Compare Tooth and Tail prices across 50+ stores and find the best deal. Developed by Pocketwatch Games. Published by Pocketwatch Games. Released on 9/12/2017. Available on PC. Genres: Action, Casual, Indie, Strategy. Metacritic score: 80/100.

A controller-friendly RTS where flamethrowing boars and mustard-gas skunks clash in fast, brutal matches. Deep enough to reward practice, short enough to actually finish a game.

Tooth and Tail is a real-time strategy game stripped down to its essentials, and that stripping-down is both its biggest strength and its sharpest limitation. Pocketwatch Games built this around the idea that a full RTS should be playable on a gamepad without sacrificing meaningful decisions, so the control scheme compresses base-building, unit production, and army movement into something that feels closer to an action game than a Starcraft session. Matches run ten to fifteen minutes on average. If you have ever bounced off traditional RTS titles because APM requirements felt like a second job, this is worth a serious look. The core loop is tight. You expand across a procedurally generated map by capturing Grist Mills, which feed your production. Your army composition is locked in before the match from a squad of eight units you select from a larger roster, so pre-game deck-building carries real weight. Flamethrower Boars are your aggressive frontline answer to clustered enemies. Skunks lob mustard gas and excel at area denial. Owls drop paratroopers behind enemy lines for harassment. Moles tunnel under choke points. Every unit has a counter, and learning that counter chart is where the game's depth lives. For a title that looks casual, the unit-matchup decisions are genuinely strategic and reward the kind of build-order thinking I put into much heavier games. The campaign deserves mention because it does something the strategy genre usually ignores: it uses the missions to teach mechanics organically through four faction storylines set in an animalpunk civil war over who gets to eat whom. It is weird, it is funny, and it works as a tutorial without ever announcing itself as one. Newcomers who usually skip tutorials will absorb the unit roles through narrative context, which is exactly how onboarding should function. The procedurally generated maps in single player add replayability, though veteran players will notice the map logic can occasionally produce lopsided layouts. Where the game struggles is in long-term depth. Once you have the unit matchup table memorized and a preferred squad locked in, matches can start to feel repetitive. The AI in single player is serviceable rather than threatening at higher difficulties, and the online competitive population has thinned considerably since launch, which means finding a live match can require patience. The Mixed review status on Steam reflects this trajectory more than the quality of the underlying design. The split-screen local multiplayer mode is a genuine highlight and one of the few modern examples of couch RTS done well, so if you have a regular opponent nearby, that alone justifies the purchase. From a mod and ecosystem standpoint, Tooth and Tail is light. There is no real mod toolkit, no workshop integration to speak of, and no ranked ladder with meaningful progression. For players who come from Paradox titles or deep 4X games expecting years of content, this will feel thin. For players who want a smart, fast RTS they can learn in a weekend and actually play to completion, it delivers exactly that. Think of it as the strategy game equivalent of a well-designed short story: not everything needs to be a novel. Diego, Scout Team

Tooth and Tail
ActionCasualIndieStrategy

Tooth and Tail

Sep 12, 2017Pocketwatch Games
GamerScout Says

A controller-friendly RTS where flamethrowing boars and mustard-gas skunks clash in fast, brutal matches. Deep enough to reward practice, short enough to actually finish a game.

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About Tooth and Tail

Tooth and Tail is a real-time strategy game stripped down to its essentials, and that stripping-down is both its biggest strength and its sharpest limitation. Pocketwatch Games built this around the idea that a full RTS should be playable on a gamepad without sacrificing meaningful decisions, so the control scheme compresses base-building, unit production, and army movement into something that feels closer to an action game than a Starcraft session. Matches run ten to fifteen minutes on average. If you have ever bounced off traditional RTS titles because APM requirements felt like a second job, this is worth a serious look. The core loop is tight. You expand across a procedurally generated map by capturing Grist Mills, which feed your production. Your army composition is locked in before the match from a squad of eight units you select from a larger roster, so pre-game deck-building carries real weight. Flamethrower Boars are your aggressive frontline answer to clustered enemies. Skunks lob mustard gas and excel at area denial. Owls drop paratroopers behind enemy lines for harassment. Moles tunnel under choke points. Every unit has a counter, and learning that counter chart is where the game's depth lives. For a title that looks casual, the unit-matchup decisions are genuinely strategic and reward the kind of build-order thinking I put into much heavier games. The campaign deserves mention because it does something the strategy genre usually ignores: it uses the missions to teach mechanics organically through four faction storylines set in an animalpunk civil war over who gets to eat whom. It is weird, it is funny, and it works as a tutorial without ever announcing itself as one. Newcomers who usually skip tutorials will absorb the unit roles through narrative context, which is exactly how onboarding should function. The procedurally generated maps in single player add replayability, though veteran players will notice the map logic can occasionally produce lopsided layouts. Where the game struggles is in long-term depth. Once you have the unit matchup table memorized and a preferred squad locked in, matches can start to feel repetitive. The AI in single player is serviceable rather than threatening at higher difficulties, and the online competitive population has thinned considerably since launch, which means finding a live match can require patience. The Mixed review status on Steam reflects this trajectory more than the quality of the underlying design. The split-screen local multiplayer mode is a genuine highlight and one of the few modern examples of couch RTS done well, so if you have a regular opponent nearby, that alone justifies the purchase. From a mod and ecosystem standpoint, Tooth and Tail is light. There is no real mod toolkit, no workshop integration to speak of, and no ranked ladder with meaningful progression. For players who come from Paradox titles or deep 4X games expecting years of content, this will feel thin. For players who want a smart, fast RTS they can learn in a weekend and actually play to completion, it delivers exactly that. Think of it as the strategy game equivalent of a well-designed short story: not everything needs to be a novel. Diego, Scout Team

Tags

steamController SupportCouch Co-opProcedural MapsSquad BuildingShort SessionsUnit CountersGamepad RTSSplit Screen

System Requirements

System requirements for Tooth and Tail aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
80
Steam
80%(4,122)

Game Info

Developer
Pocketwatch Games
Publisher
Pocketwatch Games
Release Date
Sep 12, 2017

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