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Ratatan News

Winner of the BitSummit XIII Vermilion Gate Award!

Thanks to everyone's incredible support, Ratatan has won the Vermilion Gate Award at BitSummit the 13th (2025)!

This prestigious award is given to the most outstanding and noteworthy title of the year at BitSummit.
To everyone who played the game and supported us, thank you so, so much.

Ratatan was first revealed two years ago at BitSummit 2023, alongside a teaser trailer.
Starting from scratch and with the support of so many, it gradually took shape
And now, we are honored to stand on the BitSummit stage as an award winner.
The road from that initial announcement to this point has been far from easy.
But with our indie spirit at heart, the development team has worked together, overcoming challenges and refining the game step by step.

This award motivates us even more as we continue full steam ahead toward the Early Access launch.
We sincerely appreciate your continued support for Ratatan!
Check out the store page for the full Ratatan game by clicking here:



Visit the Full Ratatan Store Page

Delaying Early Access

Hey there, Rata-team!
Thank you so much for all of your kind support.
Today, we have some important news regarding the launch of Ratatan into Early Access.

[h2]About Early Access[/h2]
We had originally planned to release Ratatan to Early Access on July 25 (Fri), 2025, but we have decided to reschedule that release.

The new release date is still in the process of being finalized, and we will announce it to you all as soon as it is decided.

Meanwhile, the demo version of Ratatan released in June has been downloaded over 200,000 times, received more than 1,200 Steam reviews, and garnered over 2,000 pieces of feedback. The sheer volume of responses has exceeded the team’s expectations!

We deeply appreciate every passionate comment and piece of constructive feedback we’ve received.

[h2]Reasons for Postponement[/h2]
The main reason for this delay is that we determined we simply don’t have enough time at this point to properly address the overwhelming amount of feedback we’ve received.
Some of the main points raised include:
The tutorial and UI being difficult to understand

  • The roguelike structure and reward pacing feeling unsatisfying
  • Frustration over some Ratatans being unable to use skills
  • Lack of impact in visuals and presentation
  • Requests for improvements to content structure, pacing, and mid-term gameplay flow

Of course, it may not be possible to address all of these requests by the time we launch Early Access.
In addition to that, Ratatan is not Patapon—it's an indie game aiming to deliver a completely new experience—so there will naturally be some differences in direction. Even so, we’ve decided to take a little more time so we can deliver Ratatan in the best possible form we can at this stage.
After the Early Access launch, we also plan to continue updating and improving the game based on your feedback.

[h2]Supporting our Backers[/h2]
As we move forward with the Early Access launch, we are working to ensure that our Kickstarter backers are treated fairly and appropriately.
We are currently making adjustments, particularly in the following areas:

  • Preparing to allow backers to enjoy the Early Access version
  • Considering additional rewards for those who chose the console version, since they will have to wait longer
  • Establishing thoughtful measures tailored to the support tiers and chosen platforms of our backers

Details will be shared in a future update, and we sincerely apologize for the additional wait.
It’s thanks to your support that our development team has been able to push forward and refine the game this far, and so, to deliver an Early Access experience that exceeds expectations, we kindly ask for just a little more time.
Thank you once again for your continued support of Ratatan!

RATATAN DEMO v0.3.129 hotfix

[p]Added Frame Rate Cap[/p]
  • [p]When vertical sync was turned off, the frame rate would increase excessively, causing high CPU usage. To address this, a frame rate cap has been implemented.[/p]
  • [p]When vertical sync is off, the frame rate will now be capped at 240 FPS.[/p]

To Early Access

Thank you all so much for playing Ratatan during Steam Next Fest.
The demo has been downloaded over 200,000 times, and the number of wishlists has surpassed 300,000.
We are deeply grateful for the incredible interest so many of you have shown in this game! Thank you!

[h2]Thank You for the Abundant Feedback[/h2]
We received around 1,000 Steam reviews for this demo alone, and over 2,000 comments and suggestions via the feedback form.
While many of the responses have been critical, we take all of them seriously and will use them to improve and evolve Ratatan moving forward.

Some of the most common points raised include:
  • The tutorial and UI are difficult to understand
  • Frustration at Ratatans not being able to use skills
  • Lack of an in-game save/resume function
  • Difficulty keeping up with the game’s tempo and rhythm
  • A gap between expectations (e.g., “I thought it would be like Patapon”) and the actual experience


[h2]Introducing Early Access[/h2]
Based on the sheer amount of feedback we received through the demo, Ratatan will continue to evolve to deliver an even more enjoyable experience in Early Access. Here’s how:

[h3]All Ratatan Unlocked[/h3]
In Early Access, all Ratatan will be playable!
Each one has its own unique abilities and combat styles, offering completely different gameplay experiences.

One of the most common pieces of feedback we received was:
  • “Why can’t my friends use skills?”
  • “I want to use the Ratatan skills I saw in the trailer.”

So in response, the development team has thoroughly discussed the matter and decided to gradually implement player-controlled Ratatan Skills.
These skills won’t be ready at the launch of Early Access, but we plan to roll them out in future updates.


[h3]All Worlds, Finally Unlocked[/h3]
In Early Access, all worlds from W1 to W5 will be playable.
Each world features its own unique theme and rhythm—explore them, battle through them, and overcome their challenges to the beat.
We’ve also prepared many yet-to-be-revealed worlds, background music tracks, and enemies, so we hope you’re looking forward to the ever-expanding world of Ratatan as new surprises unfold!


