
In Micetopia you play as a brave mouse who must fight, jump and explore its way through a world of mystery. Overcome enemies, gain new powers, and rescue your compatriots from the clutches of their captors. Do you have what it takes for the elder to bestow upon you the title “Hero of Micetopia?”
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 31reviews | 45% | — | $2.7K |
| $4.99 | 349ratings | 67% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Простоя и милая метроидвания на 1-2 часа. Не ждите многого. Просто расслабьтесь. Ты бьешь мечом, стреляешь луком, кувырок, двойной прыжок. (может разнообразить бы удары, удар сверху, удар с разбега и тд).
Micetopia is a charming retro-inspired metroidvania that focuses on simple exploration, light action-platforming, and nostalgic pixel-art presentation. Developed by Ninja Rabbit Studios and published by Ratalaika Games S.L., the game tells the story of a small mouse named Rich who leaves his peaceful village behind after monstrous invaders kidnap the local inhabitants. Armed with only basic weapons and determination, Rich ventures into dangerous caves, forests, and underground ruins in an effort to rescue his fellow villagers and uncover the source of the growing threat. The story itself remains fairly straightforward, but the game succeeds at creating a cozy adventure atmosphere that feels heavily inspired by classic side-scrolling platformers from earlier gaming generations. The gameplay centers around exploring interconnected areas while unlocking abilities that gradually expand the world and open previously inaccessible paths. As Rich rescues villagers, he gains new upgrades such as improved movement abilities, stronger weapons, and traversal mechanics that make exploration increasingly rewarding. This gradual progression creates the familiar metroidvania feeling of constantly revisiting old areas with fresh tools and discovering secrets that were impossible to reach earlier in the adventure. The world itself is not massive, but its compact design helps keep exploration manageable and encourages players to thoroughly search each area. Movement and platforming are among the game’s most enjoyable elements. Rich gains abilities like dodge rolling and enhanced jumping that make traversal more fluid as the adventure progresses. Navigating traps, jumping across dangerous gaps, and weaving through enemy-filled environments gives the game a satisfying rhythm that captures the spirit of older retro platformers. The controls may initially feel a little stiff compared to modern precision platformers, but after some adjustment the movement becomes comfortable enough to support the game’s exploration-focused structure. Combat is functional but noticeably simpler than the exploration systems. Players primarily rely on melee attacks alongside a ranged bow weapon unlocked later in the game. Enemy encounters can still provide challenge due to environmental hazards and aggressive enemy placement, but the combat mechanics rarely evolve beyond basic attack-and-dodge routines. Enemy variety is somewhat limited as well, causing some sections of the adventure to feel repetitive after extended play sessions. Boss battles are generally more engaging because they require players to recognize patterns and use movement abilities more carefully, making them some of the more memorable moments in the game. The visual presentation is one of Micetopia’s strongest features. The pixel art style is colorful and expressive, creating an inviting fantasy world filled with glowing caves, mysterious ruins, and cozy village environments. Character designs are simple but appealing, and the environments contain enough detail to maintain atmosphere without becoming visually cluttered. The retro aesthetic feels genuine rather than purely nostalgic imitation, and the overall art direction gives the game a warm and approachable identity that suits its lighter tone perfectly. The soundtrack complements the visuals nicely with calm village themes, adventurous exploration tracks, and more energetic music during combat encounters. While the soundtrack itself is not especially large or varied, the music consistently matches the mood of each environment and helps reinforce the nostalgic atmosphere. Sound effects tied to combat and movement also provide decent feedback, even if the overall audio design remains relatively simple. One of the game’s more noticeable weaknesses is its limited scope. Micetopia is a relatively short experience, and many of its mechanics stop evolving fairly early into the adventure. Exploration eventually begins to feel repetitive because environmental variety and enemy diversity are somewhat restricted. Some upgrades also feel underdeveloped, offering only minor gameplay changes instead of dramatically expanding combat or traversal possibilities. Players looking for a large-scale metroidvania filled with extensive customization and deep combat systems may find the game too lightweight compared to larger genre titles. The game also has occasional technical and design frustrations. Collision detection can sometimes feel awkward during platforming sequences, and certain enemy attacks or hitboxes may seem inconsistent. Checkpoint placement occasionally forces unnecessary backtracking after death, especially during more difficult sections. None of these issues completely ruin the experience, but they do remind players that Micetopia is a smaller indie production with a more limited level of polish. Despite these flaws, the game remains enjoyable because of its charm and straightforward design philosophy. Micetopia never tries to overwhelm players with complexity or massive open-world ambitions. Instead, it delivers a focused and approachable adventure built around exploration, gradual progression, and retro-inspired platforming. The simplicity of the experience can actually work in its favor for players seeking a relaxing metroidvania without excessively punishing difficulty or convoluted mechanics. What makes Micetopia memorable is not innovation or massive scale, but rather its ability to capture the comforting feeling of older platform adventures. The rescue-driven progression system, charming pixel art, and accessible gameplay create an experience that feels pleasant and nostalgic even when certain mechanics become repetitive. It is the kind of game that may not redefine the genre, but still provides several enjoyable hours for players who appreciate classic exploration platformers. Micetopia succeeds as a modest indie metroidvania that prioritizes atmosphere and accessibility over complexity. Fans of retro-style platformers and smaller exploration-focused adventures will likely appreciate its charming world and satisfying progression loop, while players seeking deeper combat systems or more ambitious world design may find it somewhat limited. Even so, the game’s personality and nostalgic appeal allow it to stand out as a fun and heartfelt indie adventure. Rating: 7/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Russian
Hours played at review time, across 31 reviews with recorded playtime.
