
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 | $14.99−50% | 3.6Kreviews | 92% | — | $3.5M |
| $19.49−35% | 29ratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1196 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
fareli köyün kavalcısı
Not for me, its not possible to get any flat land to really build anything substantial. There is no room for anything. You are constantly running out of food and on the clock to get enough stuff for the next tax ship. Even on casual difficulty its way too stressful of a game, wish I would have come to that conclusion sooner so I could get a refund. Oh well.
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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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| 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.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
综合来说不推荐该游戏。目前存在的问题很多,感觉主策划自己并没有好好的游玩这个游戏。 同为 banished 延申的建设、生产类游戏,即使不讨论开发者早先承诺但实际缺失的猫鼠对抗内容。 对比题材相似的《海狸浮生记》,本作有如下问题: 1 开局缺乏合理引导,建筑和技能序列发展混乱无序。 2 资源不合理,铜矿、铁矿等不可再生资源的采集太分散,占用玩家大量操作精力。又缺乏贸易方式,无法同外部贸易这些不可再生资源。 3 浆果等物资的采集竟然是不保留植物的,采集后植物就被移除了,不符合直觉,也让采集工作变得很繁琐。 4 农场耕作设计得太复杂,移除石头、肥料、繁多的作物,这个农场的体验很不好,学习曲线过于陡峭。 5 挖掘矿石、建造建筑、放置土方的土地层数选择设计有缺陷,鼠标点选的竟然是地层最下面一层,而非视觉上距离玩家视野最外侧的一层,操作很反直觉,建议参考《海狸浮生记》的设计。 6 目前来说每日结算的支持度和建设进度,让游戏体验不够连贯,建议改动此回合制设计。 7 土方建设后土地围起来的木墙无法拆除,填海会永久损失海洋面积、
[h3]Performance is not great.[/h3] Anno 1800 runs faster and looks better, however, this game can benefit from modern upscaling, so it can close that gap this way. Timberborn gets me 4x more frames. I will admit that Whiskerwood looks better in this comparison, but even with low preset (that looks similar to max Timberborn) I'm getting only half the performance of Timberborn. [h3]Too much micromanagement[/h3] If I don't take care of farms, their crops will waste away during winter. Workers will not predict this, and just let it happen, even if they are from the farmers guild. So, I need to guess when to click on all of the fields and press "harvest early" thing, and also change the crop type to "fallow", or else they will waste time planting it again. Then I need to remember to change it back to whatever crop used to be there, if I can remember. Fields can be really big, but then they will be inefficient, because workers won't harvest crops until everything has fully grown, and growth is not uniform. They would also waste time doing nothing, once they have planted, because if there is only one big field, then it can only be in harvest "mode", planting, or growing. For this reason, it is almost necessary to make many small fields instead. This makes micromanaging winter that much worse. Heating needs to be micromanaged. Heat sources need to be manually turned on and off. Early heating even needs to be manually topped up with fuel! Later you can assign workers to refill them, but don't forget to micromanage that job too, or else you will have a couple of workers idling during warmer days, or your heat sources will run dry if you forget to re-assign fuel haulers. Policies that give various buffs can and likely will consume all of the loyalty points, which are required for various things, so I end up having to micromanage that too. ARGH! [h3]Landscaping is a mixed bag[/h3] I enjoy changing terrain in video games, and in this one it can be enjoyable. Trouble starts with big projects, since at that point workers might spend 80% of their time just climbing to their job spot and only 20% on actual mining. They will mine one rock and immediately bring it back to their station, even tho they can carry more. So, you will either suck it up and have very slow workers (on big projects), or you will micromanage (again!) with your own custom scaffolding and paths. Another problem, somewhat related, is the amount of rocks that I get from this, and a very limited storage for them. About 70% of the available space went to warehouses. I will admit that flattening the main island is maybe not necessary, but building on an island that is essentially just a mountain sticking out of water... well, it is not optimal. Settling on other islands is not really looking like a better alternative (many of them are such mountains too, and all of them are smaller). [h3]It does have potential[/h3] But I'm not gonna recommend a game, just because it might be OK in the future. I don't have a crystal ball to figure that out. One thing that I can say is that, so far at least, updates have been frequent and reasonably "meaty", so there is a [b]chance[/b] that issues I mentioned will be addressed at some point.
