
Game intel
Chip 'n Clawz vs. The Brainioids
An action-strategy game where you gather Brainium, build a base, and command your army of bots to defeat the freaky Brains-in-Jars aliens. Lead from the front…
Julian Gollop making a Saturday-morning-cartoon RTS with third-person action? That’s not the timeline I expected-and that’s exactly why Chip ’n Clawz vs. The Brainioids is interesting. Gollop’s design DNA (X-COM, Phoenix Point, Chaos Reborn) is synonymous with crunchy tactics and ruthless decision-making. Seeing him pivot into a fast, co-op-friendly action-strategy hybrid made me perk up. It launched today on PC (Steam, Epic), PlayStation 5, and Xbox Series X|S for £24.99, with a 10% discount through September 2.
Chip ’n Clawz vs. The Brainioids is an action-strategy mashup where you collect Brainium, build out bases, spawn minions, and then jump into third-person combat as the heroes-Chip and Clawz—to tilt battles in your favor. Think of it as commanding and fragging at the same time: drop structures, rally your squads, then zip to the frontline to smash a Brainioid boss with an upgraded arsenal. The campaign supports solo or co-op, there’s couch split-screen (rare for modern RTS), and PvP offers 1v1 and 2v2 options across platforms via crossplay.
Snapshot is pitching “easy to learn, satisfying to master,” and that phrasing usually makes strategy veterans wince. But Gollop has history with real-time tactics—X-COM: Apocalypse experimented with a pausable real-time mode—and he’s always been good at making macro decisions feel impactful. If the boss fights push you to flex both base management and on-foot hero play, there’s potential for a nice loop: hold map control, farm key resources, tech up, then execute a hero-led push to crack the enemy core.
Action-RTS hybrids have a rocky track record. Brütal Legend had big ideas but wobbly strategy. Overlord nailed the commander-on-the-field fantasy, but sacrificed macro depth. Pikmin remains the gold standard for approachable squad control, yet it’s tightly scoped. That’s the tightrope here: make battles readable and responsive while still rewarding planning and positioning. If anyone can thread that needle, a designer who built the original X-COM’s tension and Phoenix Point’s nasty encounter design is a strong bet.

The Saturday-morning aesthetic is a deliberate pivot from Snapshot’s grim sci-fi. It’s smart: bright visuals make unit silhouettes and ability telegraphs clearer, which matters when you’re juggling macro and micro. If the comic book vibe also buys them a broader audience without dumbing down mechanics, that’s a win.
That last point is huge. RTS adoption lives or dies by “can I play with my friends easily?” A Friend’s Pass reduces friction, and couch co-op is a unicorn for strategy titles. More importantly, there’s no mention of live-service hooks or battle passes here—this reads like a complete package built around co-op and PvP out of the box. At £24.99, that’s refreshingly reasonable.
Accessibility claims versus strategic depth is the obvious tension. If heroes are too strong, macro choices won’t matter; if macro dominates, the third-person combat becomes window dressing. Readability is another concern: split-screen RTS can get cluttered fast. Clear UI, ability cooldown feedback, and smart camera work will make or break couch co-op.
Then there’s netcode. Crossplay PvP is ambitious; stable tick rates, hit registration for hero abilities, and fair desync handling will decide if competitive play sticks. I’m also curious about campaign structure: are missions bite-sized “pick-up-and-play” or deeper scenarios with evolving objectives? The press notes bosses that “test base and minion management”—great—but we’ll need variation beyond arena-style brawls to avoid repetition.

Finally, onboarding. RTS veterans hate handholding; newcomers need it. The best case is optional depth: generous tooltips, practice modes, maybe mutators for replayability. Snapshot’s history suggests they’ll swing at this, but we’ve all seen strategy tutorials that either drown you in text or say nothing.
The genre could use more approachable entries that don’t feel like mobile auto-battlers. If Chip ’n Clawz nails the “play a mission with a friend after work” flow, we might finally get a modern co-op RTS that sticks around. And if it quietly smuggles Gollop-grade systems into a colorful package, strategy fans get their depth while newcomers get a gateway drug. That’s the sweet spot.
Chip ’n Clawz is a cheerful RTS-action hybrid from the creator of X-COM, out now on PC, PS5, and Xbox with crossplay, couch co-op, PvP, and a generous Friend’s Pass. The price is right; the feature set is player-friendly. Now it just needs tight controls, readable UI, and netcode that won’t melt in 2v2.
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