
Ratopia is a new game that has combined elements of both strategic survival and city building. With plenty of content available, and more planned, enjoy a vast world to adventure and populate with citizens! Build your own economical system to sustain your ideal city of Ratopia.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 2.43/day in the week to Jul 25 → 5.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

The citizens of Ratopia each have their own wealth and unique characteristics.
There is no such thing as a free lunch!
Supply jobs and services for your ratizens to make them all happy.

Make a detailed policy to tax them all!
Shouldn't the people all work tirelessly for more profit?
Create or prevent social disasters with your own policies.

Explore and find the remains of the great old rats.
Bring prosperity to the city through great expeditions.
Some adventures pose the possibility of awaking up apex predators, but who's to worry?
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $22.00 | 4.9Kreviews | 88% | — | $3.5M |
| $21.99 | 107ratings | 73% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 879 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
아직도 이게 귀여운 쥐들이 나라 세우는 게임 같냐? 이건 '상위 1%가 99%를 어떻게 조종하는지' 보여주는 내부 고발 프로그램이다. 게임의 본질 지하 깊은 곳에 건설된 쥐들의 왕국? 천만에. 이건 지하 벙커(D.U.M.B) 사회의 축소판이다. 플레이어가 '지도자'가 되어 세금, 법, 노동을 통제하는데, 시스템이 소름 돋게 현실 사회랑 똑같다. 화폐를 찍어내고(양적 완화), 세금을 걷어서 다시 노동을 시키는 무한 굴레(Rat Race). 개발자가 경제 시스템의 비밀을 알고 있는 게 분명하다. 경제적 노예화 (세법) : 시민(쥐)들이 번 돈을 세금으로 다시 뺏어오지 않으면 국고가 마르고 폭동이 일어난다. 즉, '적당히 가난하게 유지해야' 체제가 돌아간다는 불편한 진실을 깨닫게 됨. 계급 사회의 설계 : 흙수저 쥐는 평생 광질만 하고, 귀족 쥐는 놀고먹는 구조를 짤 수 있다. 270시간 동안 내가 한 짓은 쥐들을 위한 유토피아가 아니라, 완벽한 통제 사회(Dystopia) 건설이었다. 좀비/침략자 방어 : 외부의 적을 핑계로 내부 결속을 다지는 전형적인 공포 정치 수법을 그대로 쓸 수 있다. 처음엔 쥐들 굶어 죽을까 봐 밥 챙겨주고 화장실 지어줬다. 근데 깨달았다. "아, 밥만 주면 안 되는구나. 오락거리를 줘서 뇌를 마비시켜야 말을 잘 듣는구나." 업적 하나하나 깰 때마다 나는 훌륭한 지도자가 되는 게 아니라, 점점 냉혹한 설계자가 되어갔다. 화면에 가득 찬 쥐들이 내 명령 하나에 일사불란하게 움직이는 걸 볼 때의 그 짜릿함... 그들(Them)이 왜 우리를 개돼지라 부르며 체스판 위의 말처럼 다루는지 이해해버렸다. 소름 돋는다. AI 지능 이슈. 가끔 쥐들이 멍청하게 길 못 찾고 굶어 죽을 때가 있다. 근데 다시 생각해보면 이것조차 선동에 취약해서 제 밥그릇 못 챙기는 우매한 대중을 풍자한 걸 수도 있음. 너무 리얼해서 불쾌할 지경. 귀여움으로 포장된 잔혹한 자본주의 교육 자료. 이 게임을 마스터하면 세상이 돌아가는 '진짜' 원리가 보인다.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Korean, Japanese, Simplified Chinese, Traditional Chinese, French, German, Russian, Ukrainian, Portuguese - Brazil, Spanish - Spain, Vietnamese +1 more
| $19.99 |
| 53ratings |
| 88% |
| — |
| 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.
