1. Ratatan
  2. News

Ratatan News

Early Access v0.5.14 Hotfix Patch Notes

Notice Regarding Language Display
[p][/p][p]We have corrected the supported language display on the Steam store page from “Spanish – Spain” to “Spanish – Latin America.”
This change was made to resolve a discrepancy between the language shown on the store page and the actual language displayed in the game.[/p][p][/p][p]We sincerely apologize for any inconvenience caused by this labeling error.
Thank you for your continued support for RATATAN.[/p][p][/p]
Bug Fixes
  • [p]For enhanced security, we have rebuilt the application using a patched version of Unity.[/p]
    • [p]This update addresses the CVE-2025-59489 vulnerability.

      [/p]
  • [p]Fixed an issue where the number of available deployments increased after resuming from a suspended save.[/p]

Early Access v0.5.13 Hotfix Patch Notes

Update
  • [p]The Ratatan will now speak when first selecting them in the formation screen.[/p]
  • [p]Improved save data stability.[/p]
Bug Fixes
  • [p]Fixed an issue where saving mid-battle with a buff active could prevent the game from resuming.[/p]
  • [p]Fixed an issue where Cobun would behave incorrectly after resuming a mid-battle from a save.[/p]
  • [p]Fixed an issue where effects that constantly reduce max HP (such as with some Decorunes) could reduce HP to 0 instead of stopping at 1, causing Cobun to stop moving.[/p]
  • [p]Fixed an issue where multi-hit Cobun attacks did not perform critical hit checks on each hit.[/p]
  • [p]Fixed an issue where, if the Ratakaruta selection screen remained open until time ran out, the game would proceed directly to the next phase.[/p]
  • [p]Fixed an issue in multiplayer where other players’ voices would not play.[/p]
    • [p]Volume can now be adjusted in the sound options.[/p]

The Challenges and Future of EA

https://store.steampowered.com/app/2949320/Ratatan/

It’s been almost two weeks since Ratatan entered Early Access.
We can’t express how grateful we are to everyone who has played the game and shared their thoughts with us via reviews and the feedback form. Thank you so much!
We’d like to talk about the challenges that have become clear from everyone’s feedback, and what our plans are going forward.

[hr][/hr]
[h2]Challenges Identified from Feedback So Far[/h2]

[h3]Game Balancing[/h3]
Many players mentioned that enemies felt a bit too tough, or that some skills felt much stronger or weaker than others.
We also heard that the difficulty curve can feel uneven—with moments that flow smoothly followed by sudden spikes that felt overly harsh.

[h3]Ratakaruta[/h3]
A lot of feedback pointed out that power levels differed depending on attributes and that builds tended to end up looking the same each run.
Some players also highlighted that randomness, such as draw luck, can heavily affect the experience.
We’ve heard a strong desire for more freedom and more variety when building decks.

[h3]Roguelike Structure[/h3]
Repeated feedback noted that runs felt too long, the gameplay became repetitive, and rewards felt underwhelming.
Players also mentioned that the variety of choices and events were limited, which made the excitement of wondering what will happen next run weaker.
It’s not that randomness itself is disliked, but rather that the balance between risk and reward sometimes feels off.

[hr][/hr]
[h2]How We’re Addressing These Issues[/h2]

[h3]Game Balancing[/h3]
Rather than making large changes all at once, we’ll be carefully adjusting balance little by little.
With the new Super Fever Technique ultimate move arriving in October, along with other player-side power-ups, we’ll continue tuning the overall balance to match these enhancements.

[h3]Ratakaruta[/h3]
In the short term, we’ll review attribute strengths to allow for a wider variety of effective deck combinations.
We’re also considering a Reroll feature, which will let players reroll card selections, reducing the impact of randomness while giving more meaningful choices.
In December, we plan to introduce powerful Duo Cards that can be obtained by combining specific elemental powers. This will significantly expand deck-building variety.

[h3]Roguelike Structure[/h3]
This area is one of our biggest challenges, and we’re planning major overhauls.
First, in October, we’ll add Risky Picks featuring tough enemies that grant previously scarce resources. This aims to reduce the number of required runs while enhancing the sense of accomplishment and reward.
Currently, progression heavily relies on battles, so we’ll also add more non-battle events to lower battle density and create a more varied experience.
In December, Dark Ratatan will be introduced, adding major climactic events to break up monotony and inject tension and excitement into runs.

[h3]Other Improvements[/h3]
Bug fixes, UI enhancements, and multiplayer stability improvements will continue to be addressed in future updates.

[hr][/hr]
[h2]Update Planned for End of October[/h2]

[h3]Ratatan Exclusive Skill: Super Fever Technique[/h3]
We’re implementing long-requested ultimate moves unique to each Ratatan.

