
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 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

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
It usually does not take me a hundred hours to fully understand whether a game is recommendable or not. This is a rare case of deceptively functioning mechanics that mesh against one another on a deeper level. The game basically contradicts itself at each step and it has become increasingly frustrating. Now, I am not one to play spreadsheat games, I don't like the level of granularity and I like to play around my playground... I mean city. Obviously I love Against the Storm, for example, or Mind Over Magic, which have the perfect balance of sandboxing with deep planning/balancing mechanics without going too deep into one or another. What I mean to say: if you are into that kind of game, like me, you might be into Ratopia initially. A perfect argument for I am trying to say here: - You have dozens of resources and dozens of products that consume these resources to be made (or you can use up those resources as a product, most of them anyway). - Your rats buy the resources to use them immediately, to build (and after that they get paid for the building) or to produce, in which case they sell the produce back to you and you sell that produce back. This happens automatically. - Economy is rotates around rats buying stuff from you, selling it back to you and buying more stuff again, which you will inherently witness as money (pias) changing hands. The money you have will be slowly but surely transferred to the populace and you make it back by imposing taxes, fees and adjusting market prices. New money is only slowly created (in a few gameplay hours you might notice like 5-10 percent money quantity increase basing off the initial treasury amounts). - The economy says that you have near finite amount of money circulating the market at any time and any money you give is not coming back unless you actively tax your populace. - Now imagine this: You have a rat that gets fat on using cheap wood and selling planks for 4x price, obviously, that's a little busted scheme (and it happens a lot! Default service and resource prices are busted and you will notice some jobs getting skipping ahead of the curve immediately just because of the sell/buy high discrepancy). Luckily you can build a Stone Codex in order to assert the law, in this instance -- to adjust plank/wood prices by either bumping the price for planks down or price for wood up. Great! The only problem is you have about 1-5 or so law slots per category (basically tax, welfare and adjustment categories) well into the mid game, which can take up to dozen of real-time hours. Imagine having about 40 commodities and being able to adjust prices for 5 of them and that is only after you gradually grow the settlement. Another problem is that adjusting wood prices might have a butterfly effect creating more disparity between rats as it might tank other jobs. Adjusting the final produce is therefore always the safer option. The game tries to simulate economy in such a manner, but consider this - when a rat does an odd job of gathering wood and sells it to you, why can't you resell the resource with a slight increase? Because that's every product-rat is doing by default - buying a cheaper resource and selling a final product with, not a slight, but huge margin. When you order a rat to do an odd job, you always only lose - you pay the rat for the resource, another rat buys that resource for the same price and then sells it back into your stock as a product with a higher value. You are not allowed to adjust more than a handful of prices across the market and therefore you might want to do a lot of gathering jobs yourself, well prepare for a treat - each mining/gathering action takes some animation time, and advanced resources take a lot of time even if you have high strength, and then you have to move it into a chest, which also takes some time and considering how much resources a simple 3x6 tiles clearing can create you can literally spend 20 minutes doing just that little patch of screen mining, running back and forth. But you obviously love it, therefore there is no speed up button, you just watch this unfold in real time. So doing stuff yourself in order to save up the near finite amount of money in your treasury becomes a frustrating chore after a while, and you can only have a handful of market adjusting laws active at a time and each law takes quite a lot of UI navigation to get activated. The game is a very, very weird hybrid of granular mechanics and surface level or perhaps casual-looking mechanics