
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
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 | 3.7Kreviews | 92% | — | $3.5M |
| $19.49−35% | 29ratings | 90% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 1240 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really cute and well made colony builder. Terraforming specifically gives you a lot of creative freedom, and complexity scales naturally with population and new islands you add to your domain. I hope developers will continue their work on the game, and look forward for the ship building feature!
感觉有很多地方需要好好打磨 游戏是好游戏 就是太他吗的耗时间
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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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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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
1 作为建设类游戏,矿产是不可再生资源简直不可想象,又不能通过自动、半自动贸易方式解决 2 自然植物资源是非再生资源感觉很奇怪,后期全靠种田?太依赖农业了吧?后期让采集自然资源类的建筑变的很尴尬,操作极度繁琐 4 农业太复杂,对地址要求太高,产出太低,对天气太过依赖,无法稳定作为全局可再生资源很,难受 5 地层操作不够直观 6 定期上税、每日结算,使得游戏体验在城市建设类游戏中极其尴尬怪异。 总体上我只能勉强推荐该游戏 1. As a construction-type game, it is unimaginable that minerals are non-renewable resources, and they cannot be solved through automatic or semi-automatic trade methods 2. It feels strange that natural plant resources are considered non-renewable resources, and in the later stages, it relies entirely on farming? Isn't it too dependent on agriculture? In the later stages, it makes the buildings that collect natural resources become very awkward, and the operation is extremely cumbersome 4 Agriculture is too complicated, has too high a demand for land, yields too little, and is too dependent on weather. It cannot be stably used as a global renewable resource, which is uncomfortable 5. The operation of strata is not intuitive enough 6. Regular tax payments and daily settlements make the gameplay in city-building games extremely awkward and bizarre. Overall, I can only barely recommend this game
还不错,就是内容目前偏少还有没过一天都要点一下,挺烦的,期待后续更新
I love this game! It's a cute version of Anno, Foundation and some other city building strategy games combined which is just the genre that I love. I was doubting if I'd get it, mostly because of the square visuals and I didn't know if it would be too similar to other games, but it suprised me! When you play, you zoom in a bit more and it doesn't look that square at all. The Whiskers and animations are very cute. For example I love watching them get shot into the air by the Whisker Launcher and come down by slide. The game play is also a bit different, managing the Whiskers with their guilds and occupations, and I love being able to build everywhere including the verticality. It opens up many options. I also love the decorations and that the path decorations are free. I do hope they will come out with more and more options to add; more decoration, more research tiers for example to make your colony even bigger or other islands with other types of resources. I'd love a way of upgrading rafts to small ships etc to make going across the ocean on big maps easier and I'm sure they developer will come up with other creative stuff we can play around with. 10/10 recommend!
Simple, complet, mignon, reposant, addictif, bac à sable.
This game is incredible. I can't stop playing. Please help. It's like Factorio all over again. ♥♥♥♥ THE CAT KING
Well, I've been playing this for 100+ hours already. I must say this is another well polished early access game I have bought. I have only bought two other early access games in the past. Can't wait to see what else the developers add to this game. It's great they listen to the community from the latest patch #22. One thing that would be awesome to see is water physics so you can flood an old mine that's underground. And on top of that reclaim said flooded mine. Also this is one other game I wish I didn't get when it was on sale. I just hope the developers don't loose passion for this game. But overall, well done Minakata Dynamics for bringing us this outstanding game and also Hooded Horse.
Одна из лучших стратегических игр которые я в своей жизни видела. Есть система менеджмента дубликатов как в Oxygen Not Included, есть внешнее давление и смена сезонов как в Frostpunk, есть совершенно очаровательные зверьки как в Timberborn, есть аллюзия на колони и хлопок... Чет не туда да. В общем отличный визуал, прекрасные системы и просто потрясающие кораблики. Игру почему-то обошли вниманием хотя в жанре я вижу мало настолько ладно скроенных систем. Если вы задумались о покупке берите, у меня сотни часов в разных градостроях я знаю о чем говорю. Что бы было хорошо причесать (чисто от геймдизайнера гемдизайнеру в надежде что пригодится разработчикам): 1. Визуализация загрязнения. Сходная система есть в RimWorld, но там грязь видно глазами и есть возможность что-то с ней сделать сразу. Тут зимой ставишь костры и все, сиди втерпай. Ну и когда фильтр включаешь не не видишь грязь только цифры и такой: блин а как понять-то куда и зачем это? В общем стоит переделать на что-то похожее на карту бактерий из оксиджена или другие фильтры оттуда же. Они отлично работают с информированием игрока. 2. Менеджмент складов. Перед сносом первого склада в котором что-то есть хорошо бы вывести окно-предупреждение которое скажет что имеющиеся там ресурсы пропадут. Очень легко можно продолбать все накопленное добро просто снеся старый склад. И хорошо бы добавить кнопку "запретить пользоваться этим складом", потому что ты например построил следующий тир а текущий был временным решением и тебе надо бы его снести но в нем весь запас твоей еды на зиму. Ю ноу. 3. Очень не хватает связей в дереве технологий. Типа приходится ручками искать нужную теху чтобы открыть ту которую хочешь. Неплохо было бы хотя бы как в римке прокинуть связи чтобы сразу видеть что за чем анлочится. И в этом же пункте отмечу что предоставленной информации о строениях и техах недостаточно. Мне пришлось буквально на ощупь понимать что для чего нужно и как оно работает. Может конечно так и задумано но как будто плотная вики описывающая что и как работает не должна ложится на плечи игрока. Вот, других претензий к 30 часу игры нет. Отдельно отмечу еще кораблики. В игре есть целая система флота до которой к своему 30 часу я даже близко не подобралась. Игра пушит тебя наращивать население и резво развиваться но чем больше население тем больше налогов и выше риск заморить мышей голодом. Так что как будто темп самой игры и тащащих тебя квестов не совпадает. Но это вот скорее на уровне ощущений.
内容太少,未来可期,建议出一个平坦模式,mod太少,铜矿太缺,科技消耗太大,建议加一个像环世界一样的矿钻头,生产的工业制成品没有市场卖,建议加一个贸易系统,建议类似海岛大亨之类,但最好不要像纪元1800的港湾 The content is too little; there is potential for the future. I suggest adding a flat mode. There are too few mods, copper ore is too scarce, and technology costs are too high. I recommend adding a mining drill similar to the one in RimWorld. There is no market to sell manufactured industrial goods, so I suggest adding a trading system, something like Tropico, but preferably not like the harbor system in Anno 1800.
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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