
Lead the revolution with an army of flamethrowing Boars, mustard gas-lobbing Skunks, and paratrooper-puking Owls. Tooth and Tail is a Real-Time-Strategy game featuring Single Player, Online Competitive Play, Split Screen, Replays, and more. Build a base, lead your army, eat your enemies!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About


Genres
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 4.2Kreviews | 80% | — | $2M |
| $19.99 | 433ratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It turns out that once you completely remove all micro from an RTS it doesn't make it easier or simpler, it just makes it frustrating.
Tooth and Tail, developed and published by Pocketwatch Games, is a real-time strategy game that rethinks the genre by stripping it down to its essentials and rebuilding it around speed, clarity, and immediacy. Instead of sprawling tech trees and heavy micromanagement, it delivers a condensed experience where every action matters and every second carries weight. The result is a game that feels both approachable and intense, offering a different kind of strategic depth—one rooted in decision-making under pressure rather than mechanical complexity. The most defining feature is how you interact with the battlefield. Rather than commanding from an overhead perspective, you directly control a single leader unit who moves across the map, constructs buildings, gathers resources, and rallies troops. This design grounds the experience in a physical presence, forcing you to be in the right place at the right time. You can’t do everything at once, and that limitation creates constant tension. Choosing to expand your economy might leave your base vulnerable, while focusing on defense could slow your growth. This trade-off becomes the core of the gameplay, turning even simple decisions into meaningful ones. Resource management is streamlined but impactful. Food acts as the primary currency, used to build structures and produce units, and it must be gathered from specific points on the map. Expansion is essential, but it comes with risk, as overextending can expose you to attacks. Before each match, players select a fixed set of units, which defines their strategy from the outset. There is no mid-game tech progression, so success depends on how well you use what you’ve chosen. This approach shifts the focus from long-term buildup to immediate tactical execution, rewarding players who can adapt their plans on the fly. Matches are fast-paced and rarely overstay their welcome, often concluding within minutes. This brevity gives the game a sense of urgency that keeps engagement high, with little room for passive play. Every moment feels active, whether you’re scouting enemy positions, reinforcing defenses, or launching an attack. The use of procedurally generated maps adds variety, ensuring that each match presents new challenges and preventing the gameplay from becoming predictable. This combination of speed and unpredictability makes it easy to play multiple matches in succession without losing momentum. Despite its simplicity, the game offers a surprising level of strategic depth. Unit interactions, positioning, and timing all play crucial roles, and small mistakes can quickly escalate into larger problems. The balance between offense and defense is constantly shifting, and understanding when to commit to a push or pull back can determine the outcome of a match. The streamlined mechanics make it easy to understand what is happening, but mastering the system requires careful observation and quick decision-making. The setting adds another layer of identity, presenting a dark, allegorical world where anthropomorphic animals are locked in a brutal conflict driven by scarcity and ideology. The narrative is delivered through a series of short campaign missions that shift perspectives between different factions, offering glimpses into the motivations behind the war. While the story is not the main focus, it provides context and atmosphere, giving the battles a sense of purpose beyond simple competition. Visually, the game uses a stylized pixel art approach that is both functional and distinctive. Units are clearly readable even during chaotic moments, and animations convey personality despite their simplicity. The art direction, combined with a strong and memorable soundtrack, creates a cohesive aesthetic that supports the game’s tone. The music, in particular, enhances the sense of urgency and tension, reinforcing the pace of the gameplay. There are, however, some limitations to this design. The simplified mechanics, while elegant, may feel restrictive to players who prefer the complexity of traditional RTS games. The lack of direct control over individual units removes a layer of precision that some may find essential, and relying on the leader unit for all actions can occasionally feel limiting. The single-player campaign, while effective as an introduction, does not fully explore the depth of the systems, leaving multiplayer as the primary space where the game truly shines. Ultimately, Tooth and Tail succeeds by committing to a clear and focused vision. It doesn’t try to replicate the scale or complexity of other strategy games, instead offering a faster, more immediate alternative that emphasizes meaningful choices and constant engagement. It captures the essence of strategy without the excess, delivering an experience that is both accessible and challenging. In the end, it stands out as a bold reinterpretation of the RTS genre, offering a unique blend of simplicity and depth that rewards both quick thinking and long-term understanding. For players willing to embrace its approach, it provides a consistently engaging and highly replayable experience. Rating: 8/10
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 11: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Korean, Simplified Chinese, Italian, Spanish - Spain, Traditional Chinese, German, Portuguese - Brazil, Russian, Turkish, French, Dutch +2 more
| $19.99 |
| 135ratings |
| 76% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Tooth and Tail is a fast, frantic strategy game where I have no idea what’s happening— but sometimes I win. That's kinda how RTS games go for me but this one tickles my brain a bit with the art directive and simple nature, at least on the surface. Matches are quick, the controls are simple, and every game feels like a hate crime.
