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Ratopia Dev Diary #22 - Winter Festival Event

Hello all, it’s Cassel, developer of .
Before we knew it, 2023 has passed and the New Year has arrived.
In 2023, we achieved goals set at the beginning of the year, such as the early access release of , and it was a year where we recorded many unexpected achievements, including winning awards at various exhibitions.
It seems that all of this was thanks to everyone's warm support for us.


Thank you for making 2023 such a meaningful and happy year.


In December, a month after the launch, while participating in various year-end events, we focused on developing user-customizable difficulty levels, various convenience features, and feature guides. However, I felt that just adding these would not leave a deep impression in the update. As the December update date approached, I was filled with anxiety.

The focus on minor convenience features was to reduce the risks associated with the update. To make updates that would leave a deep impression, major modifications to the game system were required, and these tasks needed a lot of research and testing time. Even after devoting time, there was a risk that they might not work as intended, making it difficult to hastily add such items.

This made us think that players waiting for new content would be greatly disappointed, so we started looking for items we had noted down that could be added content-wise. Soon, we found lighter tasks like adding dining tables for the Ratizens and variations in the starting terrain, and as expected, these could be quickly implemented and tested before being added to the game. However, among them, the winter festival event to create a year-end atmosphere took much longer than expected.



[h3]Winter Festival Event[/h3]

The initial intent of the winter festival was simple. Like many games that update with winter festival content temporarily to celebrate the end of the year, we also wanted to add simple decorations in to match the winter festival atmosphere and enhance the festive feeling in the game. I thought it would be nice if the trees, Ratizens, and some buildings appearing in the game were decorated in a winter festival theme, and since it involved replacing image resources, I believed it would be simple to implement and also save time.


Winter event of on early days of service


However, when we tried to implement this, several concerns arose. Since has four seasons, it wasn’t really fit to apply the winter festival feel to all seasons. In addition, we were worried whether new players could easily understand the replaced images and if there would be any issues with visibility. Even though it could be added quickly, since this system could end up being a one-time addition just for this winter, we were also concerned whether it was the right decision to prioritize this work over other minor improvements.

So, if we were going to work on it, I thought it would be better to add it as a seasonal event in that appears every winter, rather than just for this winter. We had planned to add several seasonal events at some point since there aren't many yet, and I thought that new players would have less difficulty understanding the replaced resources since it takes at least three hours of gameplay to reach winter.

Therefore, to add the winter festival as a seasonal event, more detailed planning was needed. We had to redefine when and under what conditions the winter festival event would appear, plan how the event would change things, how it would proceed, and when it would end. Additionally, we needed to ensure that there were no issues with the update when loading saved games that were already in winter or had passed winter. What started as a simple idea required a lot of scrutiny and ended up with many things to organize.



[h3]There’s no tree to decorate![/h3]

We thought it would be nice if the trees in the game were decorated in a festive atmosphere as soon as the winter festival event began. However, in , the trees already change to leafless trees when winter comes. Even more so, since plants do not grow in winter, if a woodcutter were to cut down a tree, only the stump would remain until spring. Given this situation, changing the trees to festive decorations in winter seemed too unnatural.


How irony is that you can only find decorations where no one reached..


So, we started to think about building winter festival trees as a new decorative structure. Although there was the downside of having to construct festival trees to experience the winter festival, the significant advantage was being able to enjoy the festive atmosphere and photo time wherever you wanted.

With the addition of the festival tree as a structure, we then had to decide when it could start being built. We solved this by adding a precursor event where players could receive the blueprint for the festival tree as a reward when winter arrives, applying the system used in existing victory goal events to provide blueprints as rewards.


If there are none then we can make one!



[h3]Try this! Try try![/h3]

In , most events, except for tutorials and victory goal events, did not have a specific objective. Most events were simply about making choices from the options presented during the event, deciding which direction would be beneficial for the player. Such events didn't significantly divert from the intended gameplay, and if they appeared repeatedly, it seemed that the curiosity and anticipation for the events significantly diminished.