Hours played at review time, across 880 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
とても難しい。Steamの実績によると、最初の1年(=約4時間)を生存できたプレイヤーは40%に満たない。 ゲームは非常に奥深く、建築や食料生産、防衛といった一般的なコロニーシムの要素だけでなく、積雪や水害、外交、貿易、為替、変動相場、市民の所得や貧困問題といった複雑な要素まで備えており、プレイヤーはそれらにも対処しないとクリアは難しい。例えば、外国の半数は『ダール』と呼ばれる異国の通貨を利用しているため、輸出に際してはダールで支払いを受け、自国の通貨である『ピア』に換金しないといけない。ところが、その途中でダールの価値が暴落すると、受け取った代金が紙切れ同然になってしまい、売上が原材料費を下回り、赤字となってしまうようなこともある。 また、最初は狩猟採集とこん棒の原始的な村落から始まるものの、最終的には電動エレベーターとロボット市民のハイテク国家にまで発展する。その過程で侵略者と戦いながら、水源の確保や金属の精錬、電力供給といった課題をクリアする必要があり、本作の難易度を引き上げている。例えば、私のプレーでは、主人公の国における『石炭』と『リチウム』の埋蔵量が極端に少なかったため、先述の為替を考慮しながら、外国から輸入し続ける必要があった。さらに、単独でそれらを安定供給してくれる外国はなかったため、3~4か国からローテーションで購入する必要もあった。 また、戦闘に関しては大味で、基本的にはトラップで消耗した敵を、槍兵や鎚兵などの近接ユニットで倒していく形となる。『ドルイド』と呼ばれる遠距離ユニットもいるものの、簡単に敵をはめて一方的に攻撃できる無敵の存在ゆえに、私は使わずに遊んでいた。どちらかといえば、戦闘のメインは白兵戦そのものではなく、回復と負傷者の救護という印象を受ける。また、市民は5分しか起きていられず、特別士気の高い市民でなければ3分の勤続でもやる気をなくすため、補給は極めて重要で、例えば、私がクリアした時点では、コロニーには食料、トイレ、テレビ、および医療用ベッドを備えた前線基地が2つ存在し、本国と鉄道、エレベーター、および電線で連結されていた。 また、ゲームはとても安定しており、私が10年前のパソコンで146時間遊び、人口を100人まで増やしても、クラッシュすることも、進行不能になることも、重くなることすらもなかった。ただし、扉の『通行制限』だけは顕著に重くなったため、危険地域への立ち入りをやむを得ず禁止した場面を除き、利用しなかった。 あと、本作は韓国で作られたゲームでありながら、公式の日本語訳が秀逸で、私が初めて日本語で遊びたいと思った外国産タイトルでもある。 本作の可愛らしい作風と、可愛くない難易度に興味をひかれたら、どうか遊んでみてほしい。 ・・・・・・ この長文を読んでくださった方へ、ありがとう。(-人-)
建造、系統、美術是滿好的。但是!必須要靠領主移動才能操作各種事情,非常浪費時間,為了解決一個小事情要走很久,一大堆時間都花在走路,連要看個狀況都得要走過去。然後NPC的AI根本...有夠笨,地上就有材料,卻要先拿回倉庫又再拿回來建造,這邏輯到底怎設計的...
画风可爱;但是 这游戏不休闲!不休闲!不休闲! 游戏里加入种植采矿狩猎和副本的玩法,本来这些都挺好的; 但是设计者非要在一款需要往外开地图的游戏中加入一堆负面设计, 1人物没有背包;游戏中的仓库不互通且容量太小; 2所有操作都要走到对应建筑范围才能操作,定期的灾害,入侵,暴乱,蝗灾,鼠疫等,试想一下你探图稍微深一点,鼠民突然受伤了,要回去救/暴乱了,要回去平息/敌人入侵了,要回去战斗/研究所升级了,要回去升级/安装新建筑,要回去安装,臃肿的设计使玩家根本没办法专心探索地图,这尼玛越后期越累,几十个人口的管理,比他妈美国总统都忙; 3鼠鼠患病不会看医生且一病就是各种传染; 4经济来源太少,只能依靠贸易系统,但是说实话这个贸易系统就是个累赘,文字简单,操作无聊,订单还经常无效过期等; 5按键设计不合理,几乎所有操作都要长按,玩几个小时手指给你干废去/还有按键的优先级有问题,我采矿的时候不想捡矿,老是自动给我拿在手上/被雪覆盖的植物不能采集,但是它老是默认优先采集; 6训练营也是极烂,鼠兵在训练营炼30多天,出来就加几点攻击力,被敌人两三下干倒/雇佣兵更是离谱,拿着高工资,警戒范围却只有10格!!!一个铁匠铺都五格了,敌人隔着一个建筑的距离搞破坏它们都无动于衷; 7水力发电有问题,在同排情况下,水在同一个池子中没办法保持一个水平线,总是一边高一边低。 希望后面多改进这些问题,玩家喜欢快发育慢发育都是玩家的选择,但是你不能一直强迫玩家去应对你那个破设定。