Honestly took me 25 hours just to have an idea on how to play this game. But great, wish there was a bit more, the taxes part gets a bit repetive and rewards are kinda the same. Games missing some QoL stuff like I want to be able to easily find the Loner and Snoring mice so I can put them in single homes. But I have to endlessly scroll through everyone to find them. Additionally it'd be nice to have a button / building like the resource management one to put mice into the best positions available (so job matched and can't smell for heavy industry)
I think I would absolutely love this game... if I hadn't already played Timberborne. My impression of this one was that it was Timberborne with some cool additional game mechanics. However, what I didn't realize is that it also loses some key mechanics that made Timber truly special, namely water physics and power production/distribution. Also, the UI is just not quite there yet. All that said, it is a fun game with some great ideas at play. I don't know if it will overtake my beloved beavers, but if the devs add some more interesting tech and improve the UI, it will definitely hold its own.
Oyunun konusundan kısaca bahsetmek gerekirse; Kedi İmparatorluğu'na bağlı kolonici fareleriz ve amacımız, sağlıklı bir koloni kurarak kedilere vergilerimizi düzenli bir şekilde ödemek. Bunu yapmadığımızda tüm emeklerimizi mahvedebiliyorlar. Bizzat yaşadığım için iyi biliyorum. :) Whiskerwood'un bu türde oynadığım ilk oyun olduğunu da belirteyim. Başlamadan önce bir hayli endişeliydim çünkü bu tarz oyunlar uzaktan bakıldığında bana hep çok karmaşık ve göz korkutucu gelirdi. Ancak içine girdikçe ne kadar keyifli ve sürükleyici olduğunu gördüm. Tabii keyifli olması, oyunun karmaşık ve zor olduğu gerçeğini değiştirmiyor. Zorluklarla nasıl başa çıkabileceğimizi gösteren daha bilgilendirici ipuçlarının verilmesi iyi olabilirmiş. En azından bu türde yeni olanlar için bazı şeyleri anlamayı kolaylaştırabilir. Ancak oyun, araştırarak ve keşfederek bu tür şeyleri bulmamızı istemiş olabilir tabii, bu da bir tercih. Oyunun atmosferi, grafikleri, müzikleri, kolonimizi kurarken ve kaynaklarımızı yönetirken yaşadığımız zorluklar, bulduğumuz çözümler bana oldukça keyif verdi bu kısa sürede. Erken erişimdeyken oyunu uzun süre oynayıp tam sürümü daha bilinçli bir şekilde oynamak istiyorum kesinlikle. Türkçe dil desteği için de teşekkürler.
игра сырая, опробовал в раннем доступе, все наработки не доработаны. Исследования не интересные, мало полезных объектов, но куча однотипных домиков и элементов декора, которые можно было бы открывать паками, а не каждый по штучно. Экономический аспект очень слабо развит, такса просто растет в связи с количеством, так называемых, "хвостиков", при этом ничего не мешает просто производить один ресурс штабелями и просто продавать его, так как главное это просто не вгонять мышат в голод и всё. Очень дискомфортно пользоваться многоуровневыми возможностями, особенно когда ты проектируешь шахты и тяжело понять как и почему все тупят, запускаешь время, а мыши отображаются все... на ВСЕХ слоях, даже те что просто сидят в здании, логистика тоже есть, но лучше бы ее не было. Как итог все очень слабое и не интересное, а скорость работ ваших мышат такая, что даже на х3 после 25 дня можно уснуть или пойти заваривать кофе и вы ничего не пропустите. Большая надежда что все еще сто раз перебалансят и доведут до ума, разраб в данной сфере игр очень хорош, их проект -Against the Storm, просто бомба, он тоже не сразу приобрел свой итоговый вид и много пачился, а экономика притерпивала множество изменений, надеюсь что эту игру тоже ждет полировка. Самый главный недостаток - это то что игра не бросает никакого челенджа, больше похоже на ферму для людей по старше, а не на заявку на градостроительный симулятор.
