
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 2,402 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 | |
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Engagement
Reviews
Themes across 1213 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Три месяца без обновлений, похоже что разрабы забили
[h3]Милейшая игра![/h3] Она очень красивая с трогательными анимациями, милыми модельками и красивыми домиками. Если вам нравятся такие — очень рекомендую, но имейте ввиду что игра не спешная. Большинство зданий нельзя передвинуть, надо ломать и строить заново. Нужно формировать ландшафт для грамотного городского строительства: ломать камни, насыпать камни — это тоже медленно. Понадобится микро-менеджмент: настраивать склады, балансировать производство/потребление/хранение и персонально распределять мышей по домам и производствам, из-за их особенностей. При грамотном планировании и настройке всё работает автономно, а мыши вас обожают. По скриншотам и летсплеям видно, что многие стремятся быстро раздуть огромную колонию. Я же поймала дзен только на третьей попытке, когда решила строить мышиный рай не торопясь. Советую в первые годы не гнаться за ростом населения. [h3]Слабые места[/h3] Минусы в основном связаны с ранним доступом: экономика пока не сбалансирована (торговли с другими колониями ещё нет). Геймплей возможности получить независимость от котов ещё в разработке. А с развитием колонии игра начинает тормозить. Ещё я не нашла фоторежим. [h3]Немного советов,[/h3] если вы сторонник постепенного развития: [list] [*] Центральный склад не обязательно ставить у причала. Причал — просто точка высадки, мышки с ним почти не взаимодействуют. [*] Смотрите, в какую сторону течёт вода — это направление ветра. Дымящие производства ставьте на краю берега, чтобы всё сдувало в море. [*] Один рыболов вполне прокормит маленькую колонию. Перед размещением причала нажмите "L" и посмотрите рыбные места. [*] У маленькой колонии низкие налоги, поэтому легко откупиться горстью меди или хлопка. А без технологий штрафа к ожиданиям у мышей тоже нет — они довольны малым. [*] Не форсируйте исследования выше 0 тира, пока не будете готовы к росту ожиданий подопечных. Чертежи 1 тира можно получить в награду за увеличенные налоги. [*] Не забивайте центральный склад камнями и бревнами. Ограничьте производство или храните их на соседнем острове (через покрытия и декорации). [*] Жилые домики не обязательно отапливать — достаточно, чтобы мышки заходили домой уже согретыми [*] Трубы водопровода можно прятать в земле под дорожками [/list]
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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
Best city builder hands down. Played a lot of hours when it was on xbox game pass. After it got removed from there it was an easy instant buy on steam (save file carried over as well). It looks just great, the vibe is so awesome. The mechanics are good, great system with having to keep your whiskers happy while paying taxes. Leads to fun balance of resources and city design. It expands at the right pace and this game will absolutely last you many hours. Additionally, though this is a point I normally don't care about so much but for this game had to say it, the music is absolutely perfect. You will not regret buying this if the trailer/screenshots appeal to you.
游戏是好玩的,可是两个档玩到中后期都是一直报错,到底什么意思!绝对不是配置问题,因为一个档是600+鼠鼠,一个档只有200不到的鼠鼠。就是到了某一个时间点开始,就几乎每天都会报错,到底能不能行了!!!!!!!!!!!!!!!
장점 : 재미있음 시간이 잘감 단점 : 1. 인구 방출이 안됨. 2. 본 섬의 크기가 중간이 없음 3. 섬규모를 축소시 부족한 공간은 바다에 건축이 가능하나, 자원에 대해서는 무역이 불가능함. 4. 바다에 건축물 건설시 버벅임. (예시 : 창고) 5. 위스커의 수가 300마리 전후로 프레임이 140대에서 60~70대로 떨어지고, 400마리 전후부터 버벅이기 시작하며, 800마리 전후부터는 위스커와 시설들의 상호작용등으로 프레임이 30대 이하로 급격히 떨어지는듯함. (처음 프레임이 떨어지는 원인을 최초의 바다에 건설된 창고로 추측하였으나 게임을 11번 정도를 반복리셋하면서 위스커의 수가 늘어남에 따라 상호작용에 의한 프레임저하로 개인적인 결론을 내림.) 6. 인구의 방출은 병사와 아사가 있으며 이를 원만히 해결하기 위한 대규모의 공동묘지 부지를 확보해야함. 7. 평탄화 작업을 위해 위스커를 대규모로 구성하여 채굴작업을 시키면 바로 눈앞의 지형을 작업하기 때문에 광범위 작업지시를 할 경우 지속적으로 현장을 확인하며 세부적인 지시를 해주어야함. (특히 고저차가 높은 곳의 작업의 경우 시설물의 작업범위가 구체형태이기 때문에 작업지시 블럭 5층 높이마다 세밀하게 조정해주어야 오차범위가 적기에 지속적인 관리가 필요하며, 특히 채굴작업시 위에서 아래로 내려가는 작업과 아래에서 위로 향하는 작업의 효율이 극도로 차이가 남. 일정높이이상 공중에 떠있는 채굴지시는 위스커가 작업반경내에 있어도 작업을 이행하지 못하기에 채굴작업은 위에서 아래로 채굴작업을 지시하기를 권고함.) 총평 : 쉬운 모드만 해서 더 높은 등급의 난이도에 대해 운영법은 잘 모르겠지만 재미있고 버벅임만 없다면 계속 도전해보고 싶은 게임임.
