Hello all, it's Cassel, developer of <Ratopia>.
As with last month, we’re continuing development with a focus on convenience and polishing.
With the graduation from Early Access approaching, the scale of features we can add is limited, and some new features require thorough testing, which creates a lot of time pressure and stress.
We’re especially concerned that if bugs occur in new features, we might not be able to provide the best experience at the moment when the most players are engaging.
There are many features we’d like to add, but with limited manpower and time, some team members have instead dedicated their efforts to planning and preparing promotional strategies for the official release.
In this diary, we’d like to briefly share the promotional plans we’re preparing ahead of the full launch, and also take some time to reflect on the development work we’ve done over approximately 1.5 years of Early Access.
Promotion Preparation
Rather than creating any grand strategy, our promotion preparation focused on reviewing and improving any areas we might have missed or felt unsatisfied with.
Though we lack experience and couldn't predict the effectiveness of each promotional method with certainty, we decided to identify and try what we could, one step at a time.
If you happen to know any good promotional ideas we haven’t considered, we’d be truly grateful for your suggestions!
- Launch Steam Group Page
- Add Steam Trading Cards
- Update Steam Release Thumbnail and Library Images
- Create 4-panel Comics
- Create Official Launch Trailer
- Record Gameplay Footage for Streaming
- Create Thank-you Bonus Illustration
- Translate Additional Languages and Update Steam Page
- Update Official Website
- Announce Official Launch & Prepare Press Release
- Apply for Game Exhibitions
- Apply for Marketing Support Programs

Honestly, we have so much respect for other developers who managed to figure all this out and go through it themselves.
For the official release, we’re planning to offer a launch discount. After the discount period ends, we’re also planning a price increase. Through all this preparation and the discount, we hope as many people as possible will purchase our game at launch, helping us break into the list of popular games on Steam and gain more exposure.
As for things like joining exhibitions or applying for marketing support programs, those are subject to selection processes, so we don’t know if we’ll be accepted. But we hope that by presenting all the work we’ve done during Early Access, we’ll be able to get good evaluations and positive results.
Retrospective of Early Access
It’s already been nearly a year and a half since we began Early Access.
Originally, we planned for about one year of Early Access development. However, thanks to the interest, support, and incredible improvement suggestions from so many players, we decided to extend development by an additional six months.
In DevDiary #20, which we published at the beginning of Early Access, we outlined 20 features we planned to add in the future. Let’s take a look back at that roadmap and reflect on how well we followed through on our plans during the Early Access period.
1. Electricity Structures (DevDiary #23, #24)
Although we slightly deviated from our original idea of simply adding upgraded versions of existing structures, we introduced 35 new Electricity structures that give a real sense of technological advancement. To indirectly boost productivity, we implemented Ratrons and Surveillance Cameras as new supporting features.
2. Biome Improvements
We initially planned to add decorative objects suited to each Biome—like rocks and fallen trees—but due to limitations in how decorations are processed and space-related issues, we ended up only adding Biome ladders to improve movement convenience. Additionally, we made adjustments to ensure that Biomes are generated more naturally.

The Scientist theme and the biome decorations we, unfortunately, couldn’t include.
3. User Workshop Support
We did implement a user workshop, but due to our lack of experience, the structure seems to have ended up being inconvenient for modders. We also needed to improve aspects like the editor and testing environment, but unfortunately, we weren’t able to give them enough attention. This experience taught us that expanding a game’s content and lifespan through a workshop requires much deeper preparation.
4. Customization Improvements
Dozens of new character costumes were added, which can be changed via the starting settings and the Royal Wardrobe structure. Each time we added more, we kept thinking, “It’d be great to add just a little more here,” and the desire to expand kept growing. However, due to image optimization issues, we weren’t able to continue adding more as aggressively as we wanted.

We once dreamed of player-created costumes appearing in-game through the workshop…
5. Player Skill Additions (DevDiary #28)
Alongside the addition of 9 new Shrines, we also implemented 9 new skills that can be used by the player. I still remember the challenges we faced when trying to describe the effects of each skill, as well as creating their visual and audio effects. In addition to Shrine skills, some aspects of the Leader Perk system currently in development are also expected to offer a similar experience to player skills.
6. Minigame Additions
We added two minigames: a Ratron assembly minigame at the Ratron Assembly Plant, and a cooking minigame in the Royal Kitchen. While we had the desire to add even more minigames like fishing or a card game, they weren’t core gameplay elements—so they ended up lower in development priority and didn’t make it in.

