
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 →
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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
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
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
好玩,我也是缺氧玩家,这款游戏制作的也很用心,不过能否优化一下ai?比如老鼠因为挖掘掉洞底下了,那么我要让其他老鼠优先制造梯子来解救这个老鼠的话就必须要取消其他已经预设好的建造。如果不能让建造像缺氧一样设置优先度,那么请让老鼠有自己的判断也不妨是个好注意,也就是优化ai。当有迷路老鼠或者受伤老鼠时更改其他老鼠的行为模式?
襲撃あり、経済あり、交易あり、電気あり かわいいけど奥深いコロニーシミュレーション。36時間でクリア。 施設の運用、建設や採掘果てはアイテムをただ拾う事にまで市民にお金を払ってやってもらい、 そのお金を税金で徴収し、また市民への賃金に宛てる、 そうやって国を回して都市を反映させていくゲーム。 プレイヤーが神の視点ではなく、同じキャラクターの一人であるリーダーとして都市を歩き回るのが新鮮だった。 没入感がある代わりに遠い地点への命令などは面倒だが、それに合わせて道を通りやすくすれば、同じく市民の移動もスムーズになるなど、システムに意外な相乗効果がある。 重要な機能として、施設が生産したりする条件で 素材が何個以上の時、または完成品が何個未満の時に生産する、というオプションがあるので要チェック。 特に中盤以降はそれをオンにしておかないと、 気が付くとたいして使わないものに無限に資材と賃金とマンパワーが払われ泣くことになります。 コロニーがでかくなってくると、どこがどこの施設で……ごっちゃごちゃになるので、ある程度進んだらベッドとか施設とかに名前を付けていったりもしよう。 1週目のプレイ感としては安定化からエンディングまでの、「何もしなくてもいい消化試合の時間」が短いので、総合してゲームプレイとしての満足度はかなり高かった。 エンディング後もタイトルには戻りますが、データを読み込めばそのまま直前のポイントからゲームを続ける事ができるので、ゲームが終わったら終わりというわけでもなく、「クリア目標」を越えて理想のコロニーを育て続ける事もできるので、 非常に遊びがいのあるゲームだと思いました。
Буду краток, мне игра не зашла. В начале все идет хорошо, но потом после 15 дня начинается какая-то хрень. Крысы не едят, исследования очень медленно накапливаются, что в итоге не позволяет нормально продолжать. Хочешь развить экономику, но также лажа полная, не хватает денег или крысы начинают беситься. Грузоподъемность очень маленькая, на постройки нужны по 4, 6, 8 шт. ресурсов, а они носят по 2, да там есть типо более сильные которые по 4 носят, но это бред полный. Я лично не советую эту игру.
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.
Colony sim with a dedicated character you directly control, an economy simulated down to the individual citizen, and the ability to attempt whatever economic system you can think up. Despite interacting with the world and your colony through an in-world character, the building and management isn't all that clunky, at least once you have enough of a workforce to do the work for you. Meanwhile, it adds much more depth and of course direct involvement to exploration and city defense. With the armor and weapon options available, there is a non-trivial amount of customization in how you contribute to battles. Speaking of, the invasions are probably the aspect of the game most likely to cause someone to bounce off of it. There's three groups of invaders, and which you're facing at a given time depends on your progress. They will periodically attack and attempt to break and kill all that they can reach. You will need to build defenses and train an army to defend your city. This is a priority. The invaders can generate more spawn points over time, which increases the amount of attackers you're going to get. You can destroy these spawners to reduce the size of the attacks, but this can be very difficult for different reasons for the first and third set of invaders in particular. Definitely aim for a strong army and participate in aggressive culling, if you can. As for the economy, you need to make sure none of your citizens are without basic needs, whether they can afford them or you provide some sort of welfare system, that you yourself don't run out of funds to pay civil servants, and that your city has healthy financial circulation considering you initially have a mostly finite amount of money to work with. Sooner or later you'll need to figure out how to increase the city's net wealth to keep up with the population you grow to or else you might find funds stretched very thin. There's a few dungeons and boss fights as well which can reward you powerful equipment, boons to your city, or just some material wealth. There's multiple "classes" available for your ruler character that can result in some fundamental changes to your strategy as well as getting to select a strategy defining perk at various thresholds of city progress, and there's several victory conditions you can aim for. This gives the game additional replayability. Not to mention the separate electricals tech tree and two very different flavors of cult you can foster with their own effects on your economics, citizens' work ethics, and the city defenses.
治国系统比学校教的宏观经济学更简单易懂
이게임 산지 2년 조금 넘은거 같은데 , 정식버전 출시는 얼마 안됬고 매번 업데이트 해주는거에 고마움 , 너무 알려지지 않은게임 같아서 아쉬움 요약 : 재미있음, 초보도 친화적으로 할수 있음 단점 : 쥐들 일시킬때 다순한건 잘하는데 갈수록 인공지능이 좀 떨어지는 같음 그 외 다 괜찮음
ratastic
классная игра по типу ONI, интересная и затягивает на много часов. Но к выходу в электричество становится скучно. Не хватает обилия DLC, модов, да вообще контента. И один большой минус игре за то, что ии ломается по достижении порога в 60 крыс, логика всех начинает страдать, а к 100 уже ломается окончательно, что очень бесит. Когда у тебя уже 100 крыс, ты пытаешься поставить на производства роботов, а роботы просто стоят из-за сломанной логики. Короче будь тут оптимизация, апгрейд ии и обилие контента, можно было бы пропасть еще на сотни часов.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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