
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 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
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 1213 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing game, really fun. Coming from someone with hundreds of hours in Timberborn it is very similar to that while being very unique in it's gameplay loop. It's basically a colony/city builder like Timberborn where you can mine out and build block by block in all three dimensions and have a lot of creative freedom with decoration all while fighting to keep your mice alive by managing the food and pollution. I can't wait to see how they develop this into something even cooler and I would 100% recommend trying it, I played the demo once and got hooked and had to buy it.
Game is fun to and cozy to play. However, developer needs to further improve some feature in the system. - Tax deadline is very tight regardless the difficulty. - Industries rely too much on machine part when food relate building like bakery, fish dock, tea brewery, etc. not need it. Ore furnace, blast furnace and charcoal furnace, etc. don't need it too. This just make gameplay very restrain and only sources to get machine part is from the weasel supply or machine factory in late game. -Unable to trade for any other resources like ore, food, etc. from smuggler except for gold only. Unable to have fishing boat or fish farm when run out of fish. -Dining hall only store 55 foods which forcing other whiskers had to eat at warehouse after 55 foods in dining hall consumed. Suggestion is to extend the capacity for dining building, or add something to allow whisker eat food at home and feature to forbid them eating raw foods. - Construction yard and dining whiskers went idled when nothing to do and they seems not making trinkets during idle at all. Construction yard and no builder notification pop up in the UI when there are nothing to construct. - Lack of one tile stair, steep stairs and spiral stairs are only one tile stair but they have slow speed compare to two tile stairs. - Whiskers design can be bit repetitive and hardly can tell which one wear tailored made cloak during winter. - Lack of high whisker capacity farmhouse or mining house which makes me had to build multiple farmhouse stacking all upward to save space but not very efficient because whisker have to drop in their workplace after harvest instead of go and drop it in nearby warehouse or conveyor immediately. - Mining mechanic is manual only which making more micro managing. It need to add auto mining that either auto pathing to the ore or mining the surrounding within work area. - Lack of priority for mining, foraging, wood cutting and earthwork.
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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 |
| — |
| 93% |
| — |
| 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great colony sim, really enjoyed this ones version of early game harvesting and late game factory-isation. Looking forward to future updates. You will have to have the mindset of having fun in thriving, because there isn't really set goals, not that it needs them. 8 / 10
Great stuff! Love the intricacies, like how you can really get into the weeds on logistics and who works at a place. As well as the detail to items displaying in warehouses and cafes and whatnot. I keep playing and then restarting a few sessions later because I think I have a better strategy. Unraveling that has kept me hungry. Plus lots of great updates from the developers!
Wirklich ein schönes Spiel, aber es gibt einfach gar keine Erklärungen, warum etwas funktioniert und viel wichtiger, warum es nicht funktioniert. Nehmen wir ein Beispiel, ich baue Baumwolle an, ich habe im Frühling begonnen. Im Winter steht sie immer noch auf dem Feld und erfriert. Währenddessen sitzt mein Bauer in seiner Hütte und hält Siesta. War sie nicht reif? Keine Ahnung, denn es gibt keine Möglichkeit zu sehen, wann etwas reif ist (oder es gibt sie, doch es wird nicht erklärt, "sie hier hin, das sagt dir in 3 Tagen kannst ernten", womit wir wieder bei meinem Kritikpunkt sind.) Hatte mein Bauer besseres zu tun? Vermutlich, er hat sie ja nicht geerntet... Gleiches Spiel im Winter, Feuerpfleger erforscht, jede Menge Brennstoff auf Vorrat und Feuerstellen in der Siedlung verteilt. Ich denk mir, das wird ein leichter Winter. Der erste Schnee fällt und es brennen 3 von 10 Feuern. Ich klicke meinen Feuerpfleger an, "nichts zu tun". Wie, du hat nichts zu tun? Das halbe Dorf versinkt im Schnee und du trinkts Kaffee? Der Radius von dem Gebäude reicht über die halbe Karte, woran soll ich sehen, um welche Feuer er sich kümmern wird? Also bau ich einen zweiten, der kümmert sich um 1 Feuer... warum nur eins, woran kann ich das sehen? Ähnlich ist es bei der Zuweisung von Arbeitern. Ein klitze kleiner Hinweis, dass man gerade einen Ingenieur in die Weberei steckt, und nicht einfach nur eine rote Zahl, macht einem das Leben als ahnungsloser Anfänger deutlich einfacher. Genau dafür wurden doch Tooltips gemacht. Man wird erschlagen mit einer Unmenge Eigenschaften von seinen Mäusen fast ohne Erklärung. Grobian, flink, mitfühlend, Pessimist, Optimist, schwach, kränklich... Macht das einen Unterschied? Vermutlich? Warum sonst hätte man es hinzugefügt? Möglicherweise bin ich einfach zu blöd für dieses Spiel, ich würde es sehr gerne sehr viel besser verstehen, denn es macht richtig Spaß. Aber jedes mal, wenn ich feststelle, dass etwas nicht das tut, was ich erwarte, den Browser zu öffnen, nervt und frustriert mich. Ich werde definitiv zurückkommen, dazu ist das Spiel zu gut, aber ich brauch jetzt erst mal eine Pause...
