We Are Problem is a strategy simulation game that puts players in command of an invading monster horde. Humanity has prepared its cities with layered defenses, and the objective centers on breaking through those lines rather than defending them. The experience blends army building, pre-battle positioning, and real-time intervention across destructible battlefields.
Gameplay
Core play revolves around constructing and evolving a force of monsters before each assault. A branching mutation map serves as the central progression system, where choices unlock new creature types, spells, and upgrades that change how units behave in combat. Players can improve health, armor, speed, damage output, and attack frequency while expanding army capacity and granting special abilities. Riskier paths on the map introduce corrupted mutations that carry trade-offs.
Deployment happens through a drag-and-drop interface on multi-path maps. Durable monsters anchor the front, faster units sweep the flanks, and specialized creatures target key structures. Once the attack launches, the army advances automatically along available routes, smashing defenses and gathering resources from demolished buildings. The battlefield features fully destructible environments that leave visible scars as the invasion progresses.
Active participation continues after deployment. Spells can be cast at critical moments to shift momentum, while time controls allow speeding up movement across large maps or slowing for precise skirmishes. As units fall, replacements surge forward, turning successful breakthroughs into escalating visual chaos with swarms filling the screen.
Game Modes
The game focuses on repeated assault sequences against human defensive setups. Each battle allows quick retries from saved checkpoints or complete reformation of the unit layout. Progression ties directly to the mutation map, where successful attacks yield resources and opportunities to expand options for future attempts. No separate multiplayer or competitive modes appear in the available details, keeping the emphasis on single-player strategic planning and adaptation across successive waves of defenses.
Key Mechanics and Features
Defenses include machine gun nests, mortars, railgun turrets, acid plants, traps, combat drones, cranes, and experimental weapons that react dynamically to the approaching horde. Monsters fan out naturally, prioritizing nearby threats while pushing through obstacles. The mutation system encourages experimentation, with each unlock altering army composition and behavior in meaningful ways.
Resource collection from destroyed structures fuels further evolution, creating a loop of attack, adaptation, and escalation. Adjustable game speed supports both deliberate planning and faster pacing during larger engagements. The overall structure rewards thoughtful pre-battle setup combined with timely spell use during the fight.
Is It Worth Playing?
We Are Problem suits players who enjoy strategic army customization and the satisfaction of overwhelming static defenses with evolving swarms. The mutation map offers meaningful choices that change how each run feels, while destructible environments and active spell casting add layers beyond simple auto-battler mechanics. Those drawn to indie strategy and simulation titles with a focus on offensive planning rather than traditional tower defense will find the core loop engaging. The game remains available on PC, and its emphasis on quick retries supports experimentation without heavy punishment for failed assaults.