Therefore, for this winter festival event, we wanted to provide a unique objective to refresh the atmosphere. Ideas like finding a hidden Rudolph with the player character or collecting special resources falling from the sky were fun to think about as event objectives. Unfortunately, there wasn't enough time left to add these new systems. Alas.

As a result, unfortunately, we could only set the event objectives to gathering resources or building the winter festival tree. In the latter part of the event, building certain structures was mainly a role for the citizens rather than the player character, and producing resources was also an action that only the citizens could perform, leaving the player character with nothing to do.

So, to create tasks for the player, we set the resources needed for the event as rare resources. If the player did not have the necessary rare resources, they would be encouraged to explore other territories to find them or to try using new structures.



However, the problem was the amount of required resources and the time limit. We hoped the event would take place within the winter, so we set a time limit of 5 days. Within this time limit, it became very difficult to collect the set goals of 20 silk, 20 jewels, and 10 luminators, depending on the city's situation. Depending on the randomly generated terrain, it was possible not to find the necessary resources, and with various issues like food, invasions, injuries, and crime to deal with, there was no room to pay attention to the event.


Early goal of the event - Silk, Jewel, and Luminator… Preparing for these sure will break the spine.


As it was the first time-limited event, there was certainly a sense of refreshment and fun in the gameplay, but that was the experience when the objectives were achieved under pressure; if failed, the frustration was immense. For resources like silk and jewels, Ratizens had to process them for a long time in production facilities. Considering the time Ratizens spent producing and the time to research related structure, it was nearly impossible to achieve the event unless it was prepared in advance. The initial intention of adding something for everyone to enjoy the year-end atmosphere had become quite distant.

However, replacing the required resources with ordinary ones like grass and woods wasn’t an easy decision either. Setting the goal with resources that could be stacked in the storage would hardly induce new actions from the player. It was difficult to designate appropriate resources due to the unpredictability of the player's progress. However, determining that it was only necessary to encourage players to explore new territories and research new buildings, we significantly adjusted the required amount of resources.



[h3]Celebration![/h3]

Since the winter festival had become an event with high difficulty objectives, we wanted to give a corresponding sense of achievement when they were accomplished. In addition to numerical rewards like happiness buff, this time, we wanted to give visual rewards such as fireworks, festival costumes, and decorations.

If the event is successful, winter festival decorations appear in the city for two days along with fireworks, and the leader wears a Rudolph outfit, while citizens without jobs dress up as Santa. Initially, we wanted all citizens to wear Rudolph outfits, but with many similar outfits already appearing in the game, we thought it might interfere with gameplay.


We all know the leader is Rudolph, the one who works… Right?


Thanks to the serv…. Leader, who prepared everything for the festival!


We haven't worked on the sound effects yet, but if we include auditory elements in the future, it will likely be even more satisfying. Although the event, which was initially intended to be a light addition, ended up being more time-consuming due to its increased scale, I am happy to learn how players can find fun and satisfaction through in-game events from this experience. By applying these kinds of presentations to other events, I believe that by the end of this year, the game will have become even more complete.




This time in DevDiary, I took a short subject or winter event.
For the next DevDiary, I’d like to talk about power-generating system and Ratron.
I Hope you all stay health on 2024, and have the best year full of happy moments!

1.0.0040 Update

[h2]Hello, dear leaders of Ratopia![/h2]
Thank you so much for waiting for update for such long time.
On this update, we’ve focused on Custom difficulties and convenience of playing the game.
We’d love to update the contents together, however we did not really had time to research and develop the both areas.
We’d like to apologize with you with a small added Winter event in the game.
Still, I am glad that we can finally focus on updating the new contents for the next time.
Of course this does not mean we will stop QoL updates here, so if you have ideas to improve the experience on playing the game, please let us know through our Steam and Discord pages! :)



[h2]Patch List[/h2]
Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.

