$22Ratopia Rule rats, tax wisely
Ratopia is a cute but strict colony sim where you rebuild a rat kingdom and every ratizen has its own wallet. You assign jobs, keep food and services flowing, set taxes and wages, then watch your closed economy wobble. Worth playing for colony sim fans who want citizens with paychecks instead of mouths to feed.
Is Ratopia worth it?
Ratopia is worth it if…
- you like colony sims where each settler earns and spends money
- you enjoy writing tax laws and watching the results play out
- you want a cute cast wrapped around a demanding economy
- you like replaying with a different goal, from rich city to conquest
Screenshots
Taxes, wages and very broke rats
You start with holes in the ground and a handful of rats who need work, food and somewhere to sleep. Soon each one earns money, spends it on meals and services, and pays you back through the tax policy you write yourself.
Set income tax low and the treasury runs dry. Push it too high and the same bakers and miners start begging for bread, stealing, or revolting. You adjust wages, add a basic income for the poorest class, charge for beds and baths, and try to keep money circling instead of pooling in the wrong paws. It is city building as bookkeeping, with whiskers.
Hunger, sickness and things with teeth
While you balance the books, the colony still needs feeding, cleaning and defending. You lay out farms, kitchens, clinics and entertainment, dig through soil, stone, iron and mud, and climb from leaf ladders to rope and electric elevators as the burrow grows taller.
Then the rest arrives: food shortages, spreading sickness, unhappy rats in open rebellion, and regular raids by plague rats and worse. You can send expeditions into the remains of the great old rats for wealth, knowing some trips wake apex predators. Survival here means treasury, pantry and barracks all holding at once.
Good to know before you settle in?
Do you control a leader directly?
Yes. You play an exiled rat prince or princess rebuilding the kingdom, and your monarch walks the colony rather than hovering above it. That body has to be present for some jobs, including early fighting and directing soldiers, so positioning matters when raiders arrive.
How difficult is it, really?
Harder than the cartoony look suggests. The first colony often ends in an empty treasury, an empty pantry, or a raid you cannot stop. Settings can soften the pressure for a prettier building run, but the default game expects failed harvests, sick rats and angry taxpayers.
What are the different endings?
You pick a goal for the run, such as the richest city or subjugating other lands, and build toward it through mints, tourism, trade, diplomacy or military strength. Different goals change which jobs, buildings and ratizens matter most, which is where the replay value sits.

