and most of them have a weird real-time implementation where you shouldn't be required to micromanage once you set it up, but you have to, and it's mind-boggling -- hunters won't stop hunting on low life, so unless you notice they will get themselves killed (this is probably to "simulate" hunters getting "randomly" injured? I don't know, feels like lazy AI coding (as in behavior, not machine made, just to clarify in this day and age)). Rats will randomly panic and run into enemies, rats will get stuck under new building blocks or mine the floor under their fellow's feet (there was some update, but they still do it, especially to me, but hey - I should know better, I am the sentient one here). Due to how ranges and daytime cycle works, you will not be able to build a part of the "city" dedicated to entertainment or sleeping quarters, because it is much more efficient to just bundle up the basic needs stations and workstations together in a lump so your rats don't have walk further than a few steps at a time, which much makes any "pretty" or segmented city planning pointless -- you always build to minimize walking distance and maximize yields otherwise nothing will get done and you will bleed money till the rats riot. You have a simulated economy, but you can't really create wages for your rats or manipulate the services fees and commodity prices globally, only individually through limited number of laws through a few UI panels and only in time it gets a little better while you continue to bleed value. The whole system is cursed like that, I fear, it would be better to partially scrape it -- in this setup every rat is basically your kid whom you order to do stuff, they buy resources from you and sell it to you, and only to you, and only from you they buy. It's like when my dad wanted to show me the value of moni. Cute. You have two options: instead of sell/buy start giving them wages (yes, a part-time communism, where a rat will get happy as long as the wage is high enough for what they use and produce) OR have the rats sell their own stock to other rats -- if a rat needs a shirt, they will get it from a local tailor's stock, if the tailor makes a profit and the buyer isn't ruined everyone is happy. In such an instance, doing only few individual changes to market prices makes sense. It doesn't make sense when there are literally dozens of commodities with direct influence on you, your rats and settlements well-being. The whole game feels like it started as an avatar-based colony simulator with a focus on the avatar and it acting in the real world while the rats sort of accumulate, live and die, but soon more mechanics were stacked on top of that, mechanics which go against the avatar-based gameplay and this is the result. A game which could have been really, really good, but the longer you play the more it becomes obvious. Also, some late game people commented on the fact that later you can just print the money and the whole economy becomes pointless, because you are not really punished by inflation, lol.
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
深刻体会老城区搞拆迁重规划是多么头疼的事情
I have played quite a bit of this, and I have got to say, it still feels like a chore. The developer developed too many things before making any single thing fun, so the game fails to be entertaining, and turns into a race-to-save-everyone game. I had really high hopes that the developer would adjust these issues in the last year, but they did not. It is a real shame, because it is built on an awesome base mechanic, but certain aspects are still a pain. For example, Quest events are total nuts. The Halloween one would be my favorite, but I never get it because the quest appears the same moment you are told what you need, so there is no time to get the stuff. Second, many of these quests rely on goods that are produced, as well as sold, and if you are cutting it really close to inventory, the grace period usually given at the beginning of the quest stage 1 to get an item may check that you have all the resources and move you on to the next stage. However, the next stage is 1 days worth of time, and if that limited resource gets consumed, you are f-ed. That is an incredibly annoying aspect of Quests that really ruins the roleplay and immersion. If that was it, I wouldnt be annoyed, but even mining, building, gathering, assigning, sleeping, combat, stats like brain, invasion, expansion: all of these tasks have serious quality-of-life issues slowing down fun. I would suggest rebuilding the game from the ground up, and refocusing on what makes the gameplay fun, and abolishing those things that make it excessively tedious.
