6.1 pressure spikes.

Against All Odds is a straight 6.2 survive — one of the final mastery checks. Layouts that clear without leaning on nukes or plane strikes still qualify; community posts also describe near-flawless tower schemes once the kill box is tuned. See Perfect Clear Guide for zero-leak habits.

Overkill — 666k damage with one nuke

Overkill demands 666,000 damage from a single nuke — not cumulative across the run, not split across two warheads. Practical hunting notes:

  • Unlock the full nuke branch in the meta tree before attempting.
  • Stage 5.1 often produces the densest single clump in the campaign — scout once with Damage Statistics enabled to find the second the stream peaks.
  • Nukes have visible travel time — call the strike early enough that the warhead lands on the pack, not empty ground after the wave passes.
  • Build a kill box from Choke Points so Flamethrower softening compresses orcs into one nuke footprint.
  • Do not fire a second nuke expecting partial credit; only one detonation counts toward the 666k threshold.

Full ability context: Orbital Laser and Nukes and Abilities Tier List.

Fully Loaded — buy every upgrade

Fully Loaded requires purchasing all upgrades in the persistent meta tree — a long-term grind rather than a single-map challenge. Farm repeat clears on maps you can finish quickly, prioritize economy multiplier nodes, and track remaining purchases on the tree UI. Upgrade Priority and Meta Farming Runs speed the route. This achievement typically completes naturally after a 100% campaign clear plus post-finale farming.

  1. Complete the normal campaign once — unlocks the full seven-turret roster, Cryo Beam, and nuke branches.
  2. Sweep Gotta Start Somewhere, One Is Enough, and Fine, I’ll Do It Myself on 1.1 and 2.1.
  3. Clear The Real War Begins Now and attempt Specialist on 3.1 with your strongest single-type tree.
  4. Build the Elemental Carnage script on 4.1 once Tesla and Cryo are unlocked.
  5. Use Level 5 Walkthrough habits for Triple Threat on 5.1.
  6. Attempt Overkill when nuke travel-time habits feel natural on dense packs.
  7. Stock four tower types for Four-tified on 6.1, then push Against All Odds on 6.2.
  8. Finish Fully Loaded during post-campaign farming.

Tracking progress

Open the Steam overlay achievement panel or the game’s Steam stats page to see locked versus unlocked entries. This fan wiki cannot read your account — verify progress locally.

When Mumpitz Games adds achievements in a future patch, update Patch Notes first, then extend this page with dated bullets.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many Steam achievements are there?

Eleven achievements ship with the July 28, 2026 full release on Steam app 4594150, each with an exact survive or challenge condition.

Which achievement is hardest?

Community hunters flag Overkill (666k single nuke), Elemental Carnage on 4.1, and Four-tified on 6.1 as the toughest — all need deep trees and tight rules.

Does Cryo Beam count for Elemental Carnage?

Yes. The achievement explicitly allows Flamethrower, Tesla Coil, and Cryo Beam on 4.1. Other towers and abilities disqualify the run.

Can I get achievements in the demo?

Demo scope is shorter than full release and lacks Tesla Coil, Grenade Launcher, and Cryo Beam. Most hunters finish the paid campaign first.