We hoped players would be able to enjoy a variety of experiences in-game.
7. Boss Addition (DevDiary #27)
We added the King’s Chamber, a boss dungeon located in the desert biome, but unfortunately, its usage rate was extremely low. It was a task that required a large amount of time and effort, but its development efficiency turned out to be quite poor. Since bosses are late-game content and not core gameplay elements—similar to minigames—we ultimately decided to prioritize work that was more central to the core experience.
8. Volcanic Biome Addition (DevDiary #25)
We added the Volcanic Biome to the previously empty bottom of the map and placed resources there that can be used to produce Electricity structures and advanced unit types. There were also several technical experiments—like adding lava tiles that damage rats, and introducing unique monsters. In addition, we added objects that help players respond to city crises or enhance their equipment.

We also reinforced features that players can experience in the later stages of the game.
9. Invasion Enhancements (DevDiary #27)
Starting from Prosperity level 7, we added a new crisis where Lizards invade in the later stages of the game. Unlike previous invasions, these enemies expand their own territory and steal resources covertly, encouraging the player to take the offensive and attack the Lizards’ outposts. Adding decorative structures for their bases and designing 8 different types of Lizards turned out to be a much larger task than we had initially expected.
10. Inflation
We considered implementing a system where prices would fluctuate based on the money supply, as well as supply and demand. However, we ultimately decided not to include it.
Since supply and demand are entirely controlled by the player, and the economy is primarily domestic, along with the fact that currency is produced using limited, tangible resources like copper and gold, we felt that such a system wouldn’t align with the game’s direction or the real-world principles of inflation. We briefly considered adding inflation mechanics in a limited way for international trade scenarios—but the current trade system is already quite complex and cumbersome as it is.
11. Explore and Diplomacy Improvement (DevDiary #26)
Originally, Exploration was a simple system where players paid a cost and waited for it to finish. We enhanced it by allowing players to send Ratizens to acquire resources, and we also added a quick exploration option for convenience. As for Diplomacy, we added various features such as city-state-specific events, relationship changes based on diplomatic actions, and systems for territory control and conquest.

The steadily growing scale of additional content, full of Rat-titude.
12. Ranching Content Additions
At first, we considered removing structures like the Rabbit Pasture and Apiary, which were only usable for certain animals, and planned to add new structures with a fresh system that would allow raising all animals and collecting resources from them.
However, because this would have required a large-scale system overhaul—and the end result (getting resources from animals) remained the same—it was ultimately deprioritized. Currently, we’ve developed a similar concept where animals grow by interacting with plant objects, and players can summon animals through the Animal Portal.
13. Event Improvements
As new content was added to the game, we continued to add related events alongside it.
Around 150 new events were added during the Early Access period. At one point, we wanted to rework the event presentation to make it more engaging through dialogue-style storytelling. However, due to the complexity of modifying existing event scripts and handling all the exceptions involved, we ultimately weren’t able to implement that change.

We had to compromise on some process changes in order to focus on more important tasks.
14. Campaign Mode
Campaign Mode was something we intended to begin developing once the game’s content had stabilized to a certain degree. However, because we were constantly adding new content each month, we never got the chance to even begin. As the game’s overall volume continued to grow, we decided to prioritize enhancing the continuity between existing events, aiming to create a similar feel to a campaign—rather than building an entirely new Campaign Mode from scratch.
15. Season System Improvements (DevDiary #22)
We added seasonal loading screens and festival events as part of the season system. Currently, we’re working on a natural disaster feature where pest outbreaks occur during autumn. In the beginning, we also had ideas like adjusting plant and animal growth rates, as well as varying day and night lengths depending on the season. However, we decided to scrap those features because it would be too difficult to clearly communicate the effects to players.

