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Whiskerwood on Steam

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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.

Whiskerwood is a strategy, simulation and city builder game developed by Minakata Dynamics and published by Hooded Horse.
Released on November 06th 2025 is available on Windows, Steam Deck and Steam Machine.

It has received 3,746 reviews of which 3,463 were positive and 283 were negative resulting in a rating of 8.9 out of 10. 😎

The game is currently priced at 29.99€ on Steam, but you can find it for 9.95€ on Eneba.


The Steam community has classified Whiskerwood into these genres:

Media & Screenshots

Get an in-depth look at Whiskerwood 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: Windows® 10 (64-bit)
  • Processor: Intel® Core™ i5-4670 (quad-core) / AMD® FX-Series™ FX-8350 (quad-core)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 1050 Ti (4 GB) / AMD® Radeon™ RX-580 (8 GB) / Intel® Arc™ A350 (4 GB)
  • DirectX: Version 12
  • Storage: 10 GB available space

User reviews & Ratings

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

34 hours played
Sept. 2026
My best friend loved this game! He spent hundreds of hours playing it. So much so that his save game actually became a benchmark for the developers to improve the game’s performance! :D He loved the community and was always telling me about the things he built. Even when I didn’t understand a single word he was talking about! :'D And he also complained about it *a lot* whenever things didn’t work the way he imagined they should. :DD From everything I know and saw, it’s a lovely game. And I guess… now it’s my turn to play it! I miss you, my friend. Rest in peace. ❤️
699 hours played
Aug. 2026
With over 300+ hours into Whiskerwood, from Demo, to early access and now with live, I can definitely give this game 2 Paws Up! It's a great team and they are very on top of their creation and react quickly to any issues. I expect great things for Whiskerwood. Update AUG 2026: So, it's been almost a year and Whiskers is still unfinished... Daniel has promised a large update soon (due any time now if that is the case). For those of us that have played whiskers as far as you can get, meaning all tech researched, everything built, massive revenues rolling in, 500+ mice, massive ter-forming, multiple islands made into one, we are ready for the next step. Whiskerwood is still well-worth the purchase price, as it will take you 100's of hours to get through all the tech tiers, while enjoying the process. But, this next patch is going to be decisive. Finally a way to defeat those pesky pirates? (I never turn them on after those first couple play-thru's, there's no reason for them.) Monarchists? My mice have no idea what they are as I never take a mouse with anything but positive traits. And I mean no neutral traits either. Only Strong, Swift, Diligent...
49 hours played
March 2026
2026 03 09 (Early Access) S.W.O.T Analysis (Strengths, Weaknesses, Opportunities, Threats) Strengths - The supply chain gameplay is rock solid. - Goal setting. There are lots of short, medium, and long-term goals that emerge organically that keeps you hooked. Short term goals involve supply chain management, medium term goals involve larger infrastructural patterns, long term goal is to get to the end of the tech tree and break away from the claws. Great stuff. - Verticality. It is very easy to build up and around. Elevators completely transform what sort of infrastructre can be built, and they are priced correctly. I'd go so far as to say that elevators are the single most important tech in the game. - The camera vertical slice function. Fabulous functionality and necessary for high quality builds. This game wants to build high and deep. - The claws. Great pressure to keep building, especially in the early game. It's a fine idea and great premise for a game. Weaknesses - Aesthetics. This game does not cultivate a fantasy of running a mouse colony. There is nothing about this game that feels like mice had to be the POV characters. Where is the cheese? The burrows? The running wheels (aside from the water pump)? The traps (more like the whisker launcher!)? The tubes? The cages? The scurrying? The mice just walk around like people and do people things. They are "mice" only insofar as the ruling class are "cats." Boring. This game's identity is very thin. - Smuggler. Thematically flat and basically just a glorified inventory pressure valve. Play the smuggler right and you never need to give anything other than gold to the claws. It's boring. - Islands. There are two problems: 1. There is minimal reason to expand to other islands unless they are directly beside the start island. Most resources are found on the main island, but this is a blessing because 2. It is unnecessarily complicated to set up a second downtown on another island logistically. - Inter-Island Travel. The raft dock is sorely lacking. Connections between islands are very clumsy in the current build, and a big reason why other islands are unappealing. But I get the sense that the devs are aware and working on it. Regardless, upgrades to the raft dock would be welcome. - Build orders do not come coupled with dig orders. If I want to put a pipe or track or conveyor or anything underground I have to first mine out that space, then build my infrastructure. I don't have a problem with the little minigame of moving the mining camp to the right location, but it should be one action: by placing pipe/track/belts, I am simultaneously creating a dig order. That would make the verticality of this game so much more satisfying (and playable). - Conveyor belts. They are a bit clunky and don't reward experimentation. For example, I was hoping I could use the slide to drop some ore to a conveyor belt below, but the inventory just stopped at the end of the slide. A little disappointing. There needs to be more verticality in these tools: chutes and elevators, etc. Maybe even a catapult (now THAT would make logistics between islands FUN). - Public transit is placeholder at best. I'm sure the devs know this and are working on it. But building on my note on aesthetics, why isn't public transit a bunch of mouse wheels on rails!? - Earthworks. Tedious and does not reward experimentation, specifically concerning water. This game does not need a physics engine for water, just a way to deliberately bring water into negative space. A decor item for retaining walls would also be welcome. Opportunities - Aesthetics. Huge potential for this game to have a unique identity. See above notes. - Trade. The smuggler should be replaced with other nations. In particular, there should be a chill, egalitarian cow nation that sells milk and cheese (the claws love milk, the mice love cheese; where do you put your resources??? Fun choice.) The fact these mice do not once eat cheese is a crime. The function of the smuggler can remain as a pressure valve for inventory, just rename it to the mole nation and they have all the gold from their digging. Pirates can be dogs or something. - Claw Inspections. While the regular taxes are good, I think the game would benefit from a yearly inspection from the claws. Something to make their presence feel known. Nothing crazy, just a little cat showing up and looking around. Plan a tour route, treat him right, show him a lot of claw statues, etc, and you might benefit. Do it wrong and you may have a problem. I'm thinking of the special visitor quests in another other city builder, Foundation, as inspiration for this. - Logistics need a few more options to be really workable. For example, I would like an option to "push" items from one warehouse to another. Yes, I know that you can program a warehouse to "pull" items by utilizing the logistics hub, but I would also like to program a warehouse to "push" items out without worrying about where they go. Right now the closest thing is "empty warehouse" but that gets rid of everything. The other thing that comes to mind is the ability to accept/reject whole types of items rather than just each individually. Threats - The paper-thin personality of the game. I worry it will turn off players who came for mice but found less-than that. This is particularly true for players who are looking for a cute aesthetic but are not used to colony builders. This game could be a great introduction to the genre, but only if it lets its personality shine. Overall This game is pretty solid, B-. For an early access title, I'm thrilled. I hope it makes it to an A+!
72 hours played
Feb. 2026
Probably the most fun I've had with a worker placement/city builder game. Fans of Timberborn, Satisfactory et al would definitely get their money's worth on this one! Feedback for the devs: - The stone economy is a little weird right now. There is just way to much of it. Dumping stone into the sea kinda solves that since you're ridding yourself of your Captain Insano amounts of stone, but why not create a new resource (other than cut stone or earthworks) that makes use of it? - Rebellious Fervor needs to amount to something other than increased morale for rebellious whiskers/decreased morale for monarchist whiskers. Currently a very boring mechanic. - Allow us to build defenses, such as walls and coastal batteries, to fight against pirates/our cat overlords - Allow us to send trade missions overseas to sell excess goods - Increase the range of customization - e.g. settlement flag design, signposts with custom text, renaming whiskers, etc. - The pollution overlay should look more like the heatmap overlay so we can see pollution values at a glance - Ambitious request: I want to see my entire underground system with some kind of xray vision overlay. Doing anything underground right now is incredible clunky. Keep up the good work Minikata!
41 hours played
Feb. 2026
It's decent. I half-expected it to be just a Timberborn ripoff but in reality it borrows from most popular city builders and is more of an Anno + Timberborn + Dwarf Fortress + Safisfactory + Frostpunk. [B]THE GOOD:[/B] [*] Full z-axis. You can both stack buildings into skyscrappers, or settle down below to protect yourself against cannon fire. [*] Research tree that actually feels right. You're organically progressing through technological eras like in Civilization rather than "no building that yet just because". [*] Implemented heating layer, pipes, conveyor belts, trains, terraforming. [*] Implemented modding with steam workshop integration. [B]THE BAD:[/B] [*] GPU performance. I had to limit fps to 60 and amp up the fans. I believe this is because game is made on UE5. Stark constrast with any other Unity-based city builder I've used to play where you usually have to only worry about CPU. [*] Occasional random fatal errors at launch. [B]THE UGLY:[/B] [*] Currently not much of a goal long-term. Initially you're hooked up by the immersive story about industrious rodents struggling under cat's yoke, but halfway through it just becomes a standard city builder checklist of "what I didn't implement yet". [*] There's no feel that the outside world is alive. Supply ships will keep sending you small amounts of logs and dry food at steep prices, even though your colony have long progressed past that point. Smuggler will continue to pay you premium for stone blocks for whatever reason. Similar things with the Monarch and Pirates. [*] Farming is nonsense. Standard way to keep your colonists well fed involves disassembling the mountain and throwing rocks into the ocean, because that's how you get more arable land. Go figure. [*] There are several efficient tax evasion schemes that trivialize the whole tax system after a while. Screwing cats over taxes is fun and I'd like tax cheese to stay, but there should be limits to their ignorance. The game is already looking pretty good despite being in early access for just three months. While right now it's a game for a week tops, I will be keeping an eye on it's future updates.

