
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
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. ❤️
I want to like this but there are some baffling design choices and so many traps for new players. - All early reseach is locked behind one resource, and all industrial production buildings are similarly gated behind one resource. So every game goes pretty much the same way. There's no alternate paths to take to making a successful colony, or interesting corners to explore. There's one optimal path. There's nothing really interesting about the research process or the tech tree, it's just a lazy mechanism to make the game take longer. - Buildings or systems that are actively bad. Rafts, claw statues, etc. You can see new players commenting on how bad they are and asking if they are working as intended, and you get an occasional response from a dev or experienced player which amounts to "yeah, those are bad, you're not supposed to really use them". Ok, so why do they exist in the game? There's a difference between "bad, but good enough to get by until you get an improvement" and "so bad that actively choosing to use them is a trap for new players". The second category should not really exist. A lot of things don't give you explicit numbers on how they work until your have sunk time and resources into researching them only to realise that they are a useless dead end. - Everything feels slow, you end up playing a lot on max speed and it doesn't matter at all, except that it makes the visual effect of the constant bad weather annoying to look at because it's sped up. Research is so slow, and takes so many resources. - Inconsistent behaviour of resources and buildings. I can instantaneously move some buildings from place to place as needed. Cool. Other buildings can't be moved. Is it because they have goods stored in them or workers associated with them? Nope, apparently it would just make the game too easy if behaviours were consistent across the whole class of objects. When you pay taxes, resources can fly through the air from any warehouse to the ship. Cool. If you knock down an old warehouse, the resources in it will be moved to another one, right? No, they just permanently dissapear. Oh. You want us to use the logistic system to empty the warehouse, I get it. But then why not use the logistic system when paying taxes, rather than just arbitrarily in one case and not another? Once you get through all the pitfalls or arbitrary design weirdness there isn't actually that much to do. The 'events' (pirate 'raids', smuggler visits, claw tax ships) are as predictable as clockwork. Nothing really changes apart from the number on the tax bill going up.
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+!
200 hours finally. so here is a review and I think they earned. totally recommended. its a very pretty city builder. its more of aesthetics than capitalism really. I have 1000++ of every single stuff including gold bullion. everything is abundant. cant say much about higher difficulty, probably will change a lot. but since im a casual aesthetic builder, I enjoy making my towns and islands pretty more than economic important. so yeah, dont get stressed about it. just enjoy watching your town prosper and build anything that your heart's desire. the only criticism I have is they dont have more decorative flowers and trees. cant get enough of them. digging stones used to take forever. but now I can level a mountain in less than 20 mins with 3x speed. and what I want to give extra credits for the devs are, they deliver updates quite often. and when the update comes, it improves the game a lot. so yeah. thank you so much for everybody working on this game. have a nice day!
A lot of fun, but I'd love some sort of definite endgoal. I get bored when the gameplay loop is just to build for the sake of building. That works for some people, but I really need something more definite to be building towards. Even if it's just something like "Earn a 10 star happiness rating" or clearing a checklist of challenges or something like that. I'll change my review as soon as I hear that there's something more definite to be working towards. Until then, I just can't really get too absorbed into it, sorry.
很好玩,但是发展到后面食物和资源已经爆仓了,科技也满了,鼠鼠们仍然除了工作没有任何娱乐的活动,没工作的鼠鼠在边上站着不动。希望能做一些娱乐设施和项目,让鼠鼠们不仅物质满足还能有娱乐活动,有事可干
a really charming game about helping mice build things with popsicle sticks. i think the dev was very close to a much bigger hit. the gameplay loops and systems for the most part are very well thought-out and executed. Unfortunately the game rather quickly gets muddled by a lack of clear and meaningful objectives. Instead of trying to implement cascading, meaningful goals, the dev has put in something like economy inflation? where difficulty climbs mostly as a result of decreasing resources? There's a lack of vision as to what the player is ultimately trying to do in this game besides build ♥♥♥♥ with popsicle sticks. which is a shame because structurally, there is a fundamentally strong game here.
This is the first Steam review I've ever written. I'm leaving one because I believe this game has a lot of potential. As a software architect, I can appreciate the direction the developers are taking. I'm also a huge Timberborn fan with over 600 hours played. One thing I've learned from that game is that supporting modders can significantly grow a game's community and lifespan. Developers can't implement every idea themselves, but modders can expand the experience in ways that benefit everyone. The research system requiring materials feels a bit awkward. I also think the game needs a proper endgame or victory condition. Once you've gathered all the resources, explored everything, and built your colony, there's not much left to do. At that point, the gameplay becomes an endless loop. The game also needs optimization. I'm leaving a negative review for now because I think these issues have a significant impact on the experience. However, I genuinely hope the game continues to improve, because I believe it has the potential to become something really special.
I found the game interesting for the first 8 or 10 hours but it quickly became boring. The struggle to have enough mice to produce goods and advance only to give it all away to the cats who tax you higher for having more mice. This is a game about balancing resources and mice. Not all that fun after 10 hours of play. I tried for 5 more hours to maybe get to a place where it might be fun. Nope, just more types of paths that come very slowly, more decorations, more tools, nothing exciting. At no point did I feel I would be able to build a boat and fight for my freedom between taxation and pirates it's always a struggle.
Timberborn was the gateway to this style of games for me. I was hesitant to get it at first because I like timberborn because of the very relaxed nature of it. I have to say I wasn't disappointed in the slightest. It can be tuned well enough to make it a relaxing game that doesn't require much brain, or it can be ever so slowly ramped up at different aspects so you can learn the whole system at any pace. I have a few personal gripes that I seem to not be alone with(Pollution, Storage and a few other small things) but can fix almost all of them with the mods that are currently available.