[h3]Cobun Accessory Implementation[/h3]
Cobun can now equip head accessories, and rewards have been increased, expanding both visual customization and gameplay options.

[h3]New Random Events[/h3]
We’re adding areas with tougher enemies and areas with larger rewards, introducing more variety to the pacing of runs.

[h3]Ratakaruta Reroll Feature[/h3]
We’re prioritizing a system that lets you redraw your deck, replacing the previous “Best Build” button. This reduces randomness while creating new ways to use tokens.

[h3]Random Match Improvements[/h3]
The UI has been updated so you can see currently ongoing sessions, making it smoother to join multiplayer games.

[hr][/hr]
[h2]Ratatan: Evolving Through Your Feedback[/h2]
We’re often asked, “Is this a sequel to Patapon?”
Ratatan was created as a completely new challenge. While it shares some roots with Patapon, it’s not about revisiting nostalgia—it’s about exploring a fresh rhythm experience and a unique roguelike structure.

The driving force behind this challenge is the feedback we receive from all of you. Balance adjustments, the card system, the roguelike structure… we’ll continue to improve these based on what you have to say.

Early Access has only just begun, and because of your input, Ratatan can keep evolving and become even more fun.
We, the development team, are fully aware that there are areas that still need improvement. That’s why we’re dedicating ourselves to making these improvements and working tirelessly toward the official release.

Every review that says, “This was fun!” gives the development team a huge boost. If you have suggestions for what could be improved, please share them through the feedback form.
Your reviews and feedback support Ratatan’s future and help expand its potential!

Roadmap

Early Access v0.5.10 Hotfix Patch Notes

Important Notice
[p](Updated: 2025/09/26 11:00 JST)[/p][p]The issue in Ver.0.5.9 that caused progression to become impossible has been fixed, and the game has been re-released as Ver.0.5.10.[/p][p]We apologize for the inconvenience caused to all players.[/p][p][/p][p](Updated: 2025/09/25 12:40 JST)[/p][p]A critical progression-blocking bug was found in Ver.0.5.9, so we have rolled back to Ver.0.5.5.[/p][p]If you have already updated to Ver.0.5.9, please update again to revert to Ver.0.5.5.[/p][p]We will announce the re-release of Ver.0.5.9 once the fix is complete.[/p][p][/p]
Update
  • [p]Added two types of Weapons to the drops from the Altars in World 4 and World 5.[/p]
    • [p]If you’re lucky, you might get something interesting from the Goddess Lottery.[/p]
    • [p]Secret items obtained in Ver.0.5.9 must be acquired again in Ver.0.5.10.[/p][p]We apologize for the inconvenience and thank you for your understanding.[/p]
  • [p]In Single Player, it is now possible to skip the Ending.[/p]
    • [p]Hold down a key to skip the event and return to Rataport.[/p]
  • [p]Optimized background textures during gameplay to reduce data size and rendering load.[/p]
  • [p]Adjusted terrain across all Worlds to reduce elevation differences.[/p]
  • [p]Updated Credits.
    [/p]
Bug Fixes
  • [p](Updated: 2025/09/26 11:00 JST) Fixed a bug where the game could become unplayable if you opened the Formation screen after playing an event in the lobby.[/p]
  • [p]Fixed a bug where the NAT Type was not being diagnosed correctly when joining Multiplayer.[/p]
    • [p]If the environment is judged as difficult for Network Multiplayer, please review your router’s security settings or try another internet connection.[/p]
  • [p]Fixed a bug where returning to the Lobby before the Owner in Multiplayer would cause you to be kicked from the session.[/p]
  • [p]Fixed a bug where other players were not syncing correctly during the Ending in Multiplayer.[/p]
  • [p]Improved synchronization of Cobun movement between players in Multiplayer.[/p]
  • [p]Improved stability when a joining player obtained a Cobun in Multiplayer.[/p]
  • [p]Fixed a bug where if a defeated Cobun was falling and the Wave was cleared, it would get buried in the ground and be unable to return.[/p]
  • [p]Fixed a bug where Cobun would sometimes fail to follow after clearing a Wave, causing progression to become impossible.[/p]
  • [p]Fixed a bug where Elemental Force would remain active if the player died while it was triggered.[/p]
  • [p]Fixed a bug where the icons for the Player Upgrades From the Brink and Seven Stumbles, Eight Rises would disappear from the Player Status after being consumed.[/p]
  • [p]Due to incorrect rarity, stats, Decorune slots, and required experience, the weapon Whirlwind Spear Zonzacrin has been temporarily made unobtainable via drops and crafting.[/p]
    • [p]It will become obtainable with the correct rarity in a future update.[/p]
    • [p]Weapons already obtained will remain in your inventory.[/p]
  • [p]Fixed a bug where the death effects of certain Bosses were not displayed correctly.[/p]
  • [p]Fixed a bug where the effect description text of the Player Upgrades From the Brink and Seven Stumbles, Eight Rises did not match their actual effects.[/p]
  • [p]Corrected some text displayed in Decorune and UI.
    [/p]

