
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.
Most likely between $2.2M and $6.1M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1317 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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.
Game is fun to and cozy to play. However, developer needs to further improve some feature in the system. - Tax deadline is very tight regardless the difficulty. - Industries rely too much on machine part when food relate building like bakery, fish dock, tea brewery, etc. not need it. Ore furnace, blast furnace and charcoal furnace, etc. don't need it too. This just make gameplay very restrain and only sources to get machine part is from the weasel supply or machine factory in late game. -Unable to trade for any other resources like ore, food, etc. from smuggler except for gold only. Unable to have fishing boat or fish farm when run out of fish. -Dining hall only store 55 foods which forcing other whiskers had to eat at warehouse after 55 foods in dining hall consumed. Suggestion is to extend the capacity for dining building, or add something to allow whisker eat food at home and feature to forbid them eating raw foods. - Construction yard and dining whiskers went idled when nothing to do and they seems not making trinkets during idle at all. Construction yard and no builder notification pop up in the UI when there are nothing to construct. - Lack of one tile stair, steep stairs and spiral stairs are only one tile stair but they have slow speed compare to two tile stairs. - Whiskers design can be bit repetitive and hardly can tell which one wear tailored made cloak during winter. - Lack of high whisker capacity farmhouse or mining house which makes me had to build multiple farmhouse stacking all upward to save space but not very efficient because whisker have to drop in their workplace after harvest instead of go and drop it in nearby warehouse or conveyor immediately. - Mining mechanic is manual only which making more micro managing. It need to add auto mining that either auto pathing to the ore or mining the surrounding within work area. - Lack of priority for mining, foraging, wood cutting and earthwork.
Great colony sim, really enjoyed this ones version of early game harvesting and late game factory-isation. Looking forward to future updates. You will have to have the mindset of having fun in thriving, because there isn't really set goals, not that it needs them. 8 / 10
Great stuff! Love the intricacies, like how you can really get into the weeds on logistics and who works at a place. As well as the detail to items displaying in warehouses and cafes and whatnot. I keep playing and then restarting a few sessions later because I think I have a better strategy. Unraveling that has kept me hungry. Plus lots of great updates from the developers!
Wirklich ein schönes Spiel, aber es gibt einfach gar keine Erklärungen, warum etwas funktioniert und viel wichtiger, warum es nicht funktioniert. Nehmen wir ein Beispiel, ich baue Baumwolle an, ich habe im Frühling begonnen. Im Winter steht sie immer noch auf dem Feld und erfriert. Währenddessen sitzt mein Bauer in seiner Hütte und hält Siesta. War sie nicht reif? Keine Ahnung, denn es gibt keine Möglichkeit zu sehen, wann etwas reif ist (oder es gibt sie, doch es wird nicht erklärt, "sie hier hin, das sagt dir in 3 Tagen kannst ernten", womit wir wieder bei meinem Kritikpunkt sind.) Hatte mein Bauer besseres zu tun? Vermutlich, er hat sie ja nicht geerntet... Gleiches Spiel im Winter, Feuerpfleger erforscht, jede Menge Brennstoff auf Vorrat und Feuerstellen in der Siedlung verteilt. Ich denk mir, das wird ein leichter Winter. Der erste Schnee fällt und es brennen 3 von 10 Feuern. Ich klicke meinen Feuerpfleger an, "nichts zu tun". Wie, du hat nichts zu tun? Das halbe Dorf versinkt im Schnee und du trinkts Kaffee? Der Radius von dem Gebäude reicht über die halbe Karte, woran soll ich sehen, um welche Feuer er sich kümmern wird? Also bau ich einen zweiten, der kümmert sich um 1 Feuer... warum nur eins, woran kann ich das sehen? Ähnlich ist es bei der Zuweisung von Arbeitern. Ein klitze kleiner Hinweis, dass man gerade einen Ingenieur in die Weberei steckt, und nicht einfach nur eine rote Zahl, macht einem das Leben als ahnungsloser Anfänger deutlich einfacher. Genau dafür wurden doch Tooltips gemacht. Man wird erschlagen mit einer Unmenge Eigenschaften von seinen Mäusen fast ohne Erklärung. Grobian, flink, mitfühlend, Pessimist, Optimist, schwach, kränklich... Macht das einen Unterschied? Vermutlich? Warum sonst hätte man es hinzugefügt? Möglicherweise bin ich einfach zu blöd für dieses Spiel, ich würde es sehr gerne sehr viel besser verstehen, denn es macht richtig Spaß. Aber jedes mal, wenn ich feststelle, dass etwas nicht das tut, was ich erwarte, den Browser zu öffnen, nervt und frustriert mich. Ich werde definitiv zurückkommen, dazu ist das Spiel zu gut, aber ich brauch jetzt erst mal eine Pause...
