Compare Cross Tails prices across trusted key stores and find the best deal. Developed by Rideon,Inc.. Published by KEMCO. Released on 7/19/2023. Available on PC, Xbox. Genres: Adventure, RPG, Simulation, Strategy.

Two campaigns, same war, opposite trenches. A modest-budget grid tactics RPG that pays off patient class planning far more than it pays off production values.

The best thing here is that you get two full tactical campaigns that argue with each other. You fight this war from the canine side and from the feline side, and the second run is not the first one with the map mirrored and the sprites recoloured. Events you accepted as settled fact in one campaign turn out to be somebody's convenient version in the other. In a genre where replay value usually means New Game Plus with a stat multiplier bolted on, that is a structural choice worth respecting, and it is the reason this stayed on my list despite everything I am about to say. Mechanically this is Rideon's house style, and anyone who put time into their Mercenaries Saga games already knows the shape of it. Grid-based battles, a readable turn order you can manipulate, terrain and height that matter to where you plant your units, and a class progression system where characters graduate into stronger roles and carry a small hand-assembled skill loadout. The interesting decisions sit two or three battles ahead of the one you are playing: who gets the healing job, whether you want a second front-line body or a ranged specialist, which passive earns the slot when you only have a couple. It is single-player only, with full controller support, achievements and cloud saves, so it runs fine as a handheld PC game. Where it disappoints is nearly everything wrapped around the tactics. It sits at mixed on Steam, around 68 percent positive across a pool of roughly 73 reviews, which is a sample size I would not treat as gospel, but the complaints track with what this actually is. The presentation is functional rather than expressive. The script carries the slightly stiff cadence of a budget localization. And the enemy AI is the real problem for anyone who plays a lot of this genre: it takes bait, it walks into chokepoints, and once you have learned that, the middle stretch of both campaigns stops asking hard questions of your build. There is no Workshop support either, so no mod scene is coming to rebalance the difficulty curve for you. What ships is what you get. And yet I would still hand this to someone who has never finished a tactics RPG, so here is the build order I would give them. Start with the canine campaign, because you want the version of events that reads as straightforward before you get the one that complicates it. Do not spread experience across ten units. Pick six, promote them on schedule, and make peace with a couple of characters riding the bench permanently. Spend your first class change on a dedicated healer and your second on whichever unit already has the movement range to reach a flank, because reach solves more problems in this game than raw damage ever will. The tutorial does the basic literacy work without talking down to you, and because the opposition is soft, a newcomer gets genuine room to misplay a turn and recover from it. Forgiving AI is a design flaw for veterans and a safety net for beginners. Same code, different value depending on where you are standing. So who is this for. Tactics regulars in a quiet year who want something to chew through between the genre's heavyweight releases, and anyone pulled in by the dual-perspective conceit, which is honestly the one thing that separates this from the dozens of other grid RPGs sitting on PC. It will not hold you for 200 hours and it never pretends it will. What it offers is two campaigns, a class system with enough branching to justify a second lap, and a war story with the decency to admit both sides believe they are the reasonable ones. Set your expectations at competent rather than remarkable and you will get your time back out of it. Diego, Scout Team

Cross Tails

Cross Tails

Jul 19, 2023Rideon,Inc.KEMCO
GamerScout Says

Two campaigns, same war, opposite trenches. A modest-budget grid tactics RPG that pays off patient class planning far more than it pays off production values.

PCXbox
Best Price Available
€29.99
at Steam
Lowest tracked: €29.99
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GamerScout Verdict

For turn-based tactics regulars who want one war told twice, and can forgive budget presentation and exploitable enemy AI.