honestly i wish there were a few features in the game like i wish the water could fill in spaces so you can reshape your islands and stuff a bit but i find this game very satisfying to play and enjoy a lot. its really fun and satisfying. wouldnt mind being able to give my whiskers outfits so i can keep track of specific whiskers and their jobs as a glance. even if its just like hats.
What really sets Whiskerwood apart is a set of above-average design decisions. That’s not to say there aren’t problems, I’ll outline the top three below. If the team can solve these problems while continuing to make good design decisions during further development, they could have a really good game with broad appeal in a year or two. It’s already fun to play and worth purchasing if you can get it in the US $20-$30 range. [h3]#1: Wasteful CPU utilization[/h3] Once you load a save and the simulation starts, your CPU utilization ramps up, and it stays up. Players with dynamic cooling will notice this because the CPU gets hot and their fans spin up. Another easy way to show this is by pausing the game and tabbing out to another window: CPU utiliziation remains high, even when time is stopped and there’s no input from the player. That points to bugs or design flaws (or both) in the foundational core of the game: the simulation and/or the game loop. It’s worse in a large complex colony, but it’s noticeable even in a brand new colony. At some point this will hold the game back, if it isn’t already. [h3]#2: Pathing[/h3] I know the team has already fixed some pathing issues, but it’s a complex problem and there are more. Anecdotally, I’ve noticed “fetching resources” whiskers visiting mining camps for stone underground sometimes just stuck walking in place (no UI error message) until they get ported out end of day. [h3]#3: Absence of optional tutorial content[/h3] I’m glad the game doesn’t have a bunch of popups and interruptions trying to teach me how to play. It’s not [i]required[/i], but in the long run, the game will likely be more successful if the team adds optional tutorial content. I suggest as an option from the main menu, and/or entry points and breadcrumbs during general play unless turned off. Focus on things that frustrate new players to improve “first five minutes” impressions, and things that aren’t obvious. E.g.: choice of island at start (even with Claw message, too easy to assume whiskers can climb walls without logs or time-consuming mining and pick the wrong island and have a frustrating start), how logistics work, how belts-slides-warehouses connect, etc. I really like that the game loads fast, I’m so sick of splash screens (ads) and intros and delays to getting into my games. Save files take an acceptable time to load (with an NVMe and fast RAM). I hope the team will invest in solving the above problems, and also further develop story elements and add more music tracks for some variety.
Vraiment exceptionnel, j'aime beaucoup les graphismes, les musiques, l'univers des petites souris, j'ai commencé il y a 2 jours et je ne sais même pas si j'ai réellement avancé plus de 10%. Je suis nouvelle dans ce genre de jeu, survie, construction de ville, gestion des ressources, mais je suis tombée directement sur le bon ! Pas trop poussé façon Factorio mais suffisament complexe pour s'arracher quelques cheveux ^^
Well it started off great, but a bug has now caused me to start over and to be honest I'm a little too disgusted to hop back in. No Idea why my mice just become lazy and suddenly don't know how to do anything then slowly starve or freeze to death while ignoring their tasks. They'll be entirely capable in theory, no resource problems, nothing, and then just all of the sudden I can't get even one stupid mouse to fish or build or do a thing. That being said, it's probably still a good game.
Uma coisa eu digo se vc tem filho e for jogar esse jogo vc só verá ele novamente quando tiver 18 Muito bom recomendo
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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