
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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% | — | $3.6M |
| $19.49−35% | 29ratings | 90% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 1290 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
У меня мыши гору сгрызли
Rat
要是能自定义地图就好了
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.
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 |
| — |
| — |
| — |
| 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
Amazing Game
Picked this up on a Saturday morning, and lost the entire weekend! Brilliant game mechanics, great art / graphics style, good difficulty balance; I really recommend! If I was going to pick an area to improve, it would be the tutorial / starting quests. There were a few times I got caught out by game mechanics that I don't think I'd been prepared for (Heaters in winter for instance). Can't wait to see where the team take it next!
跪求出MAC版本
Rats!!!
Fun game, needs some balance and tweaking of progression mechanics The best description I've come up with so far for Whiskerwood is Timberborn but with colonialism. The added mechanic of colonial overlords and a tribute/payment system is an interesting spin that shifts your focus from pure production like in Timberborn to more of a resale production focus. It's an interesting take on the colony sim genre that has some merit to it, but the current state needs a lot of balancing to make the crafting and building progression feel more consistent. I notice a lot of the reviews want this to be more Timberborn like in its mechanics, and to some extent I agree. That said, Whiskerwood IS different, and some of the ways it differs I tend to like. Don't buy this game if you're expecting Timberborn but with mice - that's not what it is. Disclaimer: I've only reached t3 research so this is only a partially informed review Overall: 7.5/10 in current state Things I like - Overall fun gameplay - The more hands on management of colony residents and an ability to control overall buffs/abilities/assignments is nice, and gives the colony a bit more immersion - Animations and audio are both fairly good, and building models are mostly interesting looking - Lots of ability to customize appearance of your colony - There's some fun hidden/less than obvious mechanics that feel rewarding to discover (mushrooms, for example) - The overall crafting/building levels are pretty robust, and you can progress through research (kind of) freely at each tier based on your colony's needs. - There's some decent challenge to effectively balancing your colony and keeping the Meows paid, which keeps building more interesting than just slapping buildings down. Things that need more time in the oven/feedback for devs - The progression just isn't there yet mechanically. It's all bound behind a single material, and feels too linear currently. More variety in materials required for progressing research, the ability to queue research, and making sure that foundational building items are available earlier would all go a long way in balancing this - The day end interruption gets quite immersion breaking the further you get into the game. This is more of a shop sim concept than a colony sim concept, and I really hope the game makers either do away with it or give us an ability to auto-skip it since it feels very out of place. It serves no gameplay purpose at all other than keeping you aware of passing days, and all the information it provides is already readily available in more detail in the regular UI. - Binding more advanced building behind an item you can only get through very expensive trade until very late game is an odd decision, and I think this mechanic needs to be revisited. Shipments should be dedicated to getting supplies you need to progress or comfort your colony, not binding you to making obnoxiously expensive purchases that you otherwise don't need at all. This either needs to be changed to more item specific purchases, or better balanced against the cost of operations of colonies. - Cat favor is too simplistic, and needs expansion. I hope they build on this in the future to make it more nuanced and with several ways to earn/keep favor as we have with whiskers. This is already there with whisker favor - Production outputs aren't super clear in the game's UI. Because balancing production across several types of buildings seems important to efficient colonies that can afford to operate, I'd love to see additional tools to manage this more effectively - Material balance in random map seeds isn't great - my first world made me choose between travelling 3 islands over to gather coal, or 3 islands over to gather copper. Both are fundamental for early game, and since the tools to do that with any kind of efficiency are gated towards t3+ technologies this seems like a kind of silly limitation to progression.
Muy entretenido y divertido, se parece mucho a Timberborn, y Banished, pero con gestión también de temperaturas, es un compendio de varios juegos pero muy bien hecho y me gusta la dificultad en normal es llevadero pero en difícil, supone ya un Reto, me gusta mucho. ah y la estética es Genial me encanta. es el típico juego que empiezas a jugar y cuando vuelves mirar la hora han pasado 4 h y quieres seguir un poquito mas ( 2h mas XD).
.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 2.3K | 94% | $29.99 | |
| $112.1M | 91.8K | 84% | $39.99 | |
| $34.3M | 27.4K | 91% | $39.99 | |
| $18.8M | 18.9K | 94% | $29.99 | |
| $8.9M | 10.5K | 82% | $29.99 | |
| $5.7M | 3.5K | 86% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.6M | 8.2K | 79% | $29.99 | |
| $3.6M | 62.8K | 95% | $1.99 | |
| $3.6M | 14K | 78% | $17.99 | |
| $3.6M | 8K | 88% | $24.99 | |
| $3.6M | 3.8K | 78% | $29.99 | |
| $3.6M | 11.5K | 93% | $9.99 |