Special seasonal events that appear in tune with the time of year.
16. Translation Improvements
Thanks to user feedback, several languages—including English, Chinese, and Russian—were revised and improved. We also newly added Ukrainian, Brazilian Portuguese, and Spanish. Currently, we're in the process of adding Thai and Vietnamese as well. We sincerely thank everyone who contributed to improving the translations and offered their support.
17. Quality of Life Improvements
We’ve continuously worked to improve quality of life features by closely monitoring user feedback.
Basic UI enhancements such as displaying current resource amounts and showing tooltips on mouse hover were implemented. We also added functional improvements like time controls, auto-deployment, drone commands, Ratizen call buttons, quick travel, and shared Storage. Even after the official release, we plan to keep gathering suggestions from new players to continue improving convenience features.
18. Guide Improvements
We enhanced the tutorial and in-game help systems, added instructional images for various features, and introduced notification markers for newly added content. Currently, we’re also working on an in-game encyclopedia that provides information on animals, plants, and enemies.

Special seasonal events that appear in tune with the time of year.
19. Starting Environment Improvements
We are currently experimenting with a feature that allows players to change the starting Biome. However, since this requires extensive testing and review, it’s uncertain whether it will be ready before the official release. This feature is mainly intended for returning players and those seeking higher difficulty, but we’re concerned about cases where city development could become nearly impossible in the early stages,
or that beginners might enable the option by mistake and suffer setbacks because of it.
20. Console Porting
During Early Access, we worked on an Xbox port, and we plan to revisit it again after the official release. Once the full version is stable, we’re also planning to attempt porting the game to PlayStation and Nintendo Switch.
Looking back on the 20 planned tasks, we’re struck by how much we’ve accomplished—and also by how much we’ve had to let go. In addition to those, we also added many features that were inspired by player feedback, such as the Trade Post and Milestone systems, the enemy defeat reward system, the Shaman theme, and the religious system. As we refined and expanded on great ideas, the scale of each update naturally became quite large.

