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Ratatan News

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]

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]