
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
I LOVE BEING A RODENT!!!!!!!!!!!!!!!!!!
I want to like this game but it doesn't tell me anything. The only info I get is that something is wrong but no information on what I might be able to do about it and then everyone is unhappy including me.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
Крысочел со сверхнапряжением умер оттого, что был единственным клоуном в поселение
국산게임이고 캐릭터가 귀여워서 샀는데 미완성 게임임 초중반은 재미있는데 편의성에서 부족한게 많고 팩토리오 같이 엔딩 이후에도 게임을 계속 지속하기 위해서는 부족한 점이 많음 명백한 미완성 게임
나의 래토피아에선 화폐라는 개념은 없다 모든 권력을 소비에트로!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The game reminds me of Oxygen Not Included, just less complex (without the air part and water management). For me that's not a bad thing. Especially since on the other hand, it adds economy. The rats have money, the kingdom (you) has money and pays the rats for doing jobs. Using some of the buildings costs your rat money, e.g. going to the circus for fun. You can also get invaded on a regular basis (you can turn that off though), so you have to plan in your defences as well. There might be more later that I haven't experienced yet. Also, it looks cute, especially the rats. However, there are also a few things I don't like: * UI doesn't show how much of which material I have, which is important to me in a colony building game. Since I'm controlling one of the characters, I can't just open the storage either, I first have to walk there and then I can open it. I think that's unnecessary and for me annoying. (Unfortunately at first I thought it was okay, so I missed my opportunity to refund. But as my colony got bigger, this problem became more apparent.) * I think controlling one of the characters wasn't such a good choice to begin with, because it limits so much. What you can see (even though you can zoom, but at some point you'll want to see more) and what you can do, because you always need to walk to stuff. Storage to see your materials, workstations to assign "ratizens", etc. At least for me personally, it doesn't add anything that I control one of the characters, quite the opposite. * UI/UX desperately needs improvement. The menus have unnecessary layers. Why do I have to open another menu from the storage menu to take something out? Why do I have to open a menu to open the building menu? Why can't I just click on the thing I want to build, but have to press a key? Odd choices. * The tutorial was too annyoing for me to play. Thankfully it's optional. The beginning wasn't really about explaining game mechanics, but mostly about the controls. Anyone who has ever played a video game and looked at the controls in the settings menu knows this already, that's not helpful to me when there are as few controls as in this game (especially since the prompts also pop up as you walk close to interactable things). Maybe 2 stages of tutorial would be nice, one for just explaining the machanics, another for total beginners, including controls etc. I think it was okay to figure out for me, especially since it's kind of similiar to Oxygen Not Included. Unless of course I overlooked stuff that I'm not aware of yet. In summary, there's enough to make me want to explore a bit more of the game. If you exclude the bad UI, it could be fun. But I doubt I'll play it for very long or even regularly.
I think this is a very cosy, enjoyable village/colony sim with adorable rat villagers and some surprisingly complex mechanics to deal with. [h1] The Usual [/h1] [list] [*]Villagers migrate in, have wants and needs - hygiene, recreation/joy, sleep, food [*]Villagers are unemployed and function as default "build stuff" or "mine stuff" or "collect stuff" population, until.... [*]Villagers are employed (by you) and produce goods and services at designated buildings that you place down and build (with or without their help, but you can just place down the schematic and they'll get to work if you have unemployed mice) [/list] [h1] The (Surprisingly) Complex Mechanics [/h1] [list] [*]Villagers have their own money! They earn wages, purchase goods and services (yea, they PAY for stuff, like in a real economy, wild stuff!), and also cost YOU money when you order them to do stuff! Nice! [*]Additionally, they can get upset and resort to crime if you leave them jobless and poor - they legitimately will not have enough gold to even buy food, which is amazing and makes you consider their employment and payments in detail (don't just spam-invite rats, they'll be poor and miserable!). [*]They have STATS! Strength, Speed & BRAINS. And, wild mechanic, THEY IMPROVE AS THEY WORK! That one shocked me - your 3-Strength rat WILL get stronger and stronger as it works its little butt off and suddenly - BOOM, 9 Strength giga-rat out of nowhere. [*]Rats have