玩到后面老鼠多了特别容易卡退和存档崩溃
хорошо, когда разработчики заботятся о своей игре. однозначно лайк
maybe biggest points i liked after having finished it: -you can build appartments vertically and horizontally, wich means you can build some brutalist megablocks (with some decoration, so it doesnt look ugly) i cant remember in wich game you can do this (except maybe timberwood wich i didnt play). this is very special imo, because in anno for example you only build horizontally and it looks very impressive, especially because all whiskers actually go to their house (i think they go to work from there, but spawn there in the morning, would be cool if they actually went to their home in the evening) -terraforming is quite nice, while its not terraforming exactly, but just lick minecraft, where you can mine block for block, but this gives a real sense of setting up an actual and naturally formed underground mine -you can build elevators freely, and it has a civilian train system with actual shedules (how many whiskers loaded) - i think for what you can expect from the game its a 9/10. its a city builder, with tech tree and all kinds of production chains, different kinds of fuel, heat sources, administrative buildings, all kinds of foods and clothes you need to produce. very much diversity in buildings and goods. and really some very creative stuff like a whisker catapult, that catapults whiskers up to their work place if they work somewhere high up. a bit negative (but i think its ok) - very nice idea with cats/pirates/smugglers visiting demanding goods. so you always urged to build way more than you actually need. the big problem though is, that all of those groups always demand the same kind of goods. for example you can satisfy the cats demands by just giving them wool, thus if you dedicate a farm or two to just wool, you are good to go and the mechanic becomes obsolote. maybe what they prefer should change every now and then and maybe alert a bit earlier. -the whiskers trait are a bit one dimensional. just take the "good ones" and you good to go, never care for that mechanic again. at some point i was just annoyed by the whisker ship. i had room for like 50+ whiskers at once but still every few days i have to handpick them. it kind of destroyed my flow. maybe just let a few whiskers come every few days. if they have bad perks i can deal with it. maybe allow it to train it away in some kind of "gym" or the school or whatever. -i think for how clutter the city became (and i really liked the clutter) the system to supervise whiskers was very advanced, but not good enough. often i would spend too much time, finding an appropiate aprentice. if i wanted to move him to a more appropiate house, i couldnt check easily, if the whisker already living there needs to live there or if i can move the whisker without having to worry they might be placed to a worse place. - i think it would have helped when whiskers would have some kind of distinction from each other. for example whiskers working in logistics having blue fur or something, so i can track them faster and where they go, without having to find and click them - i think i didnt actually complete the tech tree 100%, because the amount of goods you need for research in the end is a tad bit too much. i would look 20 mins at a finished city, just to get that one building that wouldnt even change the course of the game that much BUT i must say im not dissatisfied by this, everything i unlocked was so cool, how you can implement it etc. that i cant be mad having missed something. i say its already a 9/10 from me, it has so much content for ea, and if you like production chains or city builders or just planning combining goods it should be played with no hesitation
Could use a bit more tutorial, but there's YouTube videos for that. Still early access so there's lots of time for quality of life improvements (like tell me if *anyone* is idle, right now the idle alert only works for some buildings. But it does have an idle alert for those so I expect all the others will get added.) If you have a low tolerance for such things wait for full release. All that said, I'm really enjoying the vibe, and you can just watch the mice go about their day, make improvements to the pathing, etc.. Many decorations are free -- so you can right from the start add any of the "path" decorations making the whole colony look a lot better. You can also stack buildings and paths, so you can build literally "tall" if you want. It's really handy where space is limited. I have my fish smoker on top of the cafe. Hope they like the smell of fish!!
Das Spiel wirkt leider noch ein wenig unfertig in seinem aktuellen Zustand. Das Spielprinzip selbst macht Spaß und Lust auf mehr, es ist etwas eigenes ähnlich wie Timberborn aber doch ganz anders. Leider kann ich im aktuellen Zustand keinen Kauf empfehlen, das Spiel ist mir in 30 min ca 4x abgestürzt, was leider dazu führte, dass ich jedes Mal gut einen Tag an Fortschritt verloren habe. Ich hätte wirklich Lust es weiter zu spielen aber ich würde allen empfehlen, die mit einem Kauf liebäugeln doch noch nen halbes Jahr zu warten, bis zumindest (hoffentlich) das Problem mit den häufigen Abstürzen geregelt wurde. Daher leider ein sehr gemischtes Resümee meinerseits. Aktuell würde ich von einem Kauf eher absehen, empfehle jedoch am Ball zu bleiben, denn wenn es erst mal stabil läuft wird es mit Sicherheit all jenen Freunde und Spielspaß bescheren, die derartige Aufbauspiele mögen und lieben.
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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