Ratopia

Ratopia is a new game that has combined elements of both strategic survival and city building. With plenty of content available, and more planned, enjoy a vast world to adventure and populate with citizens! Build your own economical system to sustain your ideal city of Ratopia.

Ratopia is a building, colony sim and base-building game developed and published by Cassel Games.
Released on November 05th 2023 is available on Windows and MacOS in 11 languages: English, Korean, Japanese, Simplified Chinese, Traditional Chinese, French, German, Russian, Ukrainian, Portuguese - Brazil and Spanish - Latin America.

It has received 2,969 reviews of which 2,624 were positive and 345 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Ratopia into these genres:

Media & Screenshots

Get an in-depth look at Ratopia through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Window 7, 8, 10 (64-bits)
  • Processor: 2.4 Ghz
  • Memory: 4 GB RAM
  • Graphics: 512MB Video Ram
  • DirectX: Version 10
  • Storage: 2 GB available space
  • Additional Notes: Minimum resolution: 1280x720, recomended FULL HD 1920x1080.
MacOS
  • OS: 10.11 El Capitan
  • Processor: 2.4 Ghz
  • Memory: 4 GB RAM
  • Graphics: 512MB Video Ram.
  • Storage: 2 GB available space
  • Additional Notes: Minimum resolution: 1280x720, recomended FULL HD 1920x1080.

