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Sir We Have an Orc Problem Post-Launch Roadmap

What Mumpitz Games signaled after playtest peaks and what launch-week players should expect next.

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Post-Launch Roadmap

Why this page exists

Sir, We Have an Orc Problem shipped on July 28, 2026, but public Steam news before and after launch repeatedly pointed at follow-up updates rather than a frozen build. Developers thanked playtesters, invited feedback through Discord linked from mumpitzgames.com, and described a near-term patch focused on bugfixes and quality-of-life improvements before revisiting levels 4 and 5 and end-of-demo upgrade scaling. This page collects those signals so wiki guides stay honest when forum threads ask for endless mode, map editors, or Flamethrower nerfs that are not yet official.

We paraphrase public posts only. When a dated patch note lands, append it to Patch Notes and Changelog first, then update strategy pages that mention affected systems.

Confirmed full-release scope (July 28, 2026)

Pre-launch messaging that did ship with the full game:

  • More levels than the demo and playtest slice
  • More towers beyond the core Gunner / Flamethrower / Mortar / Cannon set teased in tools
  • A ton of new upgrades plus systems developers avoided spoiling in trailers
  • Roughly four to six hours for a complete clear
  • Single-player trench defense on Windows and SteamOS Linux

Context pages: Launch Day Notes, Demo vs Full Game, and Game Review.

What developers said comes next

From May and June 2026 Steam news (still the best public roadmap wording at launch week):

  1. Collect feedback via Discord and Steam discussions.
  2. Ship a bugfix and QoL update “very soon” after heavy playtest periods.
  3. Revisit Level 4 and Level 5 difficulty scaling and related upgrades after that pass.

That ordering matters for players stuck on Level 4 Walkthrough or Level 5 Walkthrough content: balance may change, but the June 12 mechanics - per-level orc speed, reliable flame ticks, Damage Statistics - remain the baseline until a new note says otherwise.

Community requests that are not confirmed features

Launch-week Steam threads frequently ask for:

  • Endless mode or horde survival after campaign clear
  • Map editor or Steam Workshop-style community maps
  • Flamethrower nerfs or physics-based flame ammo limits
  • Difficulty modes beyond the standard campaign

Treat these as player feedback, not shipped promises. FAQ Hub answers the endless-mode question with the marketed 4-6 hour finite campaign. When official news confirms a feature, this roadmap page and the changelog get updated together.

Systems likely to appear in the first post-launch patch

Based on pre-launch demo work, expect QoL and stability rather than a sequel-scale expansion:

  • Performance fixes following GPU explosion rendering moved to the GPU in June
  • UI clarity on battle results, ability panels, and upgrade tooltips showing total values
  • Ability exploit fixes such as multi strafing runs from the pause menu (already patched in demo)
  • Visual polish on pressure maps (Level 5 received art pass in June; Level 4 named for scaling revisit)
  • Vulkan and driver edge cases documented in Troubleshooting

Strategy responses live in Tips and Tricks, Combat Upgrades, and Flamethrower Strategy.

How to report issues without rumor-milling

  1. Confirm System Requirements - Vulkan 1.3, 4 GB RAM, updated GPU drivers.
  2. Reproduce on a clean boot without overlay software when “game does not start” threads appear.
  3. Post structured feedback on Steam or join Discord via the official site link from store news.
  4. Check Patch Notes before assuming a bug still exists in the latest build.

This wiki is unofficial. Store and Steam news remain authoritative for patch timing.

Wishlist and audience milestones (context only)

Milestone posts (50k then 100k wishlists, playtest peaks near 827 concurrent) do not change in-game numbers. They explain why the July 28 window stayed locked and why demo patches received performance investment. Pair them with Launch Day Notes if you wonder why day-one polish feels higher than a typical solo-dev TD demo.

Wiki maintenance promise

When Mumpitz Games publishes a post-launch patch:

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is endless mode confirmed?

No. Public marketing describes a finite four-to-six-hour campaign. Forum requests are not official roadmap items until Steam news confirms them.

Will Level 4 and 5 get easier?

Developers said they want to revisit scaling on those maps after a bugfix and QoL update. Wait for dated patch notes before assuming changes are live.

Where should I send bug reports?

Steam discussions for app 4594150 and Discord linked from mumpitzgames.com in official news posts.