modifiers! Sleepy, smelly, hungry, thirsty, good at job, bad at job, slow, fast, insomniac, depressed, sad, hates you, loves you, hates taxes, loves government overreach, etc. RNG, but never feels punishing or bad... just let the good rats in! Or, if you wanted to, let all the worst rats in and enjoy increased challenge. [*]You can define working hours, taxes (3 different kinds of taxes!), subsidies (holy moly I can setup Universal Basic Income in this game, what the heck???!). You can REALLY fine-tune the civic policies for these little rodents and it's insane for a game that looks like this. [*]Income vs expenses. Yup, you got a treasury. You fill it with taxes, you empty it by paying your rats for their work. Balance the 2 columns, economics 101... well obviously fill it more than you empty it, you gotta expand, expand, expand! [*]You [b]should[/b] plan out resting/sleepy areas and assign rats to beds that work nearby - cut out travel time and also make sure there's goods and services in proximity to keep them happy. [*]Sustainable farming/gathering - rats like food, imagine that. They also like [i]variety[/i]. So you can't very well just feed them JUST wheat, JUST meat, JUST milk... you gotta mix it up. Very nice to see some complexity and need for planning & production here. [*]Verticality. It's a 2D game (Terraria, Starbound, you get it). You can build wide... but you can also build up & down. [*]Stuff undeground! Resources! Special blocks to mine! Liquids with (basic but workable) physics/spread! EVIL STUFF. [*]Dungeons that you can explore & loot. [/list] [h1] Stuff that I think might need some love from the devs [/h1] [list] [*]Fishing - a bit lacklustre, no? Compared to bunny pastures, pitiful ROI. Can we get fish-spots to generate more commonly and produce a liiiiitle bit more, please? [*]Leader's reach - please extend [my] reach to 4 blocks. I like to build at least 3 empty spaces tall and this causes headaches. [*]Better income/expenses breakdowns - a bit messy, a bit unclear. I'd like the reports to get another pass and some improvements. [*]Better joy/needs/wants breakdown for rats (again, reports) - difficult at the moment to get a good idea where the problem areas are. [*]Invasions - please consider these NOT spawning right IN my base. Yes, they're rats as well (well, zombie rats), but I'd like some higher-tier blocks (like maybe stone +) to effectively block spawns. I think leaving dirt as-is is OK and will urge players to pursue functional upgrades to their perimeter and building. [*]Where oh where... [b]are their tails???[/b] Please add tails? Why do my rats not have tails? Yes, even the almost naked ones. Did they get clipped/cut :(? [/list] I believe this is a solid 7/10, bordering on a 8-9/10 with a tiny bit more polish.
Economy This game made me realize most city builders are just slavery simulators in disguise. In Ratopia, every ratizen actually has money. You pay them wages, they go to work, buy stuff, and then you tax them to get your money back. It’s basically a tiny capitalist hamster wheel, and honestly, it’s pretty fun to watch. You’re not just stockpiling resources—you’re managing the flow of money in your colony. You can also inject “fresh money” into the economy by minting coins (mine copper/gold → print money, totally normal) or by trading with other cities once you unlock it. The downside? It’s a bit too easy to print money. Like, “why even worry about economic balance” easy. There’s no inflation either, so prices stay the same no matter how much cash you flood into the system. At some point, the whole “economic simulation” part starts to feel less important, which is kind of a shame because that’s the game’s biggest selling point. Invasion Coming from Dwarf Fortress, the invasions here feel… polite. My biggest gripe: enemies spawn inside your map. Yep. They just pop in, set up a “headquarters,” and delete whatever resources were there like they’re redecorating your base. Late-game enemies are even worse—they build these giant, multi-story bases that keep expanding. It’s less “defend against invaders” and more “deal with unwanted roommates who won’t stop building.” World Map There’s a world map where you can send ratizens to explore, gather resources, and meet other cities. Sounds cool, right? Well… every city is friendly. Even if you declare war, they still won’t attack you. No invasions, no retaliation—nothing. It’s like declaring war on someone who just says “ok 👍” and goes back to minding their business. Kind of kills the tension a bit.
前期可以说是愉快的游戏。 但是,恶性bug毁了一切。 玩了几天,所有存档读取后红字报错,画面卡住,不能呼出菜单。
10 крысожителей из 10 Главное не забывайте про налоги! А так очень кайфовая и приятная игра)
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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