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
This is a pretty good game that suffers from a few EA flaws and design issues. For the dev team, I would suggest this: - Refine/expand the scope: as you progress, it starts by giving you a good handful of rats, meaning you will often times have spare labourers that can bustle around and do work as you expand. The problem comes as you start to hit the higher prosperity tiers - you very quickly run out of "unemployed" rats. A decent chunk will go towards working in industries that advance the colony (constructing/refining resources, research, logistics, etc) while a larger portion will most likely be on jobs relating to gathering/refining food, working service jobs, and collecting taxes. The biggest problem is as you start to reach the automation levels, its extremely easy to have got yourself stuck into an economic hole that handicaps your industry because you dont have enough spare rats (or need to go back and rebuild parts of the colony to open up jobs). At the same time, this game features a higher tech automation system which is meant to combat the lack of rats by using robots to fill simple tasks, which leads me onto the second issue. - Job zoning/prioritization, the zones are pretty small and restrictive for what you might want to do with them, a hospital will probably cover half of your colony by the time you have expanded further and even then, they dont like operating outside of that area. Which means to cover a wider colony, you now need 2 hospitals to cut down on work you might have to do for them - which takes up more jobs for positions that might not be worked when your citizens get injured (not to mention if they get hurt exploring). Work order priorities would also be amazing, they have restrictions (dont build if we have x or dont have x component) but they dont cover needing one resource over the other. IE a lumber mill will rotate the production item equally, meaning that you might need planks for a big project, but they will focus on barrels or sticks first because maybe some were used for a much less important project. Work stations also can only have 1 working rat - regardless of its "work" shift, which means sprawl is inevitable as you need a dedicated saw mill to handle each rat as they work at separate times. - Logistics: this system really butts heads with the other two issues, the implementation is there but a bit rudimentary and also requires rats to work that job - cutting into your ratpower to make buildings even remotely efficient. There are things like elevators and railways, but both have a handful of issues that really cut into the quality of them. Lifts are quite big, and you need an entrance for each floor you want a rat to be able to start using it at - good, but not ideal. Railways are neat but they are extremely restrictive, they must have a block below them and as far as I know, cant go up or down. They are basically a metro from what I can tell and haven't found a use for them yet - especially because if you wanted to spread out more, you have to now think about how those rats will take breaks for their needs, factor in their commute, and be protected in case of attack (all of which require more ratpower for jobs protecting, working services, etc) - English translation: lastly, the games translation is a bit weird at times. The translation for the most part gets the points across, explaining what things do and being relatively concise. The problem arises from some translation bits that don't really make sense without context, especially around dates. If there is an event that is going to happen, typically you might expect it to say "in 5 days" or something like that. In this game it will just say "day5" or something similar. It isn't the end of the world, but there are a lot of little things like that which can make the translation go from slightly odd to straight up confusing. Overall, its a really well put together game and I would love to see it have more in general, max rats, content, even more simple dungeons that maybe give ways to get renewable (but slow) resources like ores. The economy is interesting though explained a bit poor for a beginner and having some more defaults might be a good start. The UI could also use some work tbh in production menus and stuff, but its serviceable as is.
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Nov. 2024
Opening: Queen is running away from her "old kingdom" where she... knowing how the game goes, ran out of money and the peasants revolted... From the first animation, the spy-master leaves, cause he is sick of your crap and you are officially out of money... but you can have him run errands again, when you have more money! BUT FRET NOT! WE CAN DO IT (again, but this time with more trusted and well paid guards)! Build your new empire from "ground" up... using the said ground... Or you can dig yourself to "hell"... With greedy peasant rats who are trying to swindle and pocket money out of the treasury at any opportunity! I mean... 10 gold for carrying one rock to the location?! WHAT?! Want to have a corrupt and lazy police-rat to beat your subject and put them in jail? Yes you can! Dissident clown that burns down half of our town before you realize there is no "invasion" and the enemy is within? Yep, also possible! Want to have 100% communism-style taxes with some handouts for your rats? Yep, can try that too... although probably not for long or use this handy pro-tip: Police rats do not become dissidents (because they get a cut from the queen) and can "police" all the time. Create new kingdom just the way you like it - from sticks and dirt, cause all other crafting materials are terribly expensive... and then realize you actually NEED dirt and be forced to buy it from your just-as-greedy neighbors! Or convert structures to wood by deforesting the map, or stone by digging down towards the unfriendly center of the earth... Explore new lands... and exploit their resources! FOR PROFIT! Recruit new rat subjects! And then subjugate and rob them... Also for profit! Meet your neighbors and then swindle them for money before they realize what is going on and send invasion parties... This is my understanding and I am sticking with it! 100 out of 10. Can't recommend enough! P.S. My only question so far is... So I've dug deep enough to find hell... What's below?
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Oct. 2024
This game is quite good, for a variety of reasons. At a base level, it's a base building / colony sim game, like Dwarf Fortress and everything inspired by it (Rimworld, etc). If you know how those games tend to function, you're already in a good starting point. What is particularly interesting about this game, is that you control a SINGLE unit, and you have presence in the world. This causes several interesting twists on the formula, but a key aspect that is quite nice is that when shit is fucked: you can go in and take care of it yourself. You can go fight off enemies, mine out paths, build things, gather supplies, transport items, and a whole slew of other actions. If you've ever played a standard colony sim, and had an absolute disaster that you were left to watch unfold, this can be a wonderful alternative. As a simple example: it's winter, you fucked up, grain is running low, your citizens are starving, so you get your royal behind out there and start hunting rabbits to keep your people alive through the winter. In many ways, it helps better tutorialize the game mechanics and provide a difficulty cushion, which makes it easier to introduce the game. Additionally, it just helps with emotional investment to have you have a functioning avatar in the world. Another big aspect of the game is the economy. In Dwarf Fortress, you have to get to end-game before those systems kick in. In Ratopia, you start off dealing with the economy from day 1. It's a neat set of mechanics, and provides more structure around something that is normally left 'implicit' in many colony sim games. You're always going to have low-value citizens and high-value citizens in your colony sim game, but Ratopia makes it a more formal part of the game design, and gives you goals and incentive structures around it. In general, the game is quite well-designed, which brings me to perhaps the most important part of the game: the developers know what they're doing. You can see this in the developer diary postings, where they talk about things they tried, things that sucked, what was wrong, how they tried to fix them, why that made it worse, what they learned, and how they eventually solved it. It's a clear indication of good design habits, where they don't trust their own vision, they instead trust results. Game design is hard, they've messed up some features, but they've fixed them, and they have the kind of attitudes you need to have to maintain and grow a game for the long term. So, I'd pick this up if like colony sims in general, and I'd especially pick it up if you wished you could have a more physical presence in your colony. I personally think of it as Dwarf Fortress / RimWorld meets Terraria / Starbound, where it's a mix of colony sim and a mix of avatar-based exploration, that scratches both itches in a nice happy medium point.
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Aug. 2024
The game is pretty amazing. Didn't play for about 2 months and came back to a shit ton of new items/buildings/features The devs are taking really good care of the game and it's roadmap Oxygen not included but better for my ADHD Rats, rats, we're the rats We prey at night, we stalk at night, we're the rats [King Rat] I'm the giant rat that makes all of the rules [All Rats] Let's see what kind of trouble we can get ourselves into
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Jan. 2024
Could be the best colony sim survival/ city builder ever. It's a lot of fun, but for a casual player there's a lot to manage and currently the random generation of your starting area is frustrating. It's still worth it to play in custom difficulty. I feel the issues will all be fixed by launch. Just be aware if you have any sort of chronic pain condition or arthritis or carpal tunnel there is a LOT of holding the mouse button down in this and it will trigger those. Hoping the devs will automate things more by making it a single click in the future.
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Last Updates

Steam data 18 November 2024 00:46
SteamSpy data 22 January 2025 00:50
Steam price 22 January 2025 20:49
Steam reviews 21 January 2025 05:57
Ratopia
8.5
2,624
345
Online players
187
Developer
Cassel Games
Publisher
Cassel Games
Release 05 Nov 2023
Platforms