  • 💌Added Custom Difficulty function when starting a new game.
    We’ve found many players wishing for peaceful experience in game. However, due to our fault, the difficulty so called ‘Easy’ was not really easy at all. On the other hand, there are players who are eager for more challenges. Thus we’ve added Custom Difficulty, wishing both of the players would enjoy the game more. You can modify many options such as number of starting Ratizens, rate of satisfaction decreasing, or Digger to spawn or not. Hope you enjoy.
  • 💌Adjusted Snail’s HP and attack speed.
    Unlike the description, Snail was way too fierce with it’s high DEF and fast attack speed. To lessen the risk of hunting this creature a bit, we’ve lowered Snail’s HP and attack speed.
  • Improved efficiency of producing Dye using Cactus Flower. (Produced items 3→4)
    There was a mistake and made Cactus Flower so inefficient on producing dye. We’ve fixed it to make it more to be a competitive option.
  • Added new method to produce Silk. (Spider Web 4, Dye 1 → Silk 4)
    Silk can only be produced with Silkworms, but when there’s no silkworm at all, it was almost impossible to make. Thus, we’ve added new production method to lessen the chance of such happening.
  • The requirements for the Commercial Victory achievement have been relaxed (300,000 Pia → 250,000 Pia).
    The "Commercial Victory" achievement, intended to be the easiest among the currently prepared ending achievements, was deemed to require an excessively large amount of currency, so its conditions have been slightly relaxed.

- 💌Function to change the settings to default has been added.
- 💌Added skip button icon to Scout’s tutorial alarms to lessen the confusion.
- 💌Added new top-left corner alarm, showing the Ratizens in short of money.
- 💌When using mouse, names of ingredients will be pop up when you move cursor above.
- 💌Now the structures show affecting stat of assigned Ratizen on construction page. (STR, DEX, INT)
- 💌Now some orders that are too old will be removed automatically (12 days).
   - This will improve Ratizens’ action speed on the later game.
- 💌Added think bubble to Ratizen Details page to make it easier to understand.
   - The highest affecting trait will be appeared on it.
- The Tree now got three diverse shapes. The shape will be chose randomly when starting a new game.
   - Added Tree Wallpapers near The Tree.
- Improved camera movement when using the statistics page to check Ratizen or Structure information.


- 💌Now the previously used setting gets saved to use on the next time. (Ex: Auto & Manual of Bed)
- 💌Now you can choose the design of Marble Block when placing the blueprint.
- 💌Now you can use Ratizen Groups on doors to pass or not.
- 💌Now, when multiple items are designated at the Porter Station will be transported in sequence.
- 💌Now the followings will be applied automatically when adding a new Task conditions.
   - Quantity check → Produce if less than A
   - Resource check → Produce if more than A
- 💌Now you can grow ‘Joy Flower’ in the Large Garden.
   - Growing speed of 'Joy Flower' is adjusted.
- Some UIs will now become transparent when placing structure blueprints.
- Blank Wallpaper has been added to the decorative structures.
   - Using Blank Wallpaper allows you to remove wallpapers without demolition order.
- Table has been added to the service structures.
   - Ratizens will eat at the close Table and receive a happiness increase effect.


- 💌Now, when the Leader is equipped with a weapon, the health bar will be displayed at all times.
- 💌Now, the Leader's health bar is displayed in green.
- 💌Now, the [Weaseeker] builds ladders on certain impassable terrains to overcome the situation.
- 💌When the crime filter is applied, Ratizens assigned to the [Police Station] are also highlighted.
- 💌Now, you can change the name of structures from the statistics window.
- 💌Confirmation window no longer appears when queued explore on the world map.
- 💌Now, if the Leader dies, you can load the most recently saved file.
- 💌Shortened time to get back to title screen while playing the game.
- Sound effects have been added for prosperity increase and during invasions..
- A Festival event that can occur in winter has been added.
- The visual effects of some events have been enhanced.
- Some animal habitats' appearances have been modified. (Frog, Scorpion, and Snail)
- The water drip effect has been improved.
- You can now check trade details in the trade window.
- The "Rats Rats Rats" achievement and its reward, "Bureaucrat Cloth," have been added.


