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RATATAN Demo v0.3.105 Update

[h2]RATATAN Demo v0.3.105 Update[/h2][p][/p][h3]New Features & Improvements[/h3]
  • [p]Multiplayer[/p]
    • [p]Added the ability for guest players to voluntarily leave a session.[/p]
  • [p]UI/UX[/p]
    • [p]Added multilingual support to various items in the options menu.[/p]
    • [p]The 'NEW' icon will now appear when there are unread notifications in the support desk.[/p]
    • [p]Notifications of session disconnection are now displayed in front of other effects.[/p]
    • [p]When opening the formation screen, it now defaults to having 'Cobun' selected.[/p]
[h3]Balance Adjustments[/h3]
  • [p]Rhythm Action[/p]
    • [p]Loosened rhythm input detection, making it easier to achieve 'GOOD' and 'JUST' results.[/p]
  • [p]Boss Characters[/p]
    • [p]"Squidly Pete": Reduced HP and the power of some skills.[/p]
    • [p]"Wagoon": Reduced HP and the power of some skills.[/p]
    • [p]"Wagoon": Added target markers to indicate some attacks in advance.[/p]
  • [p]Player Characters[/p]
    • [p]"Pike Cobun" and "Archer Cobun": Adjusted to make their attacks hit more reliably.[/p]
  • [p]Enemy Characters[/p]
    • [p]"Bonbobon": Adjusted behavior to make it easier for Cobun attacks to hit.[/p]
    • [p]"Spear Chief": Adjusted some attack motions and timing.[/p]
    • [p]"Spear Chief" and "Bow Chief": Adjusted target marker tracking logic when aiming at players.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed an issue where online connections could become unstable under certain conditions.[/p]
  • [p]Fixed a bug in the tutorial where the roar effect of the boss 'Dekadon' would not disappear.[/p]
  • [p]Fixed an issue where 'Goods Gate' would not display correctly in some stages of World 2.[/p]
  • [p]Fixed an issue where canceling a language switch in the options and immediately closing the pause menu would cause the game to become unplayable.[/p]
[p][/p][h2]Known Issues[/h2][p][/p][p]\[Issues Under Investigation][/p][p]We have confirmed a bug where Ratatan characters may not appear in the lobby when matched with distant players.[/p][p]The development team is aware of this and is currently working to improve the matchmaking algorithm.[/p]
  • [p]If this issue occurs, please try restarting the RATATAN application.[/p]
[p][/p][p]We have confirmed that under certain conditions, such as specific environments or low framerate, music and the rhythm gauge can become unsynchronized.[/p][p]The development team is aware of this issue and is working on a fix.[/p][p]If this occurs, please try the following:[/p]
  • [p]Restart your PC[/p]
  • [p]Close all non-essential applications other than RATATAN and Steam[/p]
[p]We are also investigating and addressing other bugs reported via feedback forms and social media.[/p][p]


[/p]