Если вы думали, что Whiskerwood — это уютная ферма про трудолюбивых мышат в крошечных жилетках, то вы почти правы. Жилетки действительно есть, они невероятно милые. Только вместо беззаботного сбора зёрнышек вас ждёт симулятор выживания в условиях кошачьего капитализма. Сюжет до смешного прост: вас, группу очаровательных хвостиков, высаживают на райский остров. Птички поют, ветерок колышет траву, идиллия. А потом приплывает пушистый сборщик налогов и вежливо объясняет расклад. Ресурсы это, конечно, прекрасно, но коты любят, когда мягко, красиво и с доставкой на бархатную подушечку. И ваша милая колония - это больше не колония. Это цех по исполнению кошачьих хотелок. Добро пожаловать на завод. В плохом смысле для ваших нервов. Это вам не timberborn с бобрами-инженерами, где можно втыкать в плотины под плеск воды. Это frostpunk. Просто вместо стального лязга - хлопковая шубка, а вместо рёва сирены - отчаянный писк замёрзшей мыши Максима. И вы будете смотреть на его застывшее тельце и понимать: да, это нормально. Это геймплей. Надо было строить печку, а не пятый склад для рыбы. Вы будете: — Пересаживать мышей с места на место, пытаясь понять, кто из них гений кирки, а кто сдохнет в шахте через минуту. — Смотреть, как ваши запасы еды тают зимой, потому что вы забыли включить обогрев полей. — Радоваться, когда кот даёт вам чертёж «конвейерной ленты», и понимать, что вы продали душу ради автоматизации. Если вы хотите просто посмотреть, как маленькие мышки бегают по делам, и получить свою дозу эндорфина от уюта — включайте «минимальную сложность». А если вы мазохист, который плакал в Against the Storm, но хочет плакать над милыми зверьками — ставьте налоги на максимум. Еще можно добавить, что оптимизация не супер. Не лагает. Просто 4060 греется сильнее чем в киберпанке.
Буквально Timberbotn, только лучше по 9/10 параметрам. Недооцененная игра, в которую явно стоит поиграть. Разработчики игры активно обновляли игру на старте, в целом за эти пол года игра уже выглядит как готовый продукт, что похвально. Однако обновления еще будут выходить, массивнее и реже (как по мне плюс). Игра является полноценным НЕ сырым продуктом. Плюсы: 1) Графика, если сравнить ее также с бобрами, тут все на голову выше в плане вида, текстур, погодных эффектов и даже вещей и грузов в лапах мышей, а не убогих коробок. 2) Куча quality of life фишек, которых так не хватало, режим уровней для пещер, возможность перемещать мышей руками (буквально), мыши сами переселяются на остров по ближе, более удобный интерфейс и так далее, этот список можно бесконечно продолжать, игра на голову выше своего предшественника. 3) По началу кажется весьма легкой, но это только вначале, когда вы обустроитесь на разных островах одновременно, планка сложности будет выше. 4) Духота по бобрам, здесь этого просто нет, все играется удобнее (но не проще или легче), просто иной уровень качества. Например все дороги и строительные леса, лестницы и лифты не нуждаются в мышах при строительстве, все ставится мгновенно, вы не представляете как это удобно. 5) Механики с Налогами, Контрабандой, Пиратами и островами, вполне неплохо. Иногда такие действия спасают экономику от краха, или ее же уничтожают. К покупке по скидке советую. Очередная градостроительная игра, которая запал в душу.
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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