
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 2,400 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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Reviews
Themes across 1213 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Довольно таки неплохой градострой с милой графикой и антропоморфными мышами. Ближайший аналог Тимберборн. Можно было сказать что это стандартный градострой оринтированый на экономику, но во многих подобных проектах есть одна и та же проблема. Стоит удовлетворить потребности поселенцев, и интерес к игре пропадает, потому что остается развивать поселение ради развития поселения. А в этой игре есть прикольная идея - налоги. Мы являемся колонией принадлежащей кошкам, и бедные мышки должны выплачивать дань, которая со временем увеличивается. По этому не получится накормить/одеть поселенцев и пинать балду. Растущие налоги стимулируют дальнейшее развитие поселения и не дают заскучать. Так же в игре гибкая настройка сложности позволяющие настроить игру от медитативного градосимулятора до рабской хлопковой колонии.
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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 |
| — |
| 93% |
| — |
| 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.
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
好玩,但是有很多建议: 1.添加稳定且可再生的矿产来源 2.添加稳定的市场机制,而不是依赖于完全不可控的走私商,让玩家既要承担工业税又不给予稳定的出售工业品的渠道 3.彻底重置海盗机制,目前的海盗机制除了增加负担以外没有任何作用,是纯粹的负反馈 4.提供减轻污染的设施 5.允许玩家移动游戏中所有的建筑 6.增添更多初始地形,例如大平原、巨型盆地、层峦起伏的山地、一片延伸到地图外的大陆等等 7.允许使用农作物或其他可再生资源堆肥,而不是只能靠不稳定产出的草木灰 8.优化堆叠建筑的视觉效果,减少木架子,尤其是管道下方的木架子,极其影响美观
I'm really enjoying this game and I'm looking forward to where it goes. Right now I would say the difficulty is in a good spot. It's not so easy as to be boring but it's not gruelingly difficult. One of the best little things is that most of the decorating is free! It's a lot of fun to spend time decorating an area while the city runs. It's def early access. There are lots of places to grow but it's not in a bad way. I have 70+ hours in this game and it's not even close to finished. This is one to play! but if you don't like early access keep this on your wishlist because I think it's only going to get better. The main thing I would like right now is an in-game way to send feedback.
A great little city-building game. Biggest early access complaint is that the game doesn't really explain the z-depth feature, which is a really valuable and powerful tool for sinking mineshafts and building vertical stacks of houses and factories.
[h1] Пока сыро, но перспективы есть. [/h1] Основные претензии: - Несбалансированный ландшафт, стартовый остров - это гора с перепадом высот в 30 уровней, где строиться можно только на узких полосках в 1-5 клеток между перепадами высот и на побережье. Очень долго заниматься терраформированием, а это единственный способ создать ровные и больше пространства для сельского хозяйства и планирования города. Для стартового острова нужна площадка хотя бы 30 на 30 клеток без перепадов высот или с минимальным перепадом в 1-3 уровня. - Очень хотелось бы разные характеристики для блоков грунта. Не только скальный, а например: прибрежный песок, скальный грунт, плодородный слой, глина и т.п. - Маленькие домики на одну или две мыши тоже не сбалансированные. Максимальный уровень комфорта домиков 3 из 4. При этом при развитии прогресса в технологиях почти все мыши начинают требовать домики 4 уровня комфорта. Домик никак нельзя улучшить до 4 уровня комфорта. Отсутствуют домики с вместимостью более двух мышей, а они очень бы пригодились, пускай бы они и были комфортностью 1 или 2 уровня. - При терраформировании ровных пространств для ведения сельского хозяйства у поверхности появляется характеристика «каменистый» ухудшая плодородие поля. Времени на уборку камней уходит не сбалансированно много. Одна мышка убирает 10-15 клеток за игровой ГОД! Прежде чем маленькое поле в 30-50 клеток станет пригодным для сельского хозяйства пройдёт 5-10 часов реального игрового времени. Плохо настроен приоритет работы у мышей, было бы лучше, что бы они сначала засаживали и убирали урожай, а потом уже занимались уборкой камней. Посмотрю через полгодика ещё разок. Но по ощущениям игра будет проходить обкатку и доходить до законченного варианта ещё пару лет. Но если вам нравятся игры по типу Timberborn, то Whiskerwood можно даже назвать глотком свежего воздуха, если Timberborn вам надоела.
