Key art for Tenderfoot Tactics

Game review

Tenderfoot Tactics

6.5 / 10

Developer
Kevin Maxon, Michael Bell, Isa Hutchinson, Taylor Thomas, Zoe Vartanian, Madison Pathe
Publisher
Ice Water Games
Released
21 October 2020
Platforms
Windows, macOS, Linux
Genre
Tactical RPG
Monetisation
Premium, one-off purchase, with an optional DLC (Deluxe Edition content)
Players
Single-player

The short version

Tenderfoot Tactics sends a randomly-generated tribe of goblins across a hand-drawn archipelago to fight back a creeping, sentient fog, and its combat system is a real, specific achievement: no random hit chances, no damage ranges, just fully deterministic tactics where every outcome is knowable in advance if you read the board correctly. Terrain manipulation — flooding a battlefield, torching it, raising a cliff to block a line of fire — gives that determinism genuine depth, and a loud, devoted slice of its player base calls it one of the best tactics games since Final Fantasy Tactics.

An equally loud and specific slice disagrees, and their complaints cluster around two very concrete problems rather than vague taste. First, the overworld deliberately withholds a player marker and redraws its geography as you move, which some players treat as the game's entire point — orienteering by landmark rather than UI arrow — and others describe as simply impossible to navigate for hours at a stretch. Second, and more seriously, several reviewers independently describe a difficulty system that scales the world's toughness to your own level and unlocked classes, meaning the normal RPG instinct to grind and progress actively makes later fights harder rather than more manageable — a mechanic Steam's own metacritic-free page never mentions, discovered instead by players the hard way.

Biggest strengths

  • A genuinely rare deterministic combat system — no random miss chances or damage ranges — layered with terrain manipulation (flooding, burning, raising terrain) that rewards reading the board rather than trusting a dice roll
  • A distinctive, dreamlike hand-painted art style and score that a large share of reviewers, including several who otherwise dislike the game, single out as one of its best qualities
  • A goblin class-evolution system that lets characters retain old abilities while unlocking new ones, giving long-term parties real build variety

Biggest weaknesses

  • Several reviewers independently describe a difficulty system that scales encounter toughness to the player's own level and unlocked classes, so grinding and progressing — the normal RPG instinct — can make the game harder rather than easier, a mechanic never disclosed up front
  • The overworld intentionally omits a player marker and redraws its geography as you travel, which a large number of reviewers describe as simply disorienting rather than rewardingly challenging, to the point of abandoning runs over navigation alone rather than combat
  • A recurring complaint describes clunky UI and misclicks, including actions triggering unintentionally and unclear indication of whose turn is active

Who it's for: Players who want one of the more mechanically distinctive tactics RPGs in years and don't mind a game that refuses to hold your hand on the map or the difficulty curve — go in expecting to look things up, and expecting the game's hardest moments to sometimes be the ones you caused yourself by playing normally.

Our recommendation: Worth it specifically for the deterministic, terrain-driven combat system, which has few real equivalents in the genre. Go in warned about the disorienting map and the level-scaling trap, and consider looking up a guide on class choices before you sink hours into a party composition the game will quietly punish you for building.

6.5 / 10

Tenderfoot Tactics puts you in charge of a randomly generated tribe of goblins, cast adrift by a creeping, sentient Fog that's eaten the mainland, and asks them to fight their way across an archipelago using a combat system built on a real and specific promise: nothing here is random. No miss chances, no damage rolls — every fight is a fully solvable puzzle if you read the terrain correctly. It's a rare enough design choice in the genre that it alone would justify a look. What divides the game's own player base, sharply and consistently, is everything built around that promise.

A combat system that earns its comparisons

The praise quotes Ice Water Games put on their own store page — PC Gamer, NME, EDGE — aren't puffery; they reflect a real critical consensus that this game's battle system does something distinctive. Height, water and fire aren't cosmetic terrain features, they're tools: flood a battlefield to slow enemies down, then electrify the water; raise a cliff to block a ranged attacker's line of sight; set a bush alight and let the fire do the work a spell normally would. Because every outcome is deterministic, mastering the system means learning to read a board state and know exactly what will happen, rather than hedging against bad luck. Reviewers who otherwise have serious complaints about the game routinely carve out an exception for combat specifically — it's the one part of Tenderfoot Tactics that critics, positive Steam reviewers and frustrated Steam reviewers all agree is genuinely well made.