I have seen this game compared to both Dwarf Fortress and Oxygen Not Included. In fact, this is a highly derivative, highly casual game. It does not have the fleshed out systems of Oxygen Not Included. It does not have the level of thematic development, of devotion to concept, that makes Dwarf Fortress exceptional. It does not have anything like the complexity of either game. The singular contribution seems to be that you can play around with the economy. However, it feels pointless to me: the results are just values moving up and down on a sliding scale, packaged as 'mood' etc. but transparently mechanistic. Exploration is uninteresting because although there are different biomes, the differences are cosmetic. I have played for 42 hours, apparently, over a period of a year or two, which is nothing compared to what I have sunk into DF or ONI but a lot for a game that has failed to surprise or delight me. I should add that it is quite relaxing! You can fiddle with layouts. You can set the colour scheme of your (Renaissance Fair-esque, i.e., hideously anachronistic) flag. There are many small fiddly choices pleasing to an OCD-prone mind overburdened by the complexities of living. In general, however, I think there are games in this genre that better repay the investment of time.
简单难度玩了两个档,目前玩了普通难度第90天。 作为和打造世界同类型的游戏,就我个人认为的优缺点如下: 优点:1.鼠鼠的形象比矮人更加讨喜,可爱捏:) 2.有了鼠公主和鼠王子这种第一人称操控的角色,代入感更好。(指带着花环激活鼠神殿路过刁民抢钱然后刁民幸福度还上升) 3.正式版可玩性还是很不错的,有科技路线 战争路线 贸易路线 宗教路线。后期也不会太无聊 主要给制作组提提意见吧,目前我觉得需要改进的地方如下: 1.前期的生存压力,如果没有专业的士兵,平民鼠鼠见到敌人就跑(即使他是个力量15的铁匠鼠鼠),前期的僵尸鼠强度其实比较低,平民鼠鼠集合起来a两下就解决了。建议添加民兵开关,让平民鼠鼠遇到前期入侵血量30以上的可以a两下,残血了再跑。 2.ai问题,这也是这类游戏老生常谈的问题了,从脑瘫矮人到智障鼠鼠。鼠鼠猎人甚至回打青蛙兔子倒下(到底谁是猎物啊喂)残血撤退ai不能在等。 3.我看很多人都提到了,这个游戏只能挖三格,其实很难受,而且经常挖矿鼠鼠跌落,要不就是修桥修地板把自己埋起来T-T,这里我建议可以参考下打造世界,脚手架在施工真的很方便,随时放下来,点一下就回收了。 4.兵营和制造建筑太占地方了,我还是把一些建筑容量改成2至少比现在会好很多,玩到规模7的城市就已经跑图地狱了(即使建了铁路和电梯也不能太好解决) 5.目前跑图真的是一个大问题,矮人可以有不要钱的传送。鼠鼠只能硬跑:( 6.选择路线没有必要搞成肉鸽三选一,而且平衡一坨,其实大家都是卡经验sl拿自己想要的路线,不如就干脆自选算了,然后把一下幽默的路线给点加强 7.神殿系统感觉真有点水,建议取消只能激活一个的限制,然后改一改技能,鼠公主有一套技能组其实我觉得大家按的过来,甚至可以加点战斗技能,毕竟作为主控鼠,老是在跑图的路上还是有些乏味。 8.入侵这块我放一起说,现在这个入侵可以挖地道太逆天了,防不胜防。我玩的时候就干脆不防守了,就攒够足够兵员硬刚这一个解法。建议敌人还是从地图周围生成,然后加一些防御建筑,防御塔之类的。我觉得喜欢玩这类游戏的玩家应该都会比较喜欢塔防玩法。 希望制作组可以加油更新,游戏很好玩!