2H in, my first impression of this game is that it is very cute, and I like that it includes voice-acting content. Not tons of it, but a little bit. I don't know if I should recognise the names, or if they're unknowns waiting to be discovered, but I feel like the voice-acting is pretty good, either way. Current critiques: 1 - Mining should have the option to delve or excavate. I don't like that the areas where there's something to mine will eventually end up being the pits of Mordor, over here. 2 - Too many prospective citizens with more negatives than positives/strictly-positive residents are rare. If you want to avoid the troublemaker mice, growth will be slower. Maybe rebalance it to be about 50/50? 3 - Need an upgrade option on all buildings, including early buildings like the basic houses, to upgrade it, either to a new schematic of the same dimensions or - before that - a better version of the current one. This would provide a level of customisability to the experience, and have it generate daily Approval (I'll get to that in a moment) when a citizen is living in an upgraded building, relative to the number of stars. 4 - Approval is a cool mechanic, but the seals from the claw seem more difficult to use on an individual basis. Recommend the start-dock include the ability to buy desired specific resources via these seals? Potentially with an Approval reward for spending the governor's personal favour to better the settlement, because I think that would make sense. People tend to like when their government works well for them. Final Thoughts (at 2H mark) : I like this game. It looks good. It's neat and it's unique out of games I've played before.
Amazing game, really fun. Coming from someone with hundreds of hours in Timberborn it is very similar to that while being very unique in it's gameplay loop. It's basically a colony/city builder like Timberborn where you can mine out and build block by block in all three dimensions and have a lot of creative freedom with decoration all while fighting to keep your mice alive by managing the food and pollution. I can't wait to see how they develop this into something even cooler and I would 100% recommend trying it, I played the demo once and got hooked and had to buy it.
great game, love the new nautical update, adds a ton of depth, its not just a city builder. DEVS! I cant wait to see act three, my only request is the ability to fight and rebel from the claws and have a little revolution. And maybe at some point, a late game long term technological progression with the science tree, like steam, electricity, gasoline, etc.
现阶段纯粹是在堆功能,很怀疑制作组内部是否有在认真玩自己的游戏。 光是老鼠就分了好几种技能,知识类,工匠类。而且还是科技卡脖子的技能,前期又不给稳定的获取渠道,只能靠随机刷新。卡脖子的铜矿也是,随机刷新又贼难找, 没有稳定获取渠道,必须到处迁移,挖石头。直接导致整个游戏的升级节奏被卡的稀碎。 岛与岛之间的物流也没有高速的手段,跟走路的速度没区别,直接拖慢整个游戏节奏。好不容易解锁了自动化物流,一是需要大量的铜矿去建设,但参考上文,铜矿极其紧缺。二是资源点分布随机又分散。可以说自动化完全弄不起来,主打一个磨人心态。 另外对猫大人上供和走私犯的交易项目貌似是写死的有限几个品类,很多衍生物品都没法选,整个交易系统也可以说是残废。 如果不好好调整游戏的平衡性,光是靠勤快地堆功能,那么这篇评测我就不会改。
So far it's an amazing game! Sadly it doesn't handle well after you hit around 400 mice with all the fixings! When the weather hits at this point there's lots of stuttering and frame skips that have turned my playthrough unplayable which is incredibly disappointing as I had farmed up over 200k worth of resources! There should also be a way to fight against the cats. I absolutely love my mice and wish to stop the cats from being their overlords, hopefully this will come in the future! It took me about 20 hours to realize you can move the tracks up and down! This helped tremendously with moving my mice around. I also recommend having a 3 track system in and out of your main resource hub! I had established amazing bases on three islands and was in the process of separating my loyalists and rebellious mice for maximum happiness but the lag has made it where I'll wait to return to this game! Highly recommend getting this game!
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
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