The goblin class system reinforces this. Characters evolve into new classes while retaining abilities from their old ones, which several long-time players describe as giving real weight to party-building decisions made many hours earlier — a "bog witch" you built around a specific combo ten hours ago is still paying off in a fight you're having now. Combined with the hand-painted, dreamlike art direction and a score multiple reviewers single out by name, there's a strong case that this is one of the more distinctive tactics RPGs of its year, not just a competent one.

The map that is either the whole point or the whole problem

Exploration works nothing like a typical RPG. There's no player marker. The landscape itself subtly redraws as you travel, so the only way to navigate is comparing what you see to a hand-drawn paper map and reasoning about landmarks — deliberately closer to real-world orienteering than a UI convenience. A meaningful number of reviewers treat this as the game's secret best idea, describing real satisfaction the first time they correctly triangulate their position from terrain alone, likening it to Breath of the Wild's landmark-driven exploration. An equally large, equally specific number of reviewers describe the exact same system as simply broken — every landmass rendered in the same abstract style, no reliable way to distinguish one region from another, hours spent wandering rather than fighting. One reviewer's summary captures the split precisely: "a quality 4/10 that would be a 10/10 if not for the map." This isn't a case of some players being more patient than others; it's a design decision that produces two genuinely different, well-argued experiences of the same game depending on whether a given player finds orienteering rewarding or simply frustrating.

The trap several reviewers discovered the hard way

The more serious, more specific complaint concerns difficulty, and it's worth stating precisely because it isn't ordinary "this game is hard" grumbling. Multiple reviewers independently describe a hidden scaling system: the toughness of the world's encounters rises based on the player's own level and the classes they've unlocked, so pursuing the game's own core progression loop — leveling goblins, unlocking new classes, exploring further — can directly make subsequent fights harder rather than easier. One reviewer's blunt advice to other players: level up as little as possible and avoid unlocking extra classes, because the world levels up in lockstep. That's a genuinely unusual failure mode for an RPG, where the entire genre convention is that progression should feel rewarding rather than adversarial, and it's cited specifically and repeatedly enough across negative reviews spanning different years that it reads as a real, documented mechanic rather than a misunderstanding by a handful of players.

What the achievement data suggests

Steam's global achievement percentages are consistent with a game a large share of its audience never gets deep into: the single most commonly earned achievement sits at just 9.7% of the playerbase, and every other tracked achievement falls below that. Because the achievement names themselves are short, opaque codes (UNTOUCHABLE, PILGRIM, HYDRA, BREEDS_MASTERED) rather than descriptive milestones, it's not possible to say precisely which specific point in the game most players stop at — but a completion ceiling this low across every tracked achievement, not just the hardest one, lines up with a game whose own negative reviews describe giving up on navigation or difficulty well before the credits.

Final verdict

Tenderfoot Tactics deserves genuine credit for trying something the genre rarely attempts: a fully deterministic combat system with real terrain-driven depth, wrapped in a distinctive art style that's earned real critical praise. It settles at 6.5 rather than higher because two specific, well-documented design choices — a navigation system with no player marker and a difficulty curve that can punish normal progression — split its own player base sharply enough that "will you like this" depends less on skill and more on whether disorientation-as-mechanic sounds appealing to you specifically. Go in for the combat, be ready to look up a guide on class choices, and don't assume that leveling up is automatically the safe move.

Pros and cons

Pros

  • A genuinely rare deterministic combat system — no random miss chances or damage ranges — layered with terrain manipulation (flooding, burning, raising terrain) that rewards reading the board rather than trusting a dice roll
  • A distinctive, dreamlike hand-painted art style and score that a large share of reviewers, including several who otherwise dislike the game, single out as one of its best qualities
  • A goblin class-evolution system that lets characters retain old abilities while unlocking new ones, giving long-term parties real build variety
  • Praise quotes from PC Gamer, NME and EDGE on its own store page reflect real critical enthusiasm for how unusual and confident the game's vision is

Cons

  • Several reviewers independently describe a difficulty system that scales encounter toughness to the player's own level and unlocked classes, so grinding and progressing — the normal RPG instinct — can make the game harder rather than easier, a mechanic never disclosed up front
  • The overworld intentionally omits a player marker and redraws its geography as you travel, which a large number of reviewers describe as simply disorienting rather than rewardingly challenging, to the point of abandoning runs over navigation alone rather than combat
  • A recurring complaint describes clunky UI and misclicks, including actions triggering unintentionally and unclear indication of whose turn is active
  • Global achievement data shows no achievement clearing even 10% of the playerbase, consistent with a game a large share of players never see very far into

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Originality 8 / 10
  • Replayability 6 / 10
  • Interface 5 / 10
  • Story 6 / 10