Ratopia on Steam - User reviews, Price & Information

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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 3,141 reviews of which 2,777 were positive and 364 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.

System 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.

User reviews & Ratings

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

March 2025
Oxygen Not Included but far less focused on having a Doctorate in physics & engineering, and more focused on politics.
Expand the review
March 2025
This game deceived me. It looks like a cute little almost cottage-core colony simulator. I don't like cute, I don't like cottage core, nothing here appealed to me but something called out to me. Some weird neuron fired in my brain and told me its different, I think it was the economcy sim aspects which triggered it. Either way, I bought it and I was right. It's not a cute cottage core sim where you build your rat nest and give out flowers and coins to your adoring fans. It's a fleshy hell pit of disease, starvation and class struggle. It has expansive mechanics and is shockingly hard. I am a colony simulator veteran, I've been playing Rimworld & Dwarf Fortress for over a decade, on various levels of difficulties and even venturing to borderline sadistic modpacks that massively increase difficulty. I still, failed many times. My people have starved, I´ve gotten into a debt spiral, I´ve had an invasion cause so many deaths it was physically impossible to bury the bodies and a rebellion burn the entire city down. I've reached peaks of efficiency and prosperity and depths of deranged lunacy trying to keep the city safe. I´ve restarted many, many times. Fixing my previous mismanagement and news ones arriving. Oversight after oversight causing a collapse as dominos start to fall. I didn't do the tutorial, which could've saved me a few runs. This games has many, many good things about it. The economy is interesting, the supply chains are unique and interwoven, the controls are easy and intuitive and there's a ton of content from boss fights to seasonal events. Even diplomacy and expansion. It takes inspiration from dwarf fortress, oxygen not included, rimworld and various other titles and merges them into a truly unique experience. Now - for the bad. There are serious quality of life issues. Namely bodies, if you have a scenario where 10 or more people die you are screwed. You will need to physically dig a little hole and manually plump every little rat corpose in there and then cover it up. There's 4 ways to dispose of bodies, of which only 1 is automatic. You can build a graveyard and hire a digger, but it has only 10 slots. This is no where near adequate, the other methods of using a grave or bunring them requires a lot of space and a lot of manual work. This is awful and annoying. This single thing can cause a spiral as people notice bodies and moods lower, disease spreads and you have other, more important things to be doing than spending genuinely 10 minutes hiding all the bodies. My advice? Build a cemetary and dig a big hole under it. When the digger finishes burying 10 bodies, demolish the cementery and the bodies will fall down into the hole, reseal the hole, rinse and repeat. It's the only way. I wish the economy had a bit more oomph to it. Don't get me wrong, as far as most games with some sort of economy sim it's alright but I really wish for more. I which prices were dynamic and based on supply and demand within your colony, currently there's a set default price for everything, which only you can adjust. Service workers tend to be middle class always but why aren´t farmers getting filthy rich during a famine, why isn't the only tanner in town making a killing, etc. I understand that this could destroy a supply chain, as grinders now need to buy the expensive grain and likely go bankrupt but hey!! It's one additional thing to add to the pile that can ruin your run. I also wish labour was more of a resource. Every building only employes 1 person -why is that? Why can't these business owners expand and hire more rats, what if i - the goverment need to compete with the wages that the extremely wealthy circus rat can pay. Again, this could drain workers from critical industries like farming which you'd need to manage, but again. One more thing that can screw you over. I never needed to intervene much in the free market, even though the tools to do so are extensive, from settings fees, changing prices, creating incentives and robust ways to implement your own tax system. I just had a wealth and income tax alongside a handout to the poorest and that was all I really needed. Overall 10 bodies out of 10
Expand the review
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.
Expand the review

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Frequently Asked Questions

Ratopia is currently priced at 19.50€ on Steam.

Ratopia is currently not on sale. You can purchase it for 19.50€ on Steam.

Ratopia received 2,777 positive votes out of a total of 3,141 achieving a rating of 8.50.
😎

Ratopia was developed and published by Cassel Games.

Ratopia is playable and fully supported on Windows.

Ratopia is playable and fully supported on MacOS.

Ratopia is not playable on Linux.

Ratopia does not currently offer any DLC.

Ratopia does not support mods via Steam Workshop.

Ratopia does not support Steam Remote Play.

Ratopia does not currently support Steam Family Sharing.

You can find solutions or submit a support ticket by visiting the Steam Support page for Ratopia.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 21 April 2025 00:44
SteamSpy data 29 April 2025 17:05
Steam price 30 April 2025 04:53
Steam reviews 29 April 2025 23:51

If you'd like to dive deeper into the details about Ratopia, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Ratopia
  • SteamCharts - Analysis of Ratopia concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Ratopia compatibility
Ratopia
8.5
2,777
364
Online players
104
Developer
Cassel Games
Publisher
Cassel Games
Release 05 Nov 2023
Platforms