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Watch trailer on Steam ↗Ratocalypse
Cassel Games · Published by Cassel Games · Official site ↗
Last updated 28 Sept 2026
A strategy RPG where you design the AI of your characters! The prince of a fallen kingdom, ruined by a zombie plague, investigates the capital overrun with the undead in search of hope to resolve the crisis.
Adventure, Indie, RPG, Simulation, Strategy · More free games
Delve into Ratocalypse, where you craft the intelligence of your characters to navigate a ruined kingdom. Lead the prince through treacherous streets and undead hordes, seeking a way to restore hope and reclaim his throne.
About this game
The fallen kingdom, ruined by the plague
Send your soldiers to investigate the capital overrun with zombies.
Can you uncover the cause of the plague and find a way to stop it?

Design the soldiers’ AI behavior
Plan their strategies to prepare for danger.
Train them to respond with the greatest speed and efficiency.
Turn-based auto battles
Watch your soldiers engage in fast-paced combat in a turn-based system.
Modify your soldiers' tactics immediately when necessary.
System Requirements
Will my PC run this? →Minimum
- OS *: Window 7, 8, 10 (64-bits)
- Processor: 2.4 Ghz
- Memory: 4 GB RAM
- Graphics: 512MB Video Ram
- Additional Notes: Minimum resolution: 1280x720, recomended FULL HD 1920x1080.
Recommended
- OS: Window 10 (64-bits)
- Processor: 3.2 Ghz
- Memory: 8 GB RAM
- Graphics: 1GB Video Ram
- Additional Notes: Minimum resolution: 1280x720, recomended FULL HD 1920x1080.
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Ratocalypse Dev Diary #12 - Making the Opening
Cheese: Hello, everyone! This is Cheese from the development team.Last month, we replaced our existing dummy opening with fully finished assets, and showed it off for the first time at BIC, where we recently exhibited .If you stopped by and played the demo there, there's a good chance you already saw it.In this dev diary, we'd like to walk you through how this opening came together.Researching ReferencesWe had experience making animated openings for our previous titles, and , but in both of those games the opening worked more like an intro video that led straight into the title screen.This time, we wanted the opening to play up to the moment a player starts the game, so the game feels more immersive and natural with the actual in-game experience.Since the opening would play at a different point than in our previous titles, we started by looking at other games that tell their story in a similar way, to figure out the most effective approach. OpeningWe looked at the openings of many different games, but the one we referenced the most was .Like , it's set in an apocalyptic world.Without relying on complex animation, it conveyed its atmosphere effectively through changes in illustration and simple screen transitions alone.In particular, seeing how it achieved a strong sense of atmosphere and storytelling within a limited production budget became a major reference point for deciding the direction of our own opening.Validating with a Dummy SketchNormally, making an opening follows a process along the lines of "storyboard → asset production → assembly → cinematics."But since story plays a bigger role in than in our previous titles, we wanted to assemble a dummy version of the opening before the final assets were even made.This would let us check in advance whether the way the story was delivered, and the overall direction, worked the way we intended.We started by sketching out a simple storyboard to map out the overall flow.A fairly simple sketch, but the starting point fo...Read full article on Community Announcements (CheeseCard)AnnouncementsOfficial
Ratocalypse DevDiary #11 - QoL Improvements and Preparing for BIC
Cheese: Hello, everyone! This is Cheese from the development team.In this dev diary, we would like to introduce some of the major improvements we have been working on, as well as share how we are preparing to showcase the game at BIC, the indie game festival taking place in Busan this August.Mouse Movement Controls During the PlayX4 exhibition last May, many of the players who tried the game told us that they would like to be able to control more parts of the game using only the mouse.Although most in-game features could already be controlled with the mouse, mouse movement was not available during field exploration. Many players found this limitation inconvenient, so adding mouse movement controls became one of our top priorities for this round of improvements.Moving around using mouse controls Players can now move freely around the field using the mouse, making it possible to play comfortably with just one hand.We have also added a feature that compensates for slightly inaccurate clicks and expanded the controls so that players can interact with objects using the mouse as well.Object Highlighting Previously, it was difficult to tell at a glance which of the many objects placed throughout the field could be interacted with.We even observed players approaching nearly every background decoration and object to check whether it was interactive.Because of this, we felt that the game needed a clearer visual indicator to distinguish interactive objects.Interactive objects being highlighted Now, when the mouse cursor is placed over an object, the object becomes brighter. Its name is also displayed so that players can clearly identify it.Condition System Improvements Starting with our third user test, we removed the Rune of Covenant system, which treated the conditions for using skills as unlockable items.Instead, we redesigned the system so that players could freely configure their own conditions.As conditions became easier and more flexible to configure, we anticipated tha...Read full article on Community Announcements (CheeseCard)AnnouncementsOfficial
