
Establish a home for your industrious mice under the oppressive paw of your cat overlords in this city builder featuring complex simulations, intricate production chains, and the age-old rivalry between cat and mouse.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 3.86/day in the week to Sep 3 → 31.71/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 17 day-to-day chart moves that followed a price cut, against 2,502 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Carve mountains, traverse seas, and explore untamed new lands as you build grand cities – the ingenuity of the humble mouse is on full display in Whiskerwood as you establish elaborate automation systems to efficiently run complex production chains, all while dealing with the oppressive demands of your cat overlords.

As the dominion of cats spreads across the seas, the common mouse is sent forth from its home on perilous journeys. Arriving by ship on untouched islands rich in all manner of resources, the mouse must quickly establish a colony to meet the immediate and ever-growing demands of its feline masters.
The cities of Whiskerwood are built on islands, and though they range in size, space will always be limited – utilize rodent rigor to build upwards and pierce the skies, or dig deep underground and into the cliff sides and mountains that dot the land to make the most of the space available to you. Verticality is key in Whiskerwood – it brings with it great opportunities and challenges alike.
Though your ship arrives with an initial supply of resources and a starting band of mice, you must quickly establish core structures, essential services, and production capabilities to ensure continued growth and prosperity. Establish logistics networks and healthcare facilities, ensure buildings are properly heated and maintained, and send forth your mice to fell trees, mine mountains, and tend to the fields and fish. The cats will demand their due, and your own citizens will abandon the colony if their needs aren’t met on a daily basis – you must strike a perfect balance between the needs of the mouse and the demands of the cat.
Colonists have unique attributes that impact their ability to efficiently perform tasks, and each belongs to one of several guilds influencing their preferences, strengths, and weaknesses. Assign tasks to each of your mice accordingly, and pay special attention to their personal traits as well – some will have a preference for living underground or in solitude, others will overlook pollution and happily live in even the most industrial parts of your city, and others still will be capable sailors and ship captains unlocking opportunities beyond your shores.
Build ships to take to the seas and seek out trade partners on distant islands, pirate havens in need of dismantling, and floating salvage left behind by sinking ships. Take control of your growing armada to secure vital resources and defend critical supply lines, all while shoring up your own defenses in preparation for inevitable conflict.

The life of a pioneer is not an easy one – far from home without familiar creature comforts, you must learn to withstand and harness the forces of nature to provide for your colony and tend to the various needs and wants of your mousefolk.
Shape the land through terraforming, creating massive burrows for housing and storage within mountains, or drawing water deep inland from the coast to power your industry. Invest the time to flatten vast expanses of land in an effort to ease and cheapen your construction projects, or work around the peaks and valleys of each new procedurally generated island map.
Climate plays a key role in the success of your new home – a stormy day might dampen the natural enthusiasm of your mice, while a cold front can quickly ruin a season’s harvest or otherwise endanger their lives. Build intricate networks of pipes to heat water and run steam-powered climate control systems, and burrow deep underground to protect winter stockpiles.
Maximize agricultural output by paying close attention to each crop’s specific needs – a damp cavern is optimal for mushrooms, but you’ll be hard-pressed to grow wheat away from direct sunlight and fertile soil. Will you seek out the potentially distant parts of your island where these optimal conditions occur naturally? Or will you use your engineering skills to bend nature to your needs closer to home?
Mouselow’s Hierarchy of Needs is in full effect as your citizens seek a fulfilling life in their new home. Ensure an ample supply of food and water, provide shelter to keep citizens well-rested, and organize maintenance services to tend to the wear and tear that comes with the hustle and bustle of a growing city. Then, with the basic needs provided, you face a choice – will you construct grand statues of your fearsome feline overlords to motivate your mice and increase their productive output at the cost of their morale, or will you scurry along the road of resistance by prioritizing the happiness of your mice with grand parks and fountains? The needs of your mousefolk are varied, and their happiness must be delicately balanced against the demands of the clawed paw that hangs overhead.

The industrious mouse is not only a hard worker, but a clever one too – harness the power of automation to sniff out efficiency at every corner. Implement conveyor belt systems over great distances to carry goods up and down the colony faster than a mouse’s paw alone could, and pursue advanced technologies to evolve from a humble mouse-powered colony to a steam-powered mousetropolis.
Whiskerwood boasts 40 different commodities for you to gather, manufacture, or trade in the interest of your colony’s well-being and the satisfaction of your overlords. Extract raw materials such as metal ore, timber, and wheat. Manufacture processed goods such as ropes, coats, and prepared meals. Pursue luxury items in the form of spices, teas, and furniture – as your colony progresses, your economy must broaden to meet the growing desires of settled mousefolk.
Fulfill feline demands to gain favor and access to luxury goods that are difficult to obtain in your fledgling colony, or instead pursue trade relations with other factions of mice and pirate lords.
