Sir, We Have an Orc Problem turns a base defense into a deliberately lopsided siege: huge orc forces advance, and the player answers with bullets, bombs and lasers. Its short tower-defense format centers on holding out against overwhelming numbers rather than on a broader campaign premise.
The game’s run-based progression gives defeats as well as victories a purpose. Resources earned in each run go toward a large upgrade tree, letting players unlock and improve turrets between attempts. Active abilities add direct intervention in dangerous moments, including strafing runs, orbital lasers and nukes that can strike groups of orcs.
As a single-player strategy game, its player-count context is straightforward: the listed format is a solo defense challenge, while the repeated runs and persistent upgrade progression shape how that challenge unfolds. The blend of a short tower-defense loop with incremental-style growth is the defining design contrast, pairing immediate pressure at the base with longer-term turret development.