Quick fix to custom keymap save/load bug
Just an eensy patch to fix a bug causing custom keymaps to not properly save/load.
A party of goblins, granted magic by an ancient spirit, wanders the archipelago, fighting back the terrible Fog. Wield elemental power with wild repercussions in this open-world tactics RPG.
| App ID | 1061610 |
|---|---|
| App type | Game |
| Developer | Kevin Maxon, Michael Bell, Isa Hutchinson, Taylor Thomas, Zoe Vartanian, Madison Pathe |
| Publisher | Ice Water Games |
| Homepage | https://tenderfoottactics.com/ |
| Release date | 2020-10-21 14:55 UTC |
| Release state | released |
| Controller support | full |
| Store page | store.steampowered.com/app/1061610 |
| Last store refresh | 5 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | Tenderfoot Tactics.exe | windows | ||
| 1 | Tenderfoot Tactics.app | macos | ||
| 2 | Tenderfoot Tactics.x86_64 | linux |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:59 UTC | $14.99 | $14.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 23081626 | 2026-05-04 18:49 UTC | ||
| festival | 5652230 | 2020-10-07 23:22 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1061611 | windows | 1.98 GB | 663.30 MB | 740615923951699045 | branches: festival | |
| 1061612 | macos | 2.01 GB | 669.83 MB | 7093800993306717970 | branches: festival | |
| 1061613 | linux | 1.92 GB | 620.81 MB | 5506539176573087603 | branches: festival |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 23081626 | public | 2026-05-04 18:49 UTC | 5 hours ago |
| 5652230 | festival | 2020-10-07 23:22 UTC | 5 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:59 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Just an eensy patch to fix a bug causing custom keymaps to not properly save/load.
Just a small fix to a bug that was causing custom keymaps to not reload.
Just a small fix to a bug that was causing custom keymaps to not reload.
Build ID 21595066 This build is the first time we've brought our work from console porting back to Steam. Ideally there are not many noticeable changes other than improved performance, expanded settings, better text legibility on small screens, and bugfixes and usability upgrades. Major upgrade of engine foundation OpenGLCore --> Vulkan on Linux OpenGLCore --> Metal on Mac Rendering pipeline changes focused on optimization. Many shaders have been rewritten for improved performance Antialiasing and Vsync options added to settings menu Change to how resolution and quality work. Resolution will s
6953036 Fixed a bug where Sony controllers did not have a default keybind for "Action 2". If you play with a Sony controller please go to your keybind menu (in the Settings menu) and assign Square to "Action 2", or reset it to the default preset. This input is useful for leaving caretakers in towns and, most importantly, for focusing on hovered goblins in combat and viewing their skill tooltips.
Localization! Plus a variety of UI tweaks, some new music, quality of life for streamers, etc. Full localization for Simplified Chinese, Spanish (LATAM), Portuguese (BR), German, French, and Russian. Various tweaks to the UI and text styling. Added a 'Borderless Fullscreen' mode (just fullscreen but doesn't confine the cursor to the game) and made the game stay active when unfocused so streamers or other multi-monitor players can click around with less bother. Assorted bugfixes and minor optimizations.
Hi all! Just a quick announcement to say that Tenderfoot Tactics is now available in a handful of new languages. Thanks for taking a look! Enjoy! - Badru twitter.com/tenderfoot_tact facebook.com/TenderfootTactics instagram.com/icewatergames/ discord.gg/B82BDEv {STEAM_CLAN_IMAGE}/34868082/19ea38115838f56a037e2b760a152297680bda5f.gif
{STEAM_CLAN_IMAGE}/34868082/823d00eaefc9aa4ab2c7afb2c736d29b487758d5.png Hi goblins! We're real excited to announce that, coming very soon, you'll be able to play Tenderfoot Tactics in any of the following languages: Simplified Chinese Spanish (Latin America) Portuguese (Brazil) German French Russian We're still pulling things together, but all of the above languages other than Russian are available on the beta branch, which you can get access to through our Discord (which also has feedback channels, which is why we send folks there first). If you're bilingual and could offer help, we'd love t
Quick fix for a variety of small bugs. Worm 'Ram' and Polearm 'Charge' now cause knockback in the direction of caster movement, even if the charging unit ends up on the other side of the hit unit. Fixed a bug with Polearm 'Charge' that was preventing it from displaying tooltips dynamically added by equipment, e.g. the +knockback from a pearl. Fixed a bug with Polearm 'Charge' that was causing it to 'hit' the targeted unit even if the Polearm's charge would be blocked. Removed newlines from status effect descriptions. Multiple effects from one status are now separated by commas. Fixed a bug wit
Quite a few notable changes in this still-smallish patch. Wave fights will be a bit less frustrating, as incoming wave direction is now telegraphed. Fog goblins will include a variety of playable classes now as you level up. Frost giants got a nerf. A handful of tweaks to old abilities, and some new upgrade options to abilities I thought were a bit underused on average. Beginning around the level you start seeing trolls, enemy goblins will now have a chance to be any playable breed you've unlocked. Goblins spawned from behemoths will still always be unevolved goblins. As you level up, you'll s
Tenderfoot Tactics is probably one of the best games released this year. An open-world tactics RPG that mixed real-time exploration and turn-based tactical battles, with a really gorgeous simple visual style with bright colours. Read the full article here: https://www.gamingonlinux.com/2020/11/tenderfoot-tactics-sold-well-enough-to-fund-another-game-more-updates-coming
{STEAM_CLAN_IMAGE}/34868082/7b9065fb24db12b478d387658f8dcb1f24dfd5dc.png A lot has changed since launch! I think the game is much stronger because of early player feedback. Thanks so much to everyone who helped out! Major Updates Roundup Keymap / rebinding menus An option to skip the intro and instead start in a random location, for people returning for a 'new game+' experience Difficulty settings with some funky challenge modes for people who want to spice up their new game+ Significant improvements to the AI Improvements to enemy variety, especially in the mid-late game, with enemies now lev
Fixed a bug causing the (X) close button in the keymapping menu to not show up if you entered the keymapping menu from the pause menu. Scooched the settings menu slightly to center it better. Fixed a bug where you could click through the difficulty menu to the pause menu if you clicked in just the wrong place. Fixed a bug causing the skill tooltip display to remain up indefinitely if you paused while hovering a skill in combat deployment. Turn order shuffling at combat setup is now pseudo-random, guarantees the player's first goblin goes either first or second, attempts a somewhat more even di
AI should be dramatically less stupid, especially ranged AI. This might make the game harder across the board, but it will also make it less annoying as ranged AI wont turtle so often. Enemy classes will have some skill variety as you get higher level than them, and encounters will be more varied between hordes-of-low-level and fewer-high-level types. You can now click away / click nothing to hide the memory selection window in the train menu. Changed the way the game handles you reaching the plateau at a low level. Old behavior: would show you the single lowest level enemy team comp that spaw
Look for the difficulty settings menu in the pause menu after loading a save file. I don't recommend messing with them much unless you're looking to change the gameplay up to make a second playthrough fresh. Maybe if the base game is a little too hard or easy, try adjusting the 'difficulty modifier' slider slightly. Also, if tutorials are annoying you, there's now a tickbox to disable them in the tutorials section of the pause menu. Fixed a bug causing the overhead healthbar dmg preview to often be wrong when a goblin had Lofty. Tweak to floating dmg/heal numbers in combat. Will no longer show
Full appinfo as delivered by Steam PICS, changenumber 37441117. Also at /api/app/1061610/raw.
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