I can't believe I haven't written a review until now. Tooth and Tail is a fantastic game depicting the story about a father that loses his son, and leads a revolution against the leaders who kidnapped him. Along the way, you will meet new troops, new factions, and you will get to play as everyone, being able to see the world from every point of view. In the end, the story climaxes in one of the best ways it could have possibly ended.
if you are thinking of buying this for the solo campaign, well... don't. All the design decisions made in this game to shake up the RTS formula only serves to make fighting against the AI a deeply frustrating experience. Because the AI does not obey any of the limitations placed on you. Biggest and most blatant issue : you cannot issue precise orders to your army. The only thing you can do, is call your entire army to your commander, or call all units of a specific type to your commander. That's it. Even if you wanted to split your army to attack on two fronts, you would need to go to your first attack spot, call the units you want there, then move to the other point and call the rest (being careful not to accidentally call the whole army and ruin the plan). The AI, for its part, can do whatever it pleases in that regard. It absolutely can, and will (all the time), split its forces, even amongt a single unit type, and attack you from multiple angles at once, while its commander is running around on the other side of the map entirely. This results in you constantly needing to split your attention to multiple fronts - in a game where, BY DESIGN, you cannot split your attention. The game also emphasizes short, ~5-10 minutes match. All well and good for multiplayer where you start at the same point, I'm sure. But a serious problem for the typical RTS campaign setup of you needing to build up your forces to take on an already established enemy. Enemy which, again due to the fast match focus, are only a short jaunt away since the maps are minuscule. Still to push the fast match angle, you also run out of food rather quick. After which, units you can't afford will stop fighting, and if you stay stuck that way for 60 seconds, you lose. Well, as far as I can tell, the AI completely ignores that, too. There's also the fact that maps can be difficult to parse sometimes, it can be hard to see the roads, everything slows you down, and some paths are only a tile wide and partially hidden by vegetation. But again, the AI isn't bothered by that, it'll always know the fastest route to anywhere it wants to go. There are also multiple missions where enemy camps just... pop up. Typically those where your objective is to survive. No enemy hero on the map, but camps will just spontaneously start building here and there at regular intervals. Great concept, isn't it? Typically the game will try to keep it to the fog of war but if you have good map control, it'll just straight up spawn camps right in your base, next to your mill. Just because it can. All in all, judging by the achievement rates, very few people have pushed to the end of the campaign, and I think it's rather telling. There seems to be a sentiment that the game is meant to attract a more casual crowd by stripping down the more micro intensive aspects of other RTS games, but as a casual RTS fan myself, I can tell you I did not enjoy it at all.
Lovely rts. Play it! Es un juego de estrategia (RTS) encantadora :3 Es ist ein charmantes Echtzeitstrategiespiel.
Great campaign, great multiplayer, great game.
Really cool idea, great music, and funny almost timeless feeling story in the vein of animal farm that begs, pleads on it's hands and knees, prays to a higher power that it was a real RTS and not this clunky, over simplified console moba thing it, unfortunately, is. All I wanted to do the whole time I was playing was rip the character away from the camera and just do regular APM and base building micromanagement, every time I was forced to move my army around in giant badly organized blobs I just wished I was building my own production facilities, and making my own action groups and setting my own rally points. Every time my resource production went down all I did was wish the game had a normal economy management and resource management system like a real RTS.
ratos capitalistas canibais amoooo
it was ok game... play it a while but I got bored... its not like starcraft...
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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