впервые пригодились знания из юридического образования и базового курса экономики
По моему скромному мнению, игра прекрасная, однако в ней присутствуют крайне раздражающие моменты, которые просто не дают наслаждаться процессом. Опишу все что меня (да и не только меня возможно) раздражает. 1) Эта игра про строительство, что подразумевает постоянный перенос построек и складов. Если здания переносить худо-бедно можно (хотя и не по всей карте, что один из минусов, а только в определенном радиусе), то перенос складов, это пытка. Все ресурсы из склада выпадают, и уйдут часы на их перетаскивание в новый склад. Не говоря уже о том, что все цепочки производства привязанные к этим складам встанут. В игре есть возможность переносить со склада на склад с помощью отдельного здания, но она настолько неудобная что я её не использую. Если разработчики вдруг это прочитают, пожалуйста, сделайте перенос складов с вещами, и уберите ограничение радиуса переноса. 2) Радиусы работы зданий - 40. Это раздражающее ограничение, сделайте радиусы от нуля до бесконечности, это удобней чем то что есть. Ограничение в 40 никак игромеханически не оправдывается. К чему оно вообще? 3) Рельсы и провода - отдельный вид бесполезных на данный момент структур. Рельсы нельзя ставить там где другие здания, провода так же. Хотя крысичи могут мимо ходить спокойно. Сделайте возможность ставить рельсы и провода поверх текстур зданий, и будет удобно и кайфово. А из-за того что сейчас, рельсы я не использую совсем, а электричество у меня только в одном углу базы, с парой отдельных источников, которые питают пару спринклеров. Подать питание на всю базу возможности нет - у меня итак места не хватает. 3) Электричество потребляется гораздо быстрее чем поставляется. Мне буквально пришлось построить батарею солнечных панелей, батарею ветряков, и две тепловых станции на угле, чтобы просто держать плюсовую выработку. Про торговлю электричеством можно забыть, платят копейки, за всю мою производственную мощность. Нужно как-то сбалансировать. Генератор на водном питании, вообще не рабочая тема. Дожди идут не то чтобы всегда. А абоминацию из насосов (которые кстати не жрут электричество) чтобы запитать два колеса водой, я снес. Так как поток воды непостоянный, а идет с перерывами, и электричество просто не успеет накопиться. Не говоря уже о огромных площадях, которые эта конструкция занимает. 4) Логистика - если не начал с самого начала настраивать сундуки, то у тебя будет помойка, которую ты уже никак не рассортируешь быстро. Да можно запретить складывать в один сундук, то что должны нести в другой. Но те предметы которые туда уже принесли, никто в новый склад не оттащит, пока старый не опустеет естественным путём. 