Мой друг мне сказал, что разработкой этой игры занимался один человек и я решил поддержать его, купив эту игру. Особенно, если учесть, что визуально она мне очень понравилась. ОДНАКО после мучительных попыток полюбить её, я сдался и решил написать этот отзыв. Игра ужасна и это было бы легко исправить - поиграй в неё сам создатель. Радиус атаки гг слишком мал, добавь он хотя бы 1-2 пикселя - было бы уже сносно. Предметы и мобы не получают урон если они находятся на той же точке что и герой (хотя сам мыш урон от врагов получает) Анимация прыжка кажется затянутой Атака гг анимирована как размах, при этом атака на приближающихся по диагонали сверху врагов (типа летучих мышей) не проходит и по сути является не размахом, а уколом. Общение с нипами не прерываются и инициируются кнопкой прыжка, что дико раздражает. ИТОГ: Наверное дальше игра будет интереснее, но пока вот это всё не будет исправлено - играть в неё не возможно. Поправит - молодчага, нет - халтурщик. ПОка палец вниз
这也太短了。。。。1~2小时的全收集流程认真的吗。。。??FC游戏都没这么短呀!
主界面连退出都没有吗
誰でもクリアできる作品。コンプリートもね((´∀`))ケラケラ もう少し探検がしたかったな~ 追加要素あれば プレイヤー増えそうだけど今の時点では、こんなもんか って思ってしまう><
Jogo sem botão de Quit, é negativo direto hahaha.
Absolutely pointless game.
Good pixel sidescroller ruined by awkward controls you cant rebind, mouse and rat fans play at your own risk.
While I want to recommend this game without caveats, the truth is it's rough around the edges in a way that could be abrasive depending on your tolerances for certain gameplay quirks. Some good stuff first: It is finished in the sense that it does have an ending scene and a single end credit line; you can 100% it in no time at all provided you don't trigger a glitch [spoiler]that locks you out of upgrades[/spoiler], though it is avoidable [spoiler]just don't forget to save all the townsfolk by exploring the whole map before you fight the final boss in the woods[/spoiler]. Micro games tend to be underappreciated, and condensing down a metroidvania to this level [spoiler]of two maps, two unlockable moves, two weapons, two main bosses[/spoiler] must have taken some work. The enemy and character sprites are creative and colourful, the visual artist clearly had a vision and executed it well enough to feel consistant to each level. The movement system gives you enough control to where platforming is rarely frustrating, though that comes with an asterisk I will get to in the next section. Honestly if the game could be scaled back a little, it would make for a solid Pico-8 metroidvania. And here's the rub: The game [i]feels[/i] unfinished not just because of the short nature of the story, but because there are some glaring problems that should have been picked up in playtesting. For starters, collision with certain terrain elements feels inconsistant [spoiler]namely the tree branches in the second area, as well as at least one instance of being unable to shoot an arrow through the environment where it had been possible every other time[/spoiler]. Speaking of the environment, while the pixel art for the tileset is pretty, there is some level geometry that feels like a random afterthought that lead to whole rooms of nothing in some cases. Perhapse when the game had a bigger scope these rooms were meant to have something, but the dead-ends and long runbacks from some warp points make me question the attention of the level designer. The pace of challenges and upgrades feels unballanced in a lot of places [spoiler]It's very back-loaded with the ability to upgrade weapons and health being tied to the last two villagers you rescue[/spoiler], and I can't help but feel it needed to be spread out more evenly across the game. There is little to no challenge to be had outside of some frustrating enemy placements during the later half of the game [spoiler]and the final boss is a complete pushover so long as you have been picking up arrows regularly[/spoiler]; and while I wish I could call it a more relaxing experience, the bugs involving the enemy sprites [spoiler]such as the frogs landing on seemingly invisible floor pixels, or the enemy rabbits getting inconsistant hits in when their attack had no pixels intersecting with the player character[/spoiler] make it difficult to figure out what the game is trying to tell me in relation to how to approach combat. Clearly this game needs some patches, but given it could probably run on a smart fridge without a hitch the patches could be as small as a few number adjustments on the damage frames [spoiler]and something to keep the upgrades from getting locked out late in the game[/spoiler]. I think it's worth getting if you can put up with those issues, especially if you can get it on discount; if the bugs were fixed at least then I'd consider paying full price. There are certainly worse games for much higher prices that don't even launch a few years after release, and while I don't think this deserves to sit at a Mostly Negative state, I understand why others might feel that way.
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Players by region
Where this game's players are, estimated from review languages.
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