[h3]Design Your Own Challenge with the Goddess’ Game[/h3]
The newly introduced Goddess’ Game feature lets you customize the rules and reward conditions to take on challenges your way.
  • Change bosses
  • Skip worlds
  • Increase the difficulty

It’s a new replayability feature where you design your own challenge and test your limits.


[h3]Randomness Expansion Through Bosses and Altars[/h3]
In Early Access, we’ve introduced random elements like boss variations and altar events to ensure a different experience every time you play.
  • The thrill of not knowing which boss will appear
  • Strategic choices at altars—take a reward or avoid risk

The combination of these elements creates a unique adventure experience every run.
We will continue to enhance this randomness to keep the game fresh and engaging, ensuring your journey in Ratatan is always new and unpredictable.

[h2]Ratatan: Not a Sequel, but a New Challenge[/h2]
Many people have told us how Ratatan reminds them of Patapon, or how they’d expected it to be a direct sequel.
And, truth be told, we’re honored by everyone’s high expectations.

We on the development team have positioned Ratatan as a spiritual successor.
This is because we wanted to take the concept behind the fusion of sound and formations found in Patapon and reinterpret and challenge it in our own way, elevating it into a new form.

That said, there’s no avoiding the fact that fans who had hoped for something more like Patapon were ultimately disappointed.
This was not so much a misunderstanding as it was a result of our shortcomings in communication and limitations in how we expressed ourselves, for which we sincerely apologize.

We want to make it clear once again: Ratatan is not a sequel to Patapon.
It is natural that many feel a connection between the two since Hiroyuki Kotani, one of the creators, was also involved with Patapon.
However, the Patapon IP does not belong to us, and we cannot replicate its structure or gameplay.

That said, our desire to empathize with those who love Patapon remains unchanged.
For example, we will continue to introduce features that make the gameplay more accessible, such as the rhythm command mode “Advanced,” which broadens input options, and the rhythm gauge mode “Classic,” which makes it easier to keep to the rhythm.

The core gameplay, however, where players control characters and fuse rhythm with action, will remain unchanged.
It may seem similar, but it is entirely new.
That is why Ratatan is not a sequel, but a new challenge.

[h2]Looking Ahead[/h2]
During Early Access, you’ll finally be able to fully experience the Ratatan style that our development team has been pushing for.
Of course, there are still unfinished parts at this stage of Early Access, but we won’t stop and we will continue to evolve this game further.
We are currently preparing a roadmap to outline our update plans, which we expect to share with you by the end of this month.

We hope to continue to grow this new form of rhythm action together with you and your feedback.
Thank you, as always, for your ongoing support.

Producer: Kazuto Sakajiri

RATATAN Demo v0.3.124 Update

[h2]RATATAN Demo v0.3.124 Update[/h2][p][/p][h3]Features & Improvements[/h3]
  • [p]Rhythm Action Judgment Logic[/p]
    • [p]We’ve adjusted the judgment logic for rhythm actions to reduce discrepancies between music and notes caused by system performance or load.[/p]
    • [p]However, we must honestly inform you that this fix introduced a new issue where the de-sync can reoccur if the game is paused at certain timings.[/p]
    • [p]While it’s not a perfect update, we chose to release it now to improve what we believe was the most frustrating issue for players.[/p]
    • [p]We remain fully committed to resolving the remaining issues and welcome your continued feedback.[/p]
  • [p]Battle[/p]
    • [p]Adjusted the behavior of Archer Cobun’s Special Skills: Torrential Arrow and Toxic Arrow.[/p]
    • [p]Adjusted the behavior of Spear Cobun’s normal attack and Special Skill: Heart Piercer.[/p]
  • [p]Tutorial[/p]
    • [p]Added a behavior in the rhythm command tutorial to draw attention to the TV monitor.[/p]
    • [p]Adjusted enemy placement in the Special Skill tutorial.[/p]
    • [p]Changed the gameover flow to fade out and transition to Rataport.[/p]
  • [p]Recovery Feature Expansion[/p]
    • [p]The “Recovery Spring” in the field now fully restores both HP and MP.[/p]
    • [p]HP recovery items purchasable in the shop now also affect Cobun, not just Ratatan.[/p]
  • [p]Multiplayer[/p]
    • [p]Added a feature allowing guest players to voluntarily leave a session from the pause menu.[/p]
  • [p]UI/UX[/p]
    • [p]The notification for session disconnection now appears in front of other UI elements.[/p]
    • [p]The formation screen now defaults to selecting “Cobun” first.[/p]
  • [p]Sound Effects (SE)[/p]
    • [p]Adjusted the volume of some sound effects.[/p]
  • [p]System[/p]
    • [p]Added vertical sync setting in the options menu.[/p]
[h3]Balance Adjustments[/h3]
  • [p]Replaced the enemy “Jellywiggle” in World 1 due to its prolonged airtime, making it hard to hit.[/p]
  • [p](2025/06/17 21:30 Update) We have adjusted the timing of the boss's attacks and preparatory movements to make it easier for players to judge their next action.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed an issue where the boss “The Jolly Hermit”’s animation would not play correctly.[/p]
  • [p]Fixed an issue where enemies would stop acting when the game was paused.[/p]
  • [p]Fixed an issue where certain enemies would stop moving near gates, preventing progression.[/p]
  • [p]Fixed an issue where the count of “Wind Ratakaruta” would not display correctly in the Ratakaruta info window.[/p]
  • [p]Fixed instability issues with online connection under certain conditions.[/p]
  • [p]Fixed display issues with some text in specific languages. Remaining text display issues will be addressed progressively.[/p]