Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Tooth and TailEventsPatch 1.9
In-game event

Patch 1.9

Tooth and Tail · published 26 Jan 2026, 18:12 UTC · build 20847648

All eventsPlayers around this dateRead on Steam

Some of the most important changes in this update are about time: How fast can you get to the front line, how long does it take Snake poison to kill...

and, yes, it's also been a very, very long time since the last patch. I really would have loved to work more on on Tooth and Tail (and also play more), but life made me focus on entirely different things. Huge thanks to everyone who is here despite the radio silence from my side!

I am incredibly happy to still see some new players who just picked up the game, as well as others with >1000h and counting; a community that keeps discussing balance changes, making skins and mods, organizing, streaming or competing in tournaments (like that Championship we just wrapped up).

Plenty of reasons for more updates... now, quickly back to the actual patch notes:

Multiplayer Balance Changes

  • Toad: 9 HP (from 8).

  • Mole: Commander can burrow to Mole Warrens. 1 DPS against units (from 2), but still 6 DPS against structures. Can simultaneously hit a unit and a structure on the same tile. Moles aggro from their individual position, not from the rally point.

  • Skunk: 32 HP (from 30 HP).

  • Chameleon: 34 HP (from 33).

  • Snake: 1.5 DPS (from 1), for 10s (from 20s), resulting in 15 damage per tag (from 20). 30 HP (from 32 HP).

  • Boar: Explosion on death reduced to 12 damage (from 20).

  • All Tier 3: Build time increased to 50s each warren and unit (from 45s).

  • Formation: Made sure high tier and long range units find tiles more easily (other units move away).

  • Barbed Wire: Regenerates health (like other structures). Cannot be attacked by any unit (but suffers aoe damage). Takes the same damage it deals to enemies (from 1/2 the damage it deals).

  • Land Mine: Invincible to Boar Flamethrower.

  • Reveal: Commanders can uncloak enemies in a 2 tile radius when standing still (previously 1 tile radius, i.e. 3x3 area). Also the sound is a bit more subtle.

Players on the Pocketwatch Discord server or those who watched the tournament probably already know these changes, because most of them were used in the latest tournament and were widely considered an improvement over the last patch.

Improved Control

  • Focus Fire: All structures that are blocking movement (i.e. Gristmill, Campfire, MG, Arty) are easier to target (even when enemy units are next to them).

  • Pig: Unit movement can no longer be blocked by Pigs.

UI and QoL

  • Turkish localization improved, now also using the usual font style.

  • Matchboard (Discord) reactivated.

  • Default name and sorting changed for replays, displaying the newest on top (custom names starting with letters will even be higher up).

  • Changes of deck size in unranked/offline lobbies are registered properly.

  • Better Layout of deck selection screens with more or less than 6 available options per tier. (Currently only in mods.)

  • Automatically update mods and maps before playing them.

  • No crash when leaving a modded lobby while a unit with mod-only graphics is selected.

  • Observer name display fixed.

Linux Fix

Some Linux distros could no longer start the game (due to an issue related to their glibc version) - this seems to be fixed, now. I could only do minimal testing, so please tell me if you still experience trouble starting the game. <3

Community News

The 2025 Championship just ended, and once again it was an amazing event. Roughly 50 players competed on a mod that already contained most balance changes of this patch. We've seen underdogs beat giants, sometimes with novel decks and strategies. Most of the games have been casted - and the truly amazing grand finals can be watched on Tooth and Tail TV.

Go and watch if you have not seen them yet - or grab a flag and test those changes yourself!

(Also: Delthius mentioned he's preparing another tournament for March...)

See you soon!

Eel

More from Tooth and Tail

Other announcements

All events
Major update11 Sep 2026Patch 1.10: ScavengersAfter many years of living as outlaws, Raccoons recently approached civilized society. They might not have the best manners, but they can shoot straight and find food even in unexpected places. New Unit: Raccoon Raccoons aka Scavengers are now available as a new tier 2 unit in multiplayer matches. They are roughly as versatile as Squirrels, more sturdy, and as long as they are outside your terr…Esports15 Jul 2023TNT Champions League Code S FinalsLive now!In-game event20 Dec 2021Patch 1.8.1During the last few months, Sergeant Volkov and the Matriarch demonstrated their full potential when working as a team: Wolf & Owl have been proven to be an incredibly strong combination, because doubling the spawn rate of an Owl did not only mean twice the damage, but also twice the meat shield. Once they hit the field, fighting the almost endless stream of Mice quickly became a disheartening…