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€29.99
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€29.99
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Price History

Lowest tracked
€29.9925 Aug 2026
Current best
€29.99
Lowest since we started tracking
Official stores
€27.59€29.19€30.79€32.3925 Aug28 Aug31 Aug3 Sept6 Sept
Tracking prices since 25 Aug 2026
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Screenshots & Media

About Cross Tails

The best thing here is that you get two full tactical campaigns that argue with each other. You fight this war from the canine side and from the feline side, and the second run is not the first one with the map mirrored and the sprites recoloured. Events you accepted as settled fact in one campaign turn out to be somebody's convenient version in the other. In a genre where replay value usually means New Game Plus with a stat multiplier bolted on, that is a structural choice worth respecting, and it is the reason this stayed on my list despite everything I am about to say. Mechanically this is Rideon's house style, and anyone who put time into their Mercenaries Saga games already knows the shape of it. Grid-based battles, a readable turn order you can manipulate, terrain and height that matter to where you plant your units, and a class progression system where characters graduate into stronger roles and carry a small hand-assembled skill loadout. The interesting decisions sit two or three battles ahead of the one you are playing: who gets the healing job, whether you want a second front-line body or a ranged specialist, which passive earns the slot when you only have a couple. It is single-player only, with full controller support, achievements and cloud saves, so it runs fine as a handheld PC game. Where it disappoints is nearly everything wrapped around the tactics. It sits at mixed on Steam, around 68 percent positive across a pool of roughly 73 reviews, which is a sample size I would not treat as gospel, but the complaints track with what this actually is. The presentation is functional rather than expressive. The script carries the slightly stiff cadence of a budget localization. And the enemy AI is the real problem for anyone who plays a lot of this genre: it takes bait, it walks into chokepoints, and once you have learned that, the middle stretch of both campaigns stops asking hard questions of your build. There is no Workshop support either, so no mod scene is coming to rebalance the difficulty curve for you. What ships is what you get. And yet I would still hand this to someone who has never finished a tactics RPG, so here is the build order I would give them. Start with the canine campaign, because you want the version of events that reads as straightforward before you get the one that complicates it. Do not spread experience across ten units. Pick six, promote them on schedule, and make peace with a couple of characters riding the bench permanently. Spend your first class change on a dedicated healer and your second on whichever unit already has the movement range to reach a flank, because reach solves more problems in this game than raw damage ever will. The tutorial does the basic literacy work without talking down to you, and because the opposition is soft, a newcomer gets genuine room to misplay a turn and recover from it. Forgiving AI is a design flaw for veterans and a safety net for beginners. Same code, different value depending on where you are standing. So who is this for. Tactics regulars in a quiet year who want something to chew through between the genre's heavyweight releases, and anyone pulled in by the dual-perspective conceit, which is honestly the one thing that separates this from the dozens of other grid RPGs sitting on PC. It will not hold you for 200 hours and it never pretends it will. What it offers is two campaigns, a class system with enough branching to justify a second lap, and a war story with the decency to admit both sides believe they are the reasonable ones. Set your expectations at competent rather than remarkable and you will get your time back out of it.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedTactical RPGGrid CombatClass Change SystemDual CampaignTurn-Based TacticsAnthropomorphic CastWar StoryBeginner-Friendly TacticsHandheld PC Friendly

System Requirements

Minimum

OS
Windows 10 and up
Processor
Intel® Core™ i5
Memory
8 GB RAM
Graphics
4GB VRAM
Storage
600 MB available space

Recommended

Requires a 64-bit processor and operating system

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Reviews & Ratings

Steam
68%(73)

Game Info

Developer
Rideon,Inc.
Publisher
KEMCO
Release Date
Jul 19, 2023

Features

Single-playerSteam AchievementsFull controller supportSteam CloudFamily Sharing

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Frequently asked questions about Cross Tails

How much does Cross Tails cost?

As of 6 September 2026, the cheapest in-stock offer for Cross Tails is €29.99 at Steam, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Cross Tails cheapest?

The lowest in-stock price we track for Cross Tails is €29.99 at Steam (6 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Cross Tails available on?

Cross Tails is available on PC, Xbox.

When was Cross Tails released?

Cross Tails was released on 19 July 2023.

Who developed Cross Tails?

Cross Tails was developed by Rideon,Inc. and published by KEMCO.