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Frequently Asked Questions

Whiskerwood is currently priced at 29.99€ on Steam.

No, Whiskerwood is currently not on sale. You can purchase it for 29.99€ on Steam.

Yes, Whiskerwood received 3,463 positive votes out of a total of 3,746 achieving a rating of 8.89.
😎

Whiskerwood was developed by Minakata Dynamics and published by Hooded Horse.

Yes, Whiskerwood is playable and fully supported on Windows.

No, Whiskerwood is not playable on MacOS.

No, Whiskerwood is not playable on Linux.

Yes, Whiskerwood is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Whiskerwood is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Whiskerwood does not support VR.

Whiskerwood is a single-player game.

No, Whiskerwood does not currently offer any DLC.

Yes, Whiskerwood is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Whiskerwood does not support Steam Remote Play.

Yes, Whiskerwood is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

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

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 26 October 2026 00:15 UTC
SteamSpy data 18 October 2026 04:04 UTC
Steam price 29 October 2026 04:16 UTC
Steam reviews 19 October 2026 05:49 UTC

If you'd like to dive deeper into the details about Whiskerwood, 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 Whiskerwood
  • SteamCharts - Analysis of Whiskerwood concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Whiskerwood compatibility
Whiskerwood
Rating
8.9
3,463
283
Game modes
Features
Online players
660
Developer
Minakata Dynamics
Publisher
Hooded Horse
Release 06 Nov 2025
Platforms
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