Recommended but it is a mid game. A lot of the design choices are questionable. It is fun, makes me wish some parts were better. The performance is also questionable, feels like an old bethesda game: the longer the savefile. the more unstable the game becomes. In terms of questionable design: - the upgrade paths are rather shallow. The rhythm game is introduced only so a skill exists that allows you to not play the rhythm game, which seems rather wasteful. Best to make the the rhythm game more interesting instead of making it a "chore" that can be "upgraded out" of the gameplay loop. - The game also allows you to improve your weapons by reforging them, but these upgrades are selected via randomness, which feels rather bothersome. - The lack of an inventory system seems refreshing at first but it really promotes little exploration or a high reliance on ordering the NPCs to build and their path finding tends to be rather iffy. More often than not I'm getting a slight flicker of a notification telling me some NPC is stuck when actually theyre just fine. To make matters worse, this trains you to ignore the situations when NPCs actually DO get stuck... - Speaking of which: NPCs getting stuck - it happens often and its rather frustrating. I order my NPCs to mine a out a chunk and they always manage to get themselves stuck somehow. Mining must be handled by micromanaging the NPCs or by just building massive infrastructures of ladders to prevent them from falling or getting stuck. It does get tedious. There's more but this illustrates it enough, a lot of the game always feels like it suggests in a direction of potential but it always falls short in some way. There's a lot of "mile wide inch deeps" systems involved. Despite this I still enjoyed the game. This is a solid 6/10: I like it but its average.
[quote]如果你喜歡這款遊戲,也歡迎追蹤我們的 [url=https://store.steampowered.com/curator/33855818][u]Nyanco Channel[/u][/url](Steam 鑑賞家),我們會持續分享更多動漫風/像素風作品推薦。另外也可以到 [url=https://www.youtube.com/@NyancoChannel][u]YouTube 頻道[/u][/url] 看實況與評測影片。 [/quote] [h1][b] 鼠托邦 [/b][/h1] [h1] 官方介紹: [/h1] Ratopia是款,經濟策略生存、沙盒和城市建設結合 規模宏大、內容豐富的模擬遊戲 [h1] 遊戲: [/h1] 沙盒 + 殖民建設 [h1] 心得: [/h1] Ver.1.0.0520 以前 有位擅長賺錢的鼠鼠商人,造就了富裕的城市[spoiler]最後鼠民暴動了 [/spoiler] 有位開疆拓土的鼠鼠指揮官,遠征領土地[spoiler]被更強的力量制裁了 [/spoiler] 有位鼠鼠建築師,設計建造理想國[spoiler]最後洞窟頂坍塌了 [/spoiler] 有位凝視深淵的鼠鼠科學家,承諾永不沉睡的生活[spoiler]最後研究出了鼠鼠髒比 [/spoiler] 現在該換窩們玩家扮演的鼠鼠公主惹~ 開始設定 領導主-可以選男女性別、取名、頭髮、服裝、性格(能力加成)...等 定居地-城市取名、上層生態群系、降雨量、種子碼 旗幟-顏色、形狀、邊框、樣式...等 難度-和平、簡單、普通、困難、自訂 [h3] 鼠語 [/h3] 阿打疑他、打打打、哈佳、嗨壓、來發芽~...等 [h3] 畫風可愛 [/h3] 可愛的鼠鼠、搬運小貨物、採集敲阿敲 野外趴地睡覺、拿東西吃、做惡夢嚇醒 挖腳底下的方塊摔下去...等 [h3] 生存與建設 [/h3] 遊戲玩起來像《缺氧》、《邊緣世界》、《泰拉瑞亞》 窩們要確保鼠民有食物吃,才不會餓肚子掛掉 還要注意他們衛生、娛樂、幸福度的影響 🥩找找附近有什麼食物來源(釣魚小屋釣魚、穀物、兔洞跳出兔子...等) 🧼衛生太低會感染疾病(廁所不要蓋太遠~鼠鼠要跑很久) 😀需要精心挑選移民 不要動不動就扣幸福度,不然幸福度太低會犯罪 (啥經過領導者就扣阿、睡床上扣阿、悲觀...等) 初期鼠民不夠,啥都要自己動手 等鼠民變多惹([spoiler]還是要自己動手 [/spoiler]),就可以好好規劃如何東挖挖西挖挖~建設城邦 建造生產設施,分配適合的鼠民工作就業 (鋸鋸木頭生產木板、釣魚小屋釣魚、養養蜜蜂窩、製作皮革包包...等) 隨著繁榮等級越高(定居點、村莊、村落...等) 可以容納更多鼠民、高能力的移民拜訪、維持更多政策...等 [h3] 四季變化 [/h3] 春天-冬天雪快沒挖掉,會融化積水~(淹水) 夏天-鼠鼠會熱、沒遮蔽的水會蒸發(可以等下豪大雨) 秋天-有蝗蟲災害(樹墩、農作物...等冒出) 冬天-植物不生長、暴雪(可以挖雪做冰塊) [h3] 研究點 [/h3] 第一次發現新資源增加1點,可以用來學習豐富的科技 也可以蓋研究所,生產點數 基本-電梯、鐵路、倉庫、磚牆、床鋪類...等 原料-採集場、伐木場、釣魚小屋...等 生產-木工鋸台、石匠場、皮革作業...等 服務-廁所、按摩床、洗衣店...等 軍事-木柵、訓練基地、陷阱類...等 裝飾-木制類、圖畫類、窗簾類...等 王室-城市入口、鼠神殿、法典...等 [h3] 法典跟經濟 [/h3] 鼠鼠會消費,使用箱內的物品、一些設施...等 分配職業工作、幫忙敲敲挖挖、東撿西撿,窩們都要付錢給鼠鼠們 需要平衡支出,不然鼠托邦的經濟會爆掉~ 有時鼠民會有❕事件發生 需要靠近了解他們的訴求~做選擇 (改善用餐環境、改善搬運工作、[spoiler]食物腐壞要丟掉惹~ [/spoiler]...等) 鼠民會定期購買👚生活用品 根據持有物品跟💰財產劃分階級 制定有助於城市營運的制度(稅法、商法、福祉法、勞動法) 大家都要繳稅、上廁所送錢、吃鹹魚要多收錢...等 收稅不要太高,不然鼠鼠會不開心犯罪(窩們要親自動手打包起來~關進監獄) 保持收支平衡,不然國庫會見底(許多建設活動都需要給鼠鼠發工錢) 有些欠稅未繳,窩們需要靠近去討要(可以建鼠神殿有路過自動收取的被動技能) [h3] 敵軍攻擊 [/h3] 1.發現瘟疫墓碑 破壞過程會一直生出敵人(砲擊鼠、飛鼠...等),毀掉有戰利品寶箱 2.瘟疫鼠會定期來襲 從瘟疫墓碑冒出敵人、瘟疫鼠會爬樓梯、墓碑無法連到城邦~會開傳送門(綠色黏液) 3.繁榮度沒有上去,瘟疫墓碑會定期重生 [h3] 進入地城 [/h3] 可以單獨進入([spoiler]會打比較久[/spoiler])或是集結分隊 [spoiler]有BOSS(胖鼠)、要觀察四周找出弱點或方法、過半血量會改招式 大寶箱獎勵3選1(生產:諾克希林礦、金塊x20、英雄十字搞) [/spoiler] [b] 推薦 [/b] 1.鼠鼠很可愛 2.沙盒建設城市與經濟策略 3.精神時光屋 [b] 不推薦 [/b] 1.不喜歡這類玩法 [quote]歡迎大家關注[url=https://store.steampowered.com/curator/45682872/]七巧鑑賞家[/url]&加入[url=https://steamcommunity.com/groups/77Happy]七巧遊樂園[/url] 讓七巧分享更多~遊戲資訊給大家 OWO/ [/quote]
This game is basically Oxygen Not Included light. Which is a good thing because sometimes we want to play checkers instead of 5D Chess with Multidimensional Time Travel (that is the name of another great game).
鼠鼠可爱+10 不能糙鼠鼠-5 在地上玩游戏-15 我操原来沙龙就是妓院啊+500
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