[h2]Bug Fix[/h2]

- Fixed an issue where some Ratizens monopolizing the reservation system prevented others from consuming.
- Fixed an issue where if a weasel died while under a speed alteration effect, the same effect was mistakenly applied to the next weasel.
- Fixed an issue where some Service structures were providing base effects instead of adding the Ratizen's ability modifier values.
- Fixed an issue where the designated quantity in trade and the quantity shown in the trade window were not matching.
- Fixed an issue where it was possible to modify the detailed settings of a structure even when it was in a shutdown state.
- Fixed an issue where button icons were not displayed correctly in some UIs (Photo Mode / Game Start Window) when using a gamepad.
- Fixed an issue where some resource icons were hidden when the designated resources at the transport station dropped to zero.
- Fixed a bug where the exploration of the Diplomatic Office was not marked as completed even after completion.
- Fixed an issue where rabbits were not displayed in the injury and death causes in the citizen information window journal.
- Fixed a bug where non-storage structures appeared in the collection yard during some trade progressions.
- Fixed an issue where wild animals would voluntarily jump into the water and drown.
- Fixed an issue where frogs were able to jump through walls and leap up two tiles.
- Fixed an issue in the commercial law where the service price at the "Hospital" was impossible.
- Fixed an issue where the "Loot Box", which appears as a boss defeat reward, could be demolished.
- Fixed an issue where the Leader could use command and management while sleeping.
- Fixed an issue where a citizen's mining order was not canceled when a Den of Plagues spawned.
- Fixed an issue where variations were not applied when placing blueprints by overlaying tiles.
- Fixed an issue where an empty reward text box appeared for mission choices without rewards.
- Fixed an issue where some trap structures would not operate if they were too far from the Leader.
- Fixed an issue where mushrooms were growing in winter.
- Fixed an issue where the trade sheet index was displayed abnormally.
- Modified the "Weasel House" so that the tiles underneath it can no longer be mined and destroyed.


[h2]Fan Art[/h2]


- Come get some money by tuongthien



- Queen of Whiskers : The Ratopia Chronicles by zerone

Ratopia DevDiary #21 - User Feedback


Hello all, it’s Cassel, developer of .

Last month was busy dealing with bugs and improvements that were collected right after the launch. We gathered bugs and feedback from friends, Steam page, Discord, and other sources. Even after returning home, I monitored broadcasts by creators to identify emerging issues. Within two weeks, 235 bugs were collected, and it felt almost like a warm winter as we hotfixed 103 of them.

After finishing those urgent fixes, just when I thought things were stabilizing, administrative tasks such as exhibitions and year-end reports suddenly appeared! This made things even more hectic. Nevertheless, through the game exhibition, we were able to directly observe where new users were struggling. And by listening to the candid feedback from users who had already purchased and spent a considerable amount of time with the game, we could once again learn what we are lacking and what we are missing.


Every time I return from an exhibition, dozens of improvement points pile up…


Since the game has been released, deciding which areas to work on first to satisfy the players has also been a concern. I was afraid that you might be disappointed due to a wrong direction in our updates, and in an effort to align with our users' perspectives. That’s why we’ve conducted polls on Discord about the next development direction.


Based on this, we were also able to establish a development roadmap.


Going forward, we intend to continue understanding our users' opinions and reduce the various trial and error occurrences in the development process. This is because, while we hope that the systems we develop bring fun and satisfaction to many people, sometimes our lack of skills and mistakes can lead to the opposite result. Therefore, in this development diary, I will introduce what mistakes and feedback we have encountered so far, and how we are improving upon them.



[h3]“Rhythm game from Hell”[/h3]

In , there is a system where you can craft and equip gear to enhance the leader's stats. To craft equipment, you need to put materials into the royal forge and then succeed in a mini-game.

When we first added the mini-game, it was designed to be easy enough for anyone to succeed. However, just before the launch, a large number of advanced equipment, intended for use in the latter part of the game, were added. This led to discussions about making the mini-game difficulty for the advanced equipment slightly higher than for the basic equipment.

In considering how to make the mini-game's difficulty scalable with the upcoming equipment additions, we ended up choosing the quickest method to implement and the one that would increase the difficulty the most.


Changed from 1 button to 4 button all the sudden. I wonder why we’ve thought that would be enjoyable..