Ratocalypse DevDiary #10 - Title Screen
Cheese: Hello, everyone. This is Cheese, developer of .In this month’s devlog, we’d like to talk about the very first screen players see when they launch the game: the title screen. Although it has been finished for a little while now, we wanted to walk you through the thought process behind the title illustration, the logo, and the animation work.Reference Research features several key characters and is set in a medieval apocalypse. To capture that atmosphere properly, we started by gathering title illustrations from other games that conveyed a similar mood.Reference title images we collectedSince our game features many characters, we naturally gravitated toward compositions that could place multiple figures within a single illustration in a balanced way.As we began planning the composition based on these references, one important question came up:Which characters should we include in the illustration?At the time, around five character types had been implemented, including one character who serves as the protagonist. However, since the game features a variety of characters, we discussed internally whether we should place the most narratively important characters at the front, or instead focus on characters that would look the most visually appealing.In the end, we decided that the best way to spark interest in the game was to feature the characters with the strongest personalities and the most visually appealing designs at the forefront of the illustration.Various characters appearing in the gameDeciding on the CompositionAfter that, we moved on to creating more concrete drafts based on the references we had gathered.We created three rough composition drafts and compared them to decide which direction would be the best fit.Title drafts exploring several different compositionsAfter discussing the drafts internally, we decided to proceed with the second draft as the basis for the title illustration.Among the three options, we felt it suited the title illustration the...Read full article on Community Announcements (CheeseCard)AnnouncementsOfficial
Ratocalypse DevDiary #9 – Refining the Direction
Hello, everyone. This is Cheese, developer of .This May, we took part in PlayX4 and held the first public demo of .Although there are still many areas we need to improve, we would like to sincerely thank everyone who visited our booth and took the time to play the game.In this DevDiary, we would like to talk about what we prepared leading up to PlayX4, as well as share some thoughts after the exhibition.Preparing Two Different BuildsSince we were planning to take part in PlayX4 and run the third user test at the same time in May, we had to prepare two separate builds.First, the PlayX4 exhibition build was designed around a more linear series of combat missions, so that players could quickly get immersed in the game within a short amount of time. We adjusted the overall flow so that the demo would end after a total of three expeditions.At the venue, we guided players to leave feedback through a survey right after they finished playing. The survey was made up of simple questions that could be answered quickly and without much burden.We also decided that the PlayX4 build needed to be balanced so that players could clear it on-site. To make this possible, we added a system that allowed us to adjust individual enemy stats separately for each build.Feature to adjust enemy stats for diverse versions.On the other hand, the third Steam user test build was prepared with the goal of gathering feedback on the overall content implemented so far. For this reason, we based it on the latest build, with most of the available content unlocked.Scientist, General, and Shaman themed enemies.Unlike the exhibition build, the Steam user test build also allowed players to select the Shaman and Scientist areas.Adding and Improving TutorialsAs we mentioned in the previous DevDiary, we have made many changes related to the combat structure over the past few months. As a result, we had to remake about 50% of the tutorials we had previously created.The most difficult part of this tutorial improv...Read full article on Community Announcements (CheeseCard)AnnouncementsOfficial
3rd Public User Test
Hello, Ratizens!The third user test for Ratopia has now begun.Thanks to the feedback you shared during the first and second tests, we have made many improvements and updates to the game.We would greatly appreciate your valuable feedback during this test as well.Please enjoy the playtest, and we would be grateful if you could share your feedback through the survey linked below.📜Survey Link : https://forms.gle/8YsMcmfrifGTx9pq7This test will be available through Steam Playtest and will run until May 31.This test version supports 🌐Korean, English, and Japanese.We will do our best to prepare so that we can provide our services in an even wider range of languages in the future.Thank you sincerely for waiting.We will continue striving to become an ever-improving Cassel Games.Read full article on Community Announcements (CheeseCard)