honestly i wish there were a few features in the game like i wish the water could fill in spaces so you can reshape your islands and stuff a bit but i find this game very satisfying to play and enjoy a lot. its really fun and satisfying. wouldnt mind being able to give my whiskers outfits so i can keep track of specific whiskers and their jobs as a glance. even if its just like hats.
What really sets Whiskerwood apart is a set of above-average design decisions. That’s not to say there aren’t problems, I’ll outline the top three below. If the team can solve these problems while continuing to make good design decisions during further development, they could have a really good game with broad appeal in a year or two. It’s already fun to play and worth purchasing if you can get it in the US $20-$30 range. [h3]#1: Wasteful CPU utilization[/h3] Once you load a save and the simulation starts, your CPU utilization ramps up, and it stays up. Players with dynamic cooling will notice this because the CPU gets hot and their fans spin up. Another easy way to show this is by pausing the game and tabbing out to another window: CPU utiliziation remains high, even when time is stopped and there’s no input from the player. That points to bugs or design flaws (or both) in the foundational core of the game: the simulation and/or the game loop. It’s worse in a large complex colony, but it’s noticeable even in a brand new colony. At some point this will hold the game back, if it isn’t already. [h3]#2: Pathing[/h3] I know the team has already fixed some pathing issues, but it’s a complex problem and there are more. Anecdotally, I’ve noticed “fetching resources” whiskers visiting mining camps for stone underground sometimes just stuck walking in place (no UI error message) until they get ported out end of day. [h3]#3: Absence of optional tutorial content[/h3] I’m glad the game doesn’t have a bunch of popups and interruptions trying to teach me how to play. It’s not [i]required[/i], but in the long run, the game will likely be more successful if the team adds optional tutorial content. I suggest as an option from the main menu, and/or entry points and breadcrumbs during general play unless turned off. Focus on things that frustrate new players to improve “first five minutes” impressions, and things that aren’t obvious. E.g.: choice of island at start (even with Claw message, too easy to assume whiskers can climb walls without logs or time-consuming mining and pick the wrong island and have a frustrating start), how logistics work, how belts-slides-warehouses connect, etc. I really like that the game loads fast, I’m so sick of splash screens (ads) and intros and delays to getting into my games. Save files take an acceptable time to load (with an NVMe and fast RAM). I hope the team will invest in solving the above problems, and also further develop story elements and add more music tracks for some variety.
Vraiment exceptionnel, j'aime beaucoup les graphismes, les musiques, l'univers des petites souris, j'ai commencé il y a 2 jours et je ne sais même pas si j'ai réellement avancé plus de 10%. Je suis nouvelle dans ce genre de jeu, survie, construction de ville, gestion des ressources, mais je suis tombée directement sur le bon ! Pas trop poussé façon Factorio mais suffisament complexe pour s'arracher quelques cheveux ^^
Well it started off great, but a bug has now caused me to start over and to be honest I'm a little too disgusted to hop back in. No Idea why my mice just become lazy and suddenly don't know how to do anything then slowly starve or freeze to death while ignoring their tasks. They'll be entirely capable in theory, no resource problems, nothing, and then just all of the sudden I can't get even one stupid mouse to fish or build or do a thing. That being said, it's probably still a good game.
Uma coisa eu digo se vc tem filho e for jogar esse jogo vc só verá ele novamente quando tiver 18 Muito bom recomendo