The hastily changed mini-game released in this way really angered many players. Looking back, it's clear that the high difficulty of the mini-game had an inevitably frustrating structure:

1. Players commit to crafting equipment to easily counter increasingly powerful enemies.
2. They need to accumulate research points to invest in the royal forge and secure substantial building materials.
3. After processing the resources needed for equipment, they must personally transport them to the royal forge.
4. Despite completing all these steps, the mini-game is too difficult, preventing the creation of equipment.
5. Even if players invest a lot of time and succeed in the mini-game, the equipment's performance does not meet expectations.

This was a major planning mistake, and right after the launch, it led to many negative reviews and feedback. Shocked by this, we decided to urgently modify the mini-game before more players were affected. We deliberated whether to reduce the speed of the mini-game or increase the number of chances, but we’ve decided to revert it back to the initial version. Fortunately, returning the mini-game to its original one-button format satisfied many, and we were able to overcome this major crisis.



[h3]“What’s the point of walls when enemies spawn in the city?”[/h3]

In , there is a system where enemies periodically invade. In the early stages of development, the enemies could not create their own invasion paths, such as breaking the ground or building ladders. As a result, there were often cases where invasions did not occur for a whole year due to the terrain. When invasions did occur, they were easily defended against with just a wall, rendering the invasion system meaningless at times.


Plague rats that just stood idly by, waiting to be deployed


This issue was a major concern for me, and after researching improvement methods, as covered in DevDiary #14, we enabled the Diggerat to dig tunnels when no path was available. This solution helped us address various problems associated with the original invasion system.

However, the teleportation-style invasion method was not a favored system in defense games, so there were many aspects I wanted to improve. Later, we researched enemy AI that could dig through the ground and build ladders for invasion and tried to apply this to the Diggerat as well. But it was difficult to decide whether this, leading to enemies digging from the start and destroying non-regenerating objects like Wild Grain, Rabbit Hole, Spout Anemone, or deactivating essential defensive structures like barracks, would indeed provide a more positive experience than the current teleportation invasion method.

Changing the teleportation invasion method required careful consideration, as it needed to be a clear and definite improvement, or else some players might not welcome it. As no clear alternative solution came to mind, we decided to first add a setting in the game that allows turning off the teleportation invasion. This way, through user-configurable difficulty settings, each player can have the experience they desire.


User Configurable Difficulty System on development


The user configuration is a feature that allows free adjustment of many functions within the game. I thought that if we added functions that prevent citizens from rebelling or enemies from invading at all, many players would be able to enjoy the game without stress. In addition, we aim to allow adjustments even in more detailed features. However, since most of these functions have not yet been tested, we plan to continue our research and expand these features.



[h3]“It becomes more tiring and inconvenient as the city develops."[/h3]

We received a lot of feedback about the game's insufficient explanations and convenience features. For example, although various problems occurring in the city are displayed on the left side of the screen, the actual location of the issue or the target, and the method to resolve it were not indicated.

To identify the cause of a problem, players had to move their character directly for observation. As the city grew, the time taken to check and the fatigue of the players also increased. Sometimes, after rushing to the problem site, they found that the issue had naturally resolved itself, leading to confusion. Therefore, we first added a feature that allows players to immediately identify the location of a problem.


Let’s check what went wrong with them


Since this is a feature developed by adapting the existing citizen list in the statistics screen, it's still not possible to identify problems related to buildings, and there are aspects like the full list not being displayed that need improvement. We intend to expand this feature to make it continuously more useful.

For instance, since the above feature only shows the location of a problem, there's a need to add explanations about the cause of the problem. Therefore, we are developing functions that detail why citizens are angry and revolting, and that intuitively display what the most lacking needs are, in order to address these issues.


That’s my secret cap I am always angry.


As much as I'd like to, guiding players on how to solve the citizens' problems in is challenging because the causes of problems and their solutions are so diverse. Finding a good way to explain this clearly, and when and how to do it, seems to require a lot more thought.

There are also many other significant and minor improvements that I couldn't introduce due to space constraints. Features like material inventory checks, crime filters, and save settings for game starts, which many players requested, should have been added naturally for the convenience of the game, but we overlooked them and have now added them in bulk.


Now, you can adjust work priorities to create roles like cleaning and construction managers.

Time will also pass more quickly while sleeping!