Improvements and Future Plans for the Ratatan Demo

[h2]Improvements and Future Plans for the Ratatan Demo[/h2][p]Thank you so much for playing the Ratatan demo![/p][p]We can’t begin to express how much we appreciate everyone who has played this new take on rhythm action along with its charming characters and music, as well as those who shared valuable feedback and suggestions with us.[/p][h2]Our Improvement Plan[/h2][p]Ratatan aims to deliver a new kind of experience through the combination of rhythm and roguelike gameplay, with the intention of offering fun that deepens as players replay the game. However, throughout the demo, several issues (particularly in the early stages) have become apparent:[/p]
  • [p]Players feel stress early into the game.[/p]
  • [p]The main source of difficulty isn't just level design, but also in the lack of clarity and poor controls.[/p]
  • [p]Players quit before reaching the core fun of the game.[/p]
[p]This has led us to a serious realization: we were unintentionally creating a negative experience in areas outside of the intended difficulty curve and growth mechanics.[/p][h2]Our Thoughts on Difficulty[/h2][p]We’ve received many comments from the Ratatan demo saying that the challenge and toughness are what make it fun. As a development team, we value the experience of challenge and achievement.[/p][p]The upcoming adjustments are focused solely on improving the early-game clarity and user-friendliness, and are not simply about lowering the difficulty.[/p][p]Elements such as strict rhythm accuracy, powerful enemies, and limited healing—what we call “restrictive features”—are planned to be included in the future endgame content, called “Oaths”, where players can choose their own rules and challenge themselves as they see fit.[/p][p]We aim to update the game in a way that still allows those seeking a challenge to find one, while also making sure that newcomers can still enjoy the experience from the start.[/p][h2]Upcoming Improvements Planned in the Near Future[/h2][h3]1. Bug Fixes (Top Priority)[/h3][p]We are currently working on hotfixes to address critical issues that disrupt the core gameplay experience, including:[/p]
  • [p]Game-breaking bugs (during tutorials, combat, or at Rataport).[/p]
  • [p]Multiplayer connection errors and problems when sessions are disconnected.[/p]
  • [p]Freezes or unresponsive controls occurring in certain environments.[/p]
[h3]2. Improvements to Rhythm Controls and Usability[/h3][p]We aim to enhance the overall feel of the tempo and controls to reduce player stress. Planned improvements include:[/p]
  • [p]Adjusting the input timing window for rhythm actions to make them easier to execute.[/p]
  • [p]Tweaking enemy wind-ups and attack intervals to make them easier to respond to.[/p]
  • [p]Improving the usability of shooting attacks.[/p]
  • [p]Introducing cancelable actions for certain moves to reduce sluggishness in controls.[/p]
[h3]3. Game Balance Adjustments (Especially in the Early Stages)[/h3][p]We are redesigning the game to ensure challenges feel fair and satisfying, while preserving the core enjoyment of the roguelike experience. Planned adjustments include:[/p]
  • [p]Increasing the number of starting Cobun to strengthen early-game combat.[/p]
  • [p]Adding a way to replenish Cobun when their number reaches zero.[/p]
  • [p]Adding a way to restore Kobun's HP.[/p]
  • [p]Changing healing springs to restore both HP and MP.[/p]
  • [p]Adjusting the HP of regular enemies and bosses to improve combat pacing.[/p]
  • [p]Revising unfair attacks, such as Wagoon’s wide-range or instant-death moves, to be more reasonable.[/p]
[h2]UI Improvements (Mid-to-Long-Term Updates)[/h2][p]Since UI improvements require structural changes, these will be rolled out gradually in future updates. Planned improvements include:[/p]
  • [p]Enhancing the visibility of rhythm timing UI and improving synchronization with audio.[/p]
  • [p]Improving the clarity of navigation for party setup, weapon switching, and skill usage.[/p]
  • [p]Making button prompts more visible and easier to understand.[/p]
  • [p]Strengthening control guides and tutorials.[/p]
[h2]In Closing[/h2][p]Our development team is committed to making Ratatan a game that anyone can enjoy, and we will continue to improve and push forward, listening to all of your feedback.[/p][p]The demo is still evolving, and so we welcome your continued thoughts and impressions.[/p][p]Thank you for your ongoing support of Ratatan![/p]

[Rollback Notice] RATATAN Demo v0.3.90 → v0.3.87

[p]\[Rollback Notice] RATATAN Demo v0.3.90 → v0.3.87[/p][p]We have reverted the demo to v0.3.87 after discovering that the Hotfix build v0.3.90 released earlier today contained a bug preventing the tutorial from starting.[/p][p]A corrected Hotfix (v0.3.90 revised) is in preparation and will be deployed in the coming days.[/p][p]We apologize for any inconvenience this may cause.[/p]

Ratatan Surpasses 200,000 Wishlists on Steam!

Hello, from the development team!
We’re thrilled to share that Ratatan has surpassed 200,000 wishlists on Steam!

From the very beginning with our Kickstarter campaign, through the demo and trailers, your support has been utterly incredible. As a small indie team, we can’t express how grateful that so many of you have taken an interest in Ratatan and helped us get this far.



[h2]Reflecting on the Journey and What Comes Next[/h2]

Whether you discovered Ratatan through the demo or have supported us since the early days as a backer, every message, piece of feedback, and show of support has meant the world to us.

We're now in the final stages of preparation for our Early Access launch on July 25, and are currently working on the update roadmap and future plans.

Ratatan is a game that we want to grow together with our community. As development enters its final phase, we remain committed to delivering something truly joyful and memorable—with no compromises.

We hope you’ll continue to wishlist and follow the game on Steam, and we’d be honored if you shared your impressions of the demo with us.
Please feel free to send us your honest feedback and suggestions!

[h3]▶️ Feedback Form[/h3]

View the Demo Store Page Visit the Full Ratatan Store Page

Patapon spiritual successor Ratatan musically marches towards an early access release next month


If we're being honest with ourselves, the original PSP was a sort of Proto-Switch too, no? As in it was home to a lot of odd, smaller-scope games that not many other platforms might have featured outside of Nintendo's earlier handhelds. Patapon was one such tiny oddity, one of the most charming games on the platform, if not to ever outright exist. It did go on to get a couple of sequels, but the series (outside of an upcoming remaster of the first two) is sort of dead. Luckily, Ratatan, a spiritual successor from Patapon's creator is here to satisfy your tiny-guy-chanting-to-music needs with a newly revealed release date!


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