Build intricate mazes of conveyor belts, ramps, elevators, and slides to facilitate the quick movement of goods to and from where they are gathered, processed, stored, and used. Similar tools are at your disposal to help hurry along the movement of mice and material alike – with only a limited amount of time to work every day, efficiency is of the essence.
Lay pipelines that enable the smooth flow of water and steam over long distances to fulfill essential needs across the island – pumps, watertowers, radiators, and vents all work over limited areas, and careful consideration is needed to provide coverage across the colony.
Tinker away in the research labs to develop new technologies that further your capabilities across the colony – new buildings, resources, and policies will bring a bright future for mousekind.

There’s only so far a mouse can be pushed before it must push back – the demands of the cat grow more unreasonable by the day, and they care not for the suffering with which these demands are met. Come rain or shine, the shipments must be fulfilled to feline satisfaction lest they call upon their henchmen to violently remind you of your duties. Will you forever serve this oppressive paw? Or will you eventually raise your whiskers in defiance?
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 3.8Kreviews | 92% | — | $3.6M |
| $19.49−35% | 29ratings | 90% | — | not modelled | |
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Reviews
Themes across 1314 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a great little colony simulator that really lives up to the name more than others. It's got unique systems and succeeds a lot where other games that I've played flag. I've been playing since release, and with the nautical voyages update released I figured I would throw my hat in the ring for thoughts. If you don't care to read in depth, then I recommend it highly. Starting off with playing buildings, Whiskerwood uses a box layout so every construction regardless of shape fits into a number of squares both on the ground and higher up. I appreciate the simplicity, and it helps you easily space out a new area for whatever construction you need as you can measure whatever layout you're looking for by just counting boxes. Buildings are all constructed by non-assigned colonists, or whiskers, but there is a maximum number that can work on any one building, so assembling a gigantic warehouse will take more time than building a log cabin. Whenever you put down a construction, if any part isn't on solid ground, the blueprint auto-adds in a log per square of empty space needed and automatically adds supports for the blueprint cost. That's really simple, really effective, and I like it a lot. It also connects to probably my favorite aspect of building. Infrastructure, that is to say roads, conveyer belts, and fluid pipes, are all built immediately, assuming you can afford them. These also take into account any log supports if you're running belts or pipes above a path for example. It really is hard to overstate how amazingly helpful this decision is. As much as I kind of enjoy everything being built in some other colony games, the more building block feel used here is tremendously by being able to immediately pipe, path, rail, and belt any path you can draw, and can afford resource wise. Speaking of resources! Resources follow a pretty simple line forward. Starting with simple logs, fish, and berries, you can immediately make factories for planks, and with those make most of the advanced buildings. Most factories also require machinery, which we will talk about later, but suffice to say it's a very precious resource, so you are prevented from immediately industrializing everything. Still, you immediately have farms and crops to plant, some of which feed your whiskers and some of which serve as crafting materials for more improvements. From planks and stone, you eventually build up to copper, then bronze, then iron and steel, all of these higher tier materials needed to assemble more late-game items like steam pipes and cart rails. I like that your most important resources will populate the top of the screen as you unlock them, so you will start with just logs planks and cut stones, but will get a number for copper bars once you start making them at scale. A more detailed inventory can be accessed on the side, but in general the resources don't have a lot of fluff. Everything you have in your warehouses can immediately be used, consumed, or sold by your whiskers. Your whiskers, little mice far from their home, are your primary workers and the bulk of who will be living at your colony. They come with 1 of 4 general work profiles, as well as little quirks that somewhat affect their actions, though not much. Some also come with special perks that need to be cherished, as many factories and workplaces later on cannot be staffed without them. Apprentices are the most common, both to need in factories and to get, but there are also craftsmasters, educated mice, and the new additions of sailors and officers for navy operations. Thankfully, all of these mice can slowly be converted as needed with a school, where you take one whisker with a specialty and use them to teach others who don't have it. Whiskers have a work value that they contribute to their workplace. Higher values means faster output. The easiest way to increase any output is to staff it with whiskers that fit the profile. Food service whiskers work well in farms and bakeries, while mining whiskers work well crushing rocks or breaking down ore, while machine guild whiskers excel at the more complex operations such as oil presses or water pumps, with exploration whiskers working well in foraging stands and certain crafts. I enjoy the system, it's simple enough that you aren't pulling hair out, while still moving around the right mouse to get the right job as best as you can. It's also a nice touch that each whisker will actually need to do the whole of their job, including collecting and delivering inputs and outputs, so smooth design and pathing will help your colony thrive as you build out more industrial whisker production centers. But, where are these whiskers coming from? And why