This month, we also plan to focus on improving the areas where the game is lacking, based on user feedback. However, we would like to ask for your understanding in advance that it may be difficult to resolve issues this year, such as citizen AI improvement and blueprint placement improvement, which many have provided feedback on. We deeply empathize with the need for these features, but they are closely related to the game's system and optimization. However, we will keep working hard to enhance the game's quality, so we would appreciate your patience and trust!

1.0.0030 Update

  • While fixing the bugs on Ratizen Register, all the color set on the registers got reset. Only the colors are reset so they will still be functioning fine, however, I am really sorry for the inconvenience.

Notice: Those marked with 💌 were inspired by the players’ suggestions. Thank you so much again.


[h2]Patch List[/h2]

  • Added new defense structure “Web Thrower”.
 - Web Thrower is device to drop spiderweb to enemies to slow them down. To build it, Gear Wheel and Spiderweb are needed.
  • Fixed resource to build “Printing Shop” and “Rat in the Box” from Copper Ingot to Gear Wheel.
 - Copper Ingot is used in too many ways such as minting money, building structures, and producing necessities. To resolve difficulty on managing Copper Ingot a bit, we’ve fixed some structures to require more suitable and easy to manage resource, Gear Wheel.
  • Adjusted daily wages for Silviculture Post and Police Station.
 - Silviculture Post: 190 → 175, Police Station: 220 → 225
  • 💌Added function to check details of Left Top alarms with mouse click.
 - If you are not using mouse, you can check those with Admin Function([G])'s "Check Alarm".
  • 💌Added function to set Task Priority of Orders of Ratizens.
 - You can fix it with Code Stone, Policy: Labor laws.

- Added new decoration, “Ice Wallpaper”
- 💌Halved the frequency of “Iterative learning” event and doubled the effect.
- 💌Just as changing tiles and ladders, Wallpapers can be changed without demolition.
- 💌Start settings will now be saved always.

- Updated some of the Achievement images.
- Alarm UI showing that the structure is lack of resources now updates more frequently.
- When the leader sleeps on the Royal Bed, times runs faster.
- Fixed typos and weird sentence.
- Added Ratizen’s group information when assign on a job.
- Added icons showing the group colors of Ratizens when allocating them in groups.
- Improved visibility of scroll bar on the UIs that is scrollable.
- Changed Bone Powder and Lime Powder icons to make easier to be distinguished.
- Divided New Game’s Settlement setting function into Settlement setting and Flag setting.
 - Added Seed value. Now you can play the same map once again with the same numbered map.
- Improved memory optimization.


[h2]Bug Fix[/h2]

- Fixed criminal records to be recorded properly on Ratizen detail’s Journal category.
- Fixed the group icon of Ratizens involved to appear properly on Statistics.
- Fixed texts on loading screen to show information properly.
- Fixed research time to appear properly on research page.
- Fixed some decorations were not requiring research point.

- Now events are not happening while the player is jumping.
- Now auto save are not happening while the player is jumping.
- Fixed issue that the player character is sliding when using Order while on the Mine Cart.
- Fixed issue that the player character is keep sleeping even when the floor of Royal Bed is demolished.

- Fixed preview image of Pile of Gold and Grave to appear properly when placing their blueprints.
- Fixed error caused while checking the revealed resources on the research page.
- Fixed bug that using some of the UIs were increasing EXP of the leader character.
- Fixed bug that the hunter was stopping without a reason while transporting resources.
- Fixed bug that the enemies were stopping without a reason all the sudden.
- Fixed bug that the enemies were leveling up when they survive too long.
- Fixed bug that the Ratizen assigned to a service structure was working on their beds.

- Left top alarms now calculate the number of insufficiency properly after returning from the dungeon.
- Ratizens died in the dungeon no more appear in the middle of the city after returning from the dungeon.
- Ratizens died in the dungeon now automatically gets unassigned from their works and beds.
- Now events are not happening while the player is returning from the dungeon.

- Fixed but that the Ratizen not working scarcely when task condition changed.
- Fixed issue that the first item showing when trying the fix the task conditions of a structure.

