Sir, We Have A Situation is a strategy incremental game set on PC that places players in command of a deadpan military operation against increasingly absurd threats. The premise begins with a simple pigeon identified as the initial danger and escalates through sixteen targets that include everyday nuisances and cosmic entities such as the Moon, the Sun, and the First Pigeon. The tone remains entirely straight-faced, presenting ridiculous scenarios through military briefings and radio chatter while the core loop revolves around sustained fire, resource collection, and incremental base building.
Gameplay
The central loop centers on holding the mouse button to fire at targets while supplies drop from each impact. These resources fund upgrades to barracks, mortars, rifle squads, tanks, a field gun, and the Command Tent itself. Every target features a distinct weak point, resistance profile, and counter ability that forces adaptation. The pigeon flaps troops flat, a robot vacuum draws units inward before retreating to dock, a bouncy castle deflates under pressure, a vending machine demands payment, and an enormous cat remains indifferent while swatting objects aside. Support options arrive on cooldowns through air strikes, rallies, and supply runs, supplemented by parachute airdrops and supply caches that appear during engagements. Five sectors ranging from farmland to seaside combine with eight weather conditions to alter effective strategies and unit performance. Offline progression continues through after-action reports that detail gains accumulated while the game is closed.
Game Modes
The primary experience unfolds as a persistent campaign across the sixteen targets. Exercises and adjustable threat levels provide structured practice sessions, while the Gauntlet offers a dedicated harder challenge tier. Three distinct finales become available upon campaign completion. Reassignment allows players to begin fresh operations in new sectors while retaining medals, doctrine points, and commendations earned previously. The War Table serves as a persistent map for allocating doctrine points across thirty-eight options. Salvage from first kills of each target yields one permanent part per operation, with set bonuses available for matching pairs. Thirty-four advisor items in four quality tiers drop from defeated targets and equip to staff members. A medal case tracks forty-nine commendations alongside service ribbons, and a campaign archive populates progressively with completed records.
Progression and Camp Features
Long-term advancement incorporates reassignment mechanics that carry forward core unlocks between sectors. Camp pets appear as miniature versions of defeated targets and occupy a dedicated kennel where they can be interacted with directly. Items and advisors add layers of customization that influence ongoing operations. The system rewards consistent engagement through both active sessions and passive accumulation, with the full campaign designed to extend well beyond initial playthroughs via repeated operations and escalating difficulty options.
Is It Worth Playing?
Sir, We Have A Situation delivers a focused incremental experience built around deliberate pacing and humorous contrast between serious military presentation and absurd targets. The demo covers the first seven targets across two sectors and provides roughly an hour or more of playtime, with saves carrying over to the full release. Players who enjoy incremental progression paired with light strategic decision-making around unit composition, support timing, and environmental factors will find substantial depth in the sixteen-target structure and its supporting systems. The pixel-style art gives each target clear personality without relying on spreadsheets alone for the joke. Those seeking a singleplayer strategy title that balances active clicking with meaningful upgrades and offline returns should consider trying the available demo to determine fit.