Early Access v0.5.5 Hotfix / Upcoming Update Plans

[h2]Bug fixes[/h2]
  • [p]Fixed an issue in multiplayer where players could join an already-deployed session and the game would become unplayable.[/p]
  • [p]Fixed a bug in multiplayer where non-host players could launch into the world from the lobby.[/p]
[p][/p][h2]Known issues[/h2][p]Thank you very much to everyone who has been playing since the start of Early Access.[/p][p]To address the currently confirmed issues, we plan to release a hotfix sometime next week.[/p][p]
We are prioritizing fixes for the following frequently reported points:[/p][p][/p]
  • [p]UI / UX: We will improve the automatic text advance in dialogue speech bubbles in the October update.[/p]
  • [p]Multiplayer / Network: We are sequentially addressing connection instability and behavior in random matchmaking.[/p]
[p]  *Note: for random matchmaking we are also considering a fundamental overhaul as part of the large December update.*[/p][p][/p][p]We will publish full hotfix details in the patch notes when the update is released. We’ll continue improving the game with reference to your feedback — thank you for your continued support.[/p][p][/p][p]Other known issues (selected)[/p]
  • [p]Backgrounds may not display correctly when zooming the screen in/out.[/p]
  • [p]In Goddess' Game, if Oath Level is 1 or higher and Summon Strong Foe is enabled, reward items may fail to drop.[/p]
  • [p]Some languages contain incorrect translations.[/p]
  • [p]Some screens may not respond correctly when using a controller.[/p]
  • [p]We have confirmed an issue where, if you exit via Suspend Save, then join multiplayer and switch to another player character, the character from the resumed suspend save can change.[/p][p][/p]
[p]Issues already listed in the v0.5.2 release notes (reposted here for reference)[/p]
  • [p]Player desyncs in multiplayer.[/p]
  • [p]After switch selection, some players’ doors may not open, blocking progress.[/p]
  • [p]In certain multiplayer cutscenes, other players’ animations may not display correctly.[/p]
  • [p]Altar text may overflow in some languages.[/p]
  • [p]Missing characters / glyphs in some languages.[/p]
  • [p]Player enhancement descriptions for From the Brink and Never Surrender differ from their actual effects.[/p]
  • [p]The display for the Healing Spring may be incorrect in-world.[/p]
  • [p]Barrier values may not carry over when resuming from a Suspend Save.[/p]
  • [p]If time runs out while the Ratakaruta selection screen is open, the selection screen may remain after phase transition.[/p]
  • [p]Damage/heal calculations that include decimals may be incorrectly truncated, causing small result deviations.[/p]
  • [p]Critical checks for multi-hit attacks are currently evaluated per action rather than per hit.[/p]
  • [p]Chain Lightning’s Ratatability and Decorune damage buff do not activate for enemies other than the directly hit target.[/p]
  • [p]Facility unlock demos may not display correctly when returning to Rataport.[/p]
  • [p]Certain Crow lines may not display.[/p]
  • [p]Resuming from Suspend Save may be counted as an extra deployment.[/p]
  • [p]Boss defeat SE may play unexpectedly upon resuming from Suspend Save.[/p]
  • [p]When acquiring Ratakaruta after resuming, “Swap” may incorrectly display as “Obtain.”[/p]
  • [p]Some popup help screens still show old-version in-game assets.[/p]
  • [p]Incorrect description text for Magical Cobun’s hustle skill Gravity Wand in some language builds.[/p]
  • [p]Element Force Ratakaruta effect text may display incorrectly.[/p]
  • [p]Repeated fast operations in the Crafting screen may temporarily lower performance.[/p]
  • [p]Bottom-of-screen control guides may overlap with guides from other screens.[/p]
  • [p]Ratakaruta ownership info may not display when obtaining them at an Altar.[/p]
  • [p]After resuming from Suspend Save, items and shop inventories in intervals may change.[/p]
  • [p]Bombardier Cobun’s squad skill Rolling Bomb may exhibit unintended behavior when colliding with the Goodie Gate.[/p]
  • [p]If Max HP Up is obtained while a barrier is active, barrier amount may increase.[/p]
  • [p]Markers at boss attack impact points may sometimes remain visible after impact.[/p]