- Fixed bug that the player character is falling when using railway way too high or way too low.
- Fixed error caused when a blueprint is placed way too high.

- Fixed tool-tip of Arena showing the maximum number of customer is 2, while actually it is 3.
- Fixed issue that Hospital’s category was appearing in English for all the language options.

- Fixed error caused by snowing weather.
- Fixed bug that ThornTree was keep growing during the Winter.
- Fixed bug that Lumina Flora and Seaweed were keep growing during the Winter.
- Fixed bug that Seaweed was keep growing without water.

- Fixed issue that color set for Ratizen Register was keep resetting when Save and Load.
- Fixed issue that some of the structures were not appearing while using certain filters.
- Fixed bug that modified prices of resources on Code Stone were affecting the trading price.
- Fixed bug that modified prices of resources on Code Stone were affecting on Infrastructures Points.


[h2]Fan Art[/h2]


- Princess and Weasels by たんりょう



- Princess and Shaman by Serastroph

Ratopia Roadmap

Hello, leaders of Ratopia! Hope you all are enjoying the game!

From the very beginning of the Ratopia, feedback from you, the leaders, is having a crucial part in developing the game.

Thus, after the launch, we spent two weeks gathering opinions through Discord about the direction of future updates, and we were able to observe the following results.


1. Management: policies, zoning, statistics, logistics, automation, etc. - 164 votes
2. Convenience: player movement, UI improvements, progress speed, filters, etc. - 124 votes
3. Survival: Invasion overhaul, natural disasters, immigration, etc. - 120 votes
4. Combat: troop enhancement, defensive structures, combat gear, etc. - 80 votes
5. Adventure: dungeons, armies, expeditions, mini-games, etc. - 61 votes
6. Story: worldview explanation, flavor texts, quests, etc. - 58 votes
7. Economy: taxation, trade, loans, currency exchange, class strengthening, etc. - 57 votes
8. Explanatory: tutorials, help, recommended feature guides, etc. - 48 votes
9. Decoration: decorative structures, customize, etc. - 24 votes

Thank you all for the participation!
With the result, I'd like to share the roadmap with you.



[h3]1st Update - Bureaucrat (1️⃣Management / 2️⃣Convenience / 3️⃣Survival)[/h3]



In December, we plan to focus on fixing bugs, improving optimization, and solving inconvenient features that were discovered after the launch.

Our first step is to implement new functions on each policies and add new UIs for more detailed city management, allowing for quick and convenient identification and resolution of issues within the city.

After adding some convenience features, we intend to introduce some crisis elements to make city management more challenging and engaging. For those who find these crises too overwhelming, we also plan to introduce a custom difficulty feature.

Lastly, we aim to lay the groundwork for the smooth operation of future content by improving citizens' AI and performing optimization work.



[h3]2nd Update - Scientist (1️⃣Management / 2️⃣Convenience / 5️⃣Adventure)[/h3]



In the Scientist update, you can bring innovation to your city through new resources found in the newly added Volcanic Biome underground.

We are designing dozens of new buildings and a power system to address the increasing demands of 'rat power' as the city develops.

However, be cautious, as too rapid exploration of biomes and technological advancement can also bring various crises to your city.



[h3]3rd Update - General (3️⃣Survival / 4️⃣Combat / 5️⃣Adventure)[/h3]



As the city advances thanks to the scientists, the need for crises to be overcome using this advanced national power will also arise.

In the General update, we plan to add powerful late-game invasions that occur just as the weasel invasions start to seem trivial, along with various means to defend against them. Existing soldiers and player's equipment will also be updated and revised, diversifying the ways to defend the city or tackle bosses.

Furthermore, the enhanced national power will become a diplomatic tool to either protect or threaten other rat city-states.



Between these major updates, we also plan to implement small yet effective ideas, along with improvements in convenience and guides

After that, we are considering the Shaman and Navigator updates. However, as numerous systems will be added and changed in the meantime, we will once again gather opinions from our Leaders before setting a clear direction for development.

While we aim to follow the planned roadmap as closely as possible, if adding content takes too long, we will prepare content that can satisfy our Rat Leaders in other ways.

We look forward to your continued feedback and support, thank you so much!