5) Расписание крысожителей и их группы - совершенно неудобная механика. Мало того что день у крысок не почасовой, а какой то полтора три часовой. Так еще и группы эти надо делать из отдельного здания. Ну зачем? Одно здание поставьте, через которое управлять можно и группами и расписанием. Желательно чтобы день был ПОЧАСОВОЙ, и редактировать можно было расписание КАЖДОЙ крыски, а не групп. Группы вообще не нужны так то. Поэтому у меня ни одной группы, и все со свободным графиком. Не скажу что это максимум эффективности даёт, но проблем точно нет. Я пробовал группы с работой и прочим, но отдельно ставить развлекателей, чтобы работали тогда когда работяги отдыхают мне стало тупо лень. Тем более, кто будет развлекать развлекателей? Короче мрак. У меня вроде все. Если разработчики добавят эти простые QOL механики, то и отзыв будет положительный. А пока, играю кроша зубы.
다른 사람이 앞부분(역병쥐 단계를 못 넘어간 시점)을 플레이하는걸 조금 보고 흥미로워보여서 시작해봤다. 인접(?) 게임인 산소미포함 4000+시간 경험자 입장에서는... 생각보다는 할 만 했다. 1회차 어려움에서 진정한 이상향까지 완수했을만큼.. 첫 플레이때 느낀 것들을 두서없이 그냥 적어본다... 정말 의외겠지만, 국고가 부족할때마다 제때제때 뼈이빨을 사가겠다는 이벤트가 발생해서 한고비 두고비 넘길 수 있었고 (분명 특정 갯수 이상일때 이벤트가 발생하는것같은데...), 쥐신단에 재산세 xxx이상시 10%, xxx+ 이상시 5% (예를 들면, 300 이상시 10%, 400 이상시 5% = 합치면 15%) 식으로 걷어가니 어떻게든 굴러갔다. 가끔씩은 스킬로 돈도 뿌려주고... 날마다 품목이 바뀌는 교역소도 꽤 큰 역할을 해줬는데, 흙이든 토끼든 많이 있는걸 팔면 교역소 상인이 들고온 돈이 즉시 국고가 되기에 후반까지도 거의 날마다 이용했다. 물론 생필품같은게 걸린 날은... 팔 수 있는게 없어서 패스해야했지만. 침략은 방어건물도 있지만 의외로 일반 건물들에게 탱킹을 맡기고 각개격파하는 방법도 나쁘진 않았던 것 같다. 왕실대장간을 보고도 중후반까지 방어구와 악세사리가 있다는걸 아예 생각하지 못했던지라 체력감소로 게임오버를 몇번 보기는 했는데... 그 정도는 그냥 로드하면 해결할 수 있는 문제니까... 다른 채집 시설때문에 멀리 뭘 만들어놓으면 거기서부터 출현하던게 시간벌이에는 좀 용이했을지도. 식량은 산소겜에서 경험한 바가 있다보니 야생 식물들을 최대한 안 건드리고 동물도 스폰지점을 보호하는 식으로 확장했었고, 이 방식이 유효했던것 같긴 했다 점토가 어딨는지 중반까지 몰라서 재배시설도 못 만들었기에 겨울중 한번 위기가 있긴 했었는데, 돼지신단 패시브+고기화 스킬이랑 합쳐서 어떻게든 넘어갔고, 그 후로 곡물농장을 너무 빡세게 늘려서 후반엔 곡물 7000개 곡물가루 3000개씩 보유하고도 그랬었다(...) 이슬채집기로 물 공급이 원활하게 잘 돼서 그런걸지도 모르겠다만... 놓치기는 아깝고 받기엔 당장 시킬 일이 없는 녀석들은 일단 받고 탐험을 보내서 맵 시야 밝히고 (무역준비) 나가있는동안 할 일 만들어서 돌아오면 넣어주고... 그것도 너무 많이 받으면 안되겠지만. 은행 짓고서부터였나 환전에 환율 이벤트 자주 뜨던데... 다르 화폐가 없을때는 일단 피아 높이기(=다르 내리기, 아무튼 빨간색)부터 고르는게 맞는 것 같다. 저점(500)에 사서 고점(2000)에 파는게 쉽다보니 초반엔 무역할 자원도 없어서 다르 신경 안쓰고 대충 고르다가 후반에 이거 깨닫고 주가조작 성공하니까 25만 상인엔딩 바로 성공하고도 돈이 백만(M)단위로 남아돌아서 복지로 100명 전원에게 3천피아씩 뿌리고 그냥 막 돈 펑펑 뿌리면서 지냈다(...) 한번에 20% 등락은 확실히 좀 큰듯? 자원 생산은.. 채집 자원은 일단 그냥 다 시키고(?), 생산 자원은 보유량 n개 이하(20개 이하, 40개 이하, 60개 이하 식으로 국고에 따라 점차 늘림)일때만 생산했는데, 이거는 필요량과 생산량 아직도 감이 잘 안오긴 한다... 건물 자원 찍어서 지금 몇개있나 체크하고 계속 생산 안된다 싶으면 딴일 시키고 그랬던듯. 소비등급이 중산층 이상인 자원이나 시설은 연구만 해놓고 잊었다. 목욕탕 정도는 상주인원도 필요없고 그래서 법전에서 전체 이용으로 돌려놓으면 화장실과 함께 위생 유지에 괜찮았던듯. 지도자 특전은 극초반 광부(흙 팔때 확률 금광석 보너스로 조폐소에 약간이라도 도움되게?), 경찰(무전취식 범죄), 의사(그놈의 위생!!) 