Teardown: Time Campers Review (failcopterwes)
I think the best selling point for Time Campers is the question: Do you want more Teardown and to set things on fire? If you answer yes to one or both, then I recommend this. After all, fire alarms weren't invented in the Old West, and so setting a building on fire and leaving it to burn down while you set up another objective is a legitimate idea. Also of note is the equine vehicle selection: horses and horses with carts. One is like a slim car/motorbike that can jump, the other can jump, but is best for carrying stuff around. One interesting note is that you always exit them by standing on top, so they can quickly become a stand to help you reach a pesky item on a higher floor.
As for length, nine missions over two new maps (and a new gradually evolving hub area) makes it not massive, but given the precedent of Art Vandals it's fine. I don't mind this one being paid and the other not, since this is an indie studio who are still supporting and expanding their own game long after they could have just left it. The content being good is all we can really ask for, and I think this is. The missions are of varying difficulties, but most aren't a problem to an experienced player. Probably the most interesting are time limited bridge demolition and the return of the tornados in a populated area idea, but the others are more general Teardown fare.
I got it as part of the season pass, as I trust these devs from their past work on Teardown, but I think the £7.19 for it on its own would be worth it if this is the only bit of DLC that interests you.