Ratopia, Built Together with Our Players
As beginner developers, we boldly took on the challenge of creating a city-building game—and now, the time has come for that effort to be evaluated. Over the past four years of developing Ratopia, we’ve had many tough moments, but just as many joyful ones. Your continued support and interest have been a huge source of strength for us, and seeing you enjoy the game gave us the drive to keep going with dedication and passion.
We kindly ask for your support until the very end.
We’ll see you at the official launch on May 1st!
Steam: https://store.steampowered.com/app/2244130/Ratopia/
Discord: https://discord.gg/rprfSp6ct2
Facebook: https://www.facebook.com/CasselGames/
X: https://twitter.com/CasselGames
Hello all, it's Cassel, developer of <Ratopia>.
As with last month, we’re continuing development with a focus on convenience and polishing.
With the graduation from Early Access approaching, the scale of features we can add is limited, and some new features require thorough testing, which creates a lot of time pressure and stress.
We’re especially concerned that if bugs occur in new features, we might not be able to provide the best experience at the moment when the most players are engaging.
There are many features we’d like to add, but with limited manpower and time, some team members have instead dedicated their efforts to planning and preparing promotional strategies for the official release.
In this diary, we’d like to briefly share the promotional plans we’re preparing ahead of the full launch, and also take some time to reflect on the development work we’ve done over approximately 1.5 years of Early Access.
Promotion Preparation
Rather than creating any grand strategy, our promotion preparation focused on reviewing and improving any areas we might have missed or felt unsatisfied with.
Though we lack experience and couldn't predict the effectiveness of each promotional method with certainty, we decided to identify and try what we could, one step at a time.
If you happen to know any good promotional ideas we haven’t considered, we’d be truly grateful for your suggestions!
- Launch Steam Group Page
- Add Steam Trading Cards
- Update Steam Release Thumbnail and Library Images
- Create 4-panel Comics
- Create Official Launch Trailer
- Record Gameplay Footage for Streaming
- Create Thank-you Bonus Illustration
- Translate Additional Languages and Update Steam Page
- Update Official Website
- Announce Official Launch & Prepare Press Release
- Apply for Game Exhibitions
- Apply for Marketing Support Programs
Honestly, we have so much respect for other developers who managed to figure all this out and go through it themselves.
For the official release, we’re planning to offer a launch discount. After the discount period ends, we’re also planning a price increase. Through all this preparation and the discount, we hope as many people as possible will purchase our game at launch, helping us break into the list of popular games on Steam and gain more exposure.
As for things like joining exhibitions or applying for marketing support programs, those are subject to selection processes, so we don’t know if we’ll be accepted. But we hope that by presenting all the work we’ve done during Early Access, we’ll be able to get good evaluations and positive results.
Retrospective of Early Access
It’s already been nearly a year and a half since we began Early Access.
Originally, we planned for about one year of Early Access development. However, thanks to the interest, support, and incredible improvement suggestions from so many players, we decided to extend development by an additional six months.
In DevDiary #20, which we published at the beginning of Early Access, we outlined 20 features we planned to add in the future. Let’s take a look back at that roadmap and reflect on how well we followed through on our plans during the Early Access period.
1. Electricity Structures (DevDiary #23, #24)
Although we slightly deviated from our original idea of simply adding upgraded versions of existing structures, we introduced 35 new Electricity structures that give a real sense of technological advancement. To indirectly boost productivity, we implemented Ratrons and Surveillance Cameras as new supporting features.
2. Biome Improvements
We initially planned to add decorative objects suited to each Biome—like rocks and fallen trees—but due to limitations in how decorations are processed and space-related issues, we ended up only adding Biome ladders to improve movement convenience. Additionally, we made adjustments to ensure that Biomes are generated more naturally.
The Scientist theme and the biome decorations we, unfortunately, couldn’t include.
3. User Workshop Support
We did implement a user workshop, but due to our lack of experience, the structure seems to have ended up being inconvenient for modders. We also needed to improve aspects like the editor and testing environment, but unfortunately, we weren’t able to give them enough attention. This experience taught us that expanding a game’s content and lifespan through a workshop requires much deeper preparation.
4. Customization Improvements
Dozens of new character costumes were added, which can be changed via the starting settings and the Royal Wardrobe structure. Each time we added more, we kept thinking, “It’d be great to add just a little more here,” and the desire to expand kept growing. However, due to image optimization issues, we weren’t able to continue adding more as aggressively as we wanted.
We once dreamed of player-created costumes appearing in-game through the workshop…
5. Player Skill Additions (DevDiary #28)
Alongside the addition of 9 new Shrines, we also implemented 9 new skills that can be used by the player. I still remember the challenges we faced when trying to describe the effects of each skill, as well as creating their visual and audio effects. In addition to Shrine skills, some aspects of the Leader Perk system currently in development are also expected to offer a similar experience to player skills.
6. Minigame Additions
We added two minigames: a Ratron assembly minigame at the Ratron Assembly Plant, and a cooking minigame in the Royal Kitchen. While we had the desire to add even more minigames like fishing or a card game, they weren’t core gameplay elements—so they ended up lower in development priority and didn’t make it in.
We hoped players would be able to enjoy a variety of experiences in-game.
7. Boss Addition (DevDiary #27)
We added the King’s Chamber, a boss dungeon located in the desert biome, but unfortunately, its usage rate was extremely low. It was a task that required a large amount of time and effort, but its development efficiency turned out to be quite poor. Since bosses are late-game content and not core gameplay elements—similar to minigames—we ultimately decided to prioritize work that was more central to the core experience.
8. Volcanic Biome Addition (DevDiary #25)
We added the Volcanic Biome to the previously empty bottom of the map and placed resources there that can be used to produce Electricity structures and advanced unit types. There were also several technical experiments—like adding lava tiles that damage rats, and introducing unique monsters. In addition, we added objects that help players respond to city crises or enhance their equipment.