정도가 주로 도움이 됐던 듯. 침략때문에 아침형쥐도 좀 도움이 됐고. 진정한 이상향이 상당히 빡셌는데, 상류층 100명하고 번영도 9는 돈이 넘치니까 금방 됐지만 행복도 90이 꽤 장벽이었다... 그나마 성공했던 시점에서는, 양으로 밀어붙이는 서비스 시설+무역으로 최상급 생필품 대량 수입+조리소/제빵소 최상급 음식 생산+소비법으로 하위음식 금지+종 치고 용(/원숭이/돼지) 신단으로 위생(/재미/음식) 채우기+(매년)가을 맥주 이벤트+폭죽 발사까지 전부 수행하고서야 어렵게 달성할 수 있었다... 서비스 건물 이용 때문에 시설을 몇번을 갈아엎었는지.... 도전과제는 찍었으니 앞으로는 진정한 이상향 이벤트까지는 무시하고 하지 싶은데... 달성률 0.5%일만한 이유가 있는건 그만한 이유가 있는게 맞는 것 같다...;;;; 얼엑때 안해봐서 잘 모르겠지만, 종교는 좀 나중에 추가된건지 신도 늘리기가 꽤 어렵게 느껴지긴 했다. 양쪽 다 일정량 찍으려고 해서 그랬던건지는 잘 모르겠지만, 고작 20명도 상인엔딩 이후로 꽤나 늦게서야 달성할 수 있었을만큼.. 이건 한쪽으로 몰아서 하려고 하면 난이도가 어떻게 되려나 좀 보긴 해야할듯... 정화보다는 암흑쪽이 좀 더 쉬운가 싶기는 한데... 바닥에 떨어진 자원은 보유상태로 계산하지 않는다거나 하는걸 보면 최적화때문에 그랬나 싶기도 하다만... (산소겜은 그걸 일일히 다 계산하고 있기에 후반가면 10프레임 이하도 간혹 경험한다...) 이런 좀 소소한 불편점이 있긴 했어도 아무튼 게임 자체는 재밌게 했다. 산소겜도 그렇고 개인적으로 이런 게임이 잘 맞나 싶기도 해서 그런가 싶긴 한데... 그래도... 게임이 너무 매니악하게만 만들어지면 일반적으로는 좋은 평가를 받기가 어려워지니 그 점은 주의하는게 좋을 듯.
如果能上NS就好了,游戏是真的上头,就是做电脑面前一坐就是一天有些难受
Un bon jeux de gestion de ville qui propose une vue originale que l'on retrouve dans les jeux de plateformes en 2D. Le choix est intéressant, tu incarnes directement le leader de la cité et fais partie intégrante de la colonie. Tu peux donc faire toutes les taches ou les donner à tes citoyens rats, à toi de voir, c'est un jeu bac à sable, on est libre de faire ce que l'on veut ! Construction, optimisation des emplacements, défense de ville, recrutement, exploration et minage, ... Il y a de quoi faire donc répartir les tâches est assez important ! '^^ Le jeu est mignon tout en faisant bien le taf sur ces aspects ! Un bémol ? Ils ont essayé de faire des "mini-jeux" sur des métiers secondaires (forge, cuisine, ...), ca n'apporte vraiment pas grand chose. Le jeu a besoin d'un temps d'apprentissage mais tu trouveras vite tes marques après quelques ratés '^^ Dans l'ensemble, c'est un bon jeu de gestion de ville et je conseille son achat, il est régulièrement en promo ! ;) Si tu aimes ce type de jeu de gestion, je recommande régulièrement des titres similaires sur mon curateur Mythraenor. https://store.steampowered.com/curator/46077390-Mythraenor/
鼠鼠我阿,让大家都过上好日子了!哈哈哈哈!没有剥削没有压迫,鼠鼠一起努力!玩开心了!也祝你们玩的开心!
Совершенно очаровательная и неожиданно глубокая игра! За яркими артоми и милыми крысо-мышами скрывается серьезный экономический симулятор, который затягивает. Геймплей - смесь градостроения, менеджмента и выживания. Постоянно приходится следить за тем, чтобы у всех были работа, еда и жилье, а также продумывать производственные цепочки и логистику. Радастна копаться в настройках налоговой политики и экономики, царь во дворца, царь во дворца 10 чумных крыс из 10 мест на кладбище♥
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