aren't they paying any taxes??? That's right, you're the colony manager, and everything you have is on rent from the far-off Claw government. These monarch felines will arrive with frustrating frequency and demand payment. This payment is both easy to calculate, and still annoying. The Claws charge you per whiskers living in your colony, as well as daily taxes and upkeep fees. They will charge you for each ship they send containing more whiskers, and each ship with supplies comes with an extra tax burden that you agree to when you take them. If you decide not to take the supplies the Claws will see this as seditious and monitor you more closely through a small trust bar displayed on the tax screen. Not productive enough? The Claws will shell your colony. A lot. I received my first backlash for non-payment after the nautical update and I was almost entirely killed. It was also comical since the ship bombarding me was sailing away and firing sideways while it left. That's what I believe is a good overview of the gameplay of Whiskerwood. I've already said I'd highly recommend it, so try it out! Okay, now that the normal readers are gone, I do have a small note for the developers if they happen to see this. It's mostly in regards to the "forbid warehouse dining" option restaurants have. Whenever I toggle this button on, my whiskers starve. At first, I thought that this was just my fault for having too little in the way of dining options, but I have observed on multiple occasions that starving whiskers will wake up, walk directly past my bistro stationed outside their housing district, stand at the railcart station, go to work, and sit in their workplace until they die, while many whiskers who are not starving will start their day by dropping in for a quick snack at the all day cafes I have. Then I thought okay, well clearly I need to do more in-depth research so I followed a hungry whisker on shift end to see what he did, and noticed that, before food he was seeking services. Oh perfect I thought, I can make a cloak production line and send it to a warehouse right outside the housing district too. Then they can grab a coat from JC Penny and a Panera Bread sandwich, and go to bed. I made the line, I watched my mice. Now instead of seeking a cloak, I saw this whisker beeline for the bathing facilities. Oh no problem I thought, I'll build a bath-house complex right next to the housing district. Now, SURELY my whiskers will feed themselves, right? Well no, apparently! I watch in horror as some whiskers collect their Marshalls fall collection coat, go to the local YMCA to get a hot shower, and then GO TO BED. ALL WHILE THEY ARE HUNGRY! It baffles me, and I beg and implore that something be implemented so whiskers will prioritize food from restaurants before shopping at Kohls and going to the swedish spa. Also, I'm positive that some of the whisker behavior is affected by where they're working, because I have lost 2 whiskers to starvation in the school when there is nothing stopping them from getting a snack before class. I get the dedication to higher learning but damn. (I hope anyone that reads that little diatribe understands that it's a very small issue I have, and my infuriation is mostly humorous)
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Every market we collect.
Latest in each market: best AU #57, worst US #99 · 11 markets collected
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Czech, Hungarian, Japanese, Korean, Polish, Portuguese - Brazil, Russian +5 more
| $29.99 |
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| 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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very fun management style game! I can get lost in it for hours! There is always something that needs tweaked or fixed to keep your colony running smooth-ish
it's basically a sea focused Timberborn with mice instead of beavers and i'm HERE FOR IT. Really enjoying it so far!
good colony sim. I still dont get it how to configure logistics...
El este juego muy bueno, es adictivo y fácil de entender, sin embargo con forme se avanza se vuelve un poco repetitivo, no hay una consecuencia real al no pagar impuestos a las zarpas, ya que solo te bombardean, no dejan de llegar suministros, no deja de llegar gente y sobre todo no deja de ser colonia ni hay ataques programados como represalia. Es muy fácil dejar de lado a las zarpas y pedir el cargamento mas grande de suministros sin pagar nada, conectar una segunda isla y alejar el puerto de mercancias hace que no puedan atacarte y en ese instante el juego se vuelve demasiado fácil. Estoy emocionado de ver futuras caracteristicas respecto a las zarpas.
I don't normally do resource / process management games, but I guess if my minions are cute little mice I can be persuaded to lose - checks watch - 55 hours of my life to it. And it's still in early access?!
good game
A fun game. I am reccomending it because I want to like it. It itches my brain that there is not more flat ground to do a bit of Sim City but I guess thats why you can stack buildings on top of one another. I want to like this game. I am conflicted as you can tell... I hope it evolves a bit before it exits early access.
Откуда столько лайков... Все квадратное... Да , вид издалека красивый, но ты почти всегда вблизи камеру делаешь. Все еще куча багов : В круге рабочем у здания мышки просто не реагируют на ресурсы , переместил на метр влево - сразу нашли ресурсы... Приалывает корабль и оставляет свою копию в море , а после того как уплывает пропадает и копия. Удобства нет ... Когда ты строишь здания новые у уже построенных (и тех которые недостроены) не показываются входы. =) Сами мыши не могут лазить вниз или вверх по клеткам , А СТОП , ЕСЛИ ОНИ КОПАЮТ РЕСУРСЫ ТЫ МОГУТ.... То можно за бесплатно перемещать здания, то другие нельзя почему-то. Нельзя запланировать здание, если , видите ли , не хватает для основания в данный момент древесины... Забыл написать что решение с паузой в конце дня кон'ченое. Ну а самое главное, играем не за кошкодевочку а за крыс
画面精美,鼠鼠很可爱,根据性格,体态会不一样。但是剥削太严重了,来不及进贡。冬天的时候有些取暖设备还没搞明白。
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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