We also reinforced features that players can experience in the later stages of the game.
9. Invasion Enhancements (DevDiary #27)
Starting from Prosperity level 7, we added a new crisis where Lizards invade in the later stages of the game. Unlike previous invasions, these enemies expand their own territory and steal resources covertly, encouraging the player to take the offensive and attack the Lizards’ outposts. Adding decorative structures for their bases and designing 8 different types of Lizards turned out to be a much larger task than we had initially expected.
10. Inflation
We considered implementing a system where prices would fluctuate based on the money supply, as well as supply and demand. However, we ultimately decided not to include it.
Since supply and demand are entirely controlled by the player, and the economy is primarily domestic, along with the fact that currency is produced using limited, tangible resources like copper and gold, we felt that such a system wouldn’t align with the game’s direction or the real-world principles of inflation. We briefly considered adding inflation mechanics in a limited way for international trade scenarios—but the current trade system is already quite complex and cumbersome as it is.
11. Explore and Diplomacy Improvement (DevDiary #26)
Originally, Exploration was a simple system where players paid a cost and waited for it to finish. We enhanced it by allowing players to send Ratizens to acquire resources, and we also added a quick exploration option for convenience. As for Diplomacy, we added various features such as city-state-specific events, relationship changes based on diplomatic actions, and systems for territory control and conquest.
The steadily growing scale of additional content, full of Rat-titude.
12. Ranching Content Additions
At first, we considered removing structures like the Rabbit Pasture and Apiary, which were only usable for certain animals, and planned to add new structures with a fresh system that would allow raising all animals and collecting resources from them.
However, because this would have required a large-scale system overhaul—and the end result (getting resources from animals) remained the same—it was ultimately deprioritized. Currently, we’ve developed a similar concept where animals grow by interacting with plant objects, and players can summon animals through the Animal Portal.
13. Event Improvements
As new content was added to the game, we continued to add related events alongside it.
Around 150 new events were added during the Early Access period. At one point, we wanted to rework the event presentation to make it more engaging through dialogue-style storytelling. However, due to the complexity of modifying existing event scripts and handling all the exceptions involved, we ultimately weren’t able to implement that change.
We had to compromise on some process changes in order to focus on more important tasks.
14. Campaign Mode
Campaign Mode was something we intended to begin developing once the game’s content had stabilized to a certain degree. However, because we were constantly adding new content each month, we never got the chance to even begin. As the game’s overall volume continued to grow, we decided to prioritize enhancing the continuity between existing events, aiming to create a similar feel to a campaign—rather than building an entirely new Campaign Mode from scratch.
15. Season System Improvements (DevDiary #22)
We added seasonal loading screens and festival events as part of the season system. Currently, we’re working on a natural disaster feature where pest outbreaks occur during autumn. In the beginning, we also had ideas like adjusting plant and animal growth rates, as well as varying day and night lengths depending on the season. However, we decided to scrap those features because it would be too difficult to clearly communicate the effects to players.
Special seasonal events that appear in tune with the time of year.
16. Translation Improvements
Thanks to user feedback, several languages—including English, Chinese, and Russian—were revised and improved. We also newly added Ukrainian, Brazilian Portuguese, and Spanish. Currently, we're in the process of adding Thai and Vietnamese as well. We sincerely thank everyone who contributed to improving the translations and offered their support.
17. Quality of Life Improvements
We’ve continuously worked to improve quality of life features by closely monitoring user feedback.
Basic UI enhancements such as displaying current resource amounts and showing tooltips on mouse hover were implemented. We also added functional improvements like time controls, auto-deployment, drone commands, Ratizen call buttons, quick travel, and shared Storage. Even after the official release, we plan to keep gathering suggestions from new players to continue improving convenience features.
18. Guide Improvements
We enhanced the tutorial and in-game help systems, added instructional images for various features, and introduced notification markers for newly added content. Currently, we’re also working on an in-game encyclopedia that provides information on animals, plants, and enemies.
Special seasonal events that appear in tune with the time of year.
19. Starting Environment Improvements
We are currently experimenting with a feature that allows players to change the starting Biome. However, since this requires extensive testing and review, it’s uncertain whether it will be ready before the official release. This feature is mainly intended for returning players and those seeking higher difficulty, but we’re concerned about cases where city development could become nearly impossible in the early stages,
or that beginners might enable the option by mistake and suffer setbacks because of it.
20. Console Porting
During Early Access, we worked on an Xbox port, and we plan to revisit it again after the official release. Once the full version is stable, we’re also planning to attempt porting the game to PlayStation and Nintendo Switch.
Looking back on the 20 planned tasks, we’re struck by how much we’ve accomplished—and also by how much we’ve had to let go. In addition to those, we also added many features that were inspired by player feedback, such as the Trade Post and Milestone systems, the enemy defeat reward system, the Shaman theme, and the religious system. As we refined and expanded on great ideas, the scale of each update naturally became quite large.
Ratopia, Built Together with Our Players
As beginner developers, we boldly took on the challenge of creating a city-building game—and now, the time has come for that effort to be evaluated. Over the past four years of developing Ratopia, we’ve had many tough moments, but just as many joyful ones. Your continued support and interest have been a huge source of strength for us, and seeing you enjoy the game gave us the drive to keep going with dedication and passion.
We kindly ask for your support until the very end.
We’ll see you at the official launch on May 1st!
Steam: https://store.steampowered.com/app/2244130/Ratopia/
Discord: https://discord.gg/rprfSp6ct2
Facebook: https://www.facebook.com/CasselGames/
X: https://twitter.com/CasselGames