When Ratatan launched in early access a year ago, I talked about how I was unsure of the game but hopeful that further updates could help. A year later, Ratatan hasn’t meaningfully changed. While it feels better to play, I’m not sure if that has to do with updates or my better understanding of the game mechanics. But regardless, the game remains thin where it matters, and bloats its runtime with repetition.
After a year of updates and new content added, Ratatan doesn’t necessarily feel more complete. While it adds two new episodes and new bosses, you’re still made to go through the same stages and the same motions as when the game first released. I’m sure this’ll be fine for someone who likes roguelike games, but I was growing tired of the genre even by the time the game first came out.


This time around, I realized that my Cobun are disposable. It’s okay if they die, since they’ll revive after a short time. Keeping my Ratatan alive is all that matters. This made the dance of calling and positioning Cobun to hold the line, while dodging damage feel more intuitive. Back in early access, I struggled immensely while playing with Nyandola, since she relies heavily on units that throw heavy-hitting projectiles. Remembering this, I tried other characters like Keroronpa, Mimizukyun, and Kamonelo. Out of the three, I found the most success with Kamonelo’s Mauler and Magical Cobun. Hammer Cobun hit hard, and Magical Cobun are ranged units that land hits much better than the unfortunate Pike Cobun that Nyandola specializes in.
In addition, Super Fever Skills are a new addition since I last played. These are basically unique Ratatan ultimate abilities that can only be used during Fever and take away the Tension meter. Once again, I found a lot of success with Kamonelo’s shield dome. However, having to individually unlock each Ratatan’s Super Fever Skill adds to that aforementioned feeling of repetition. I also spent more time looking at the Ratakaruta and the element system, and while it’s a fine system it’s a bog-standard roguelike perk and progression system. If RNG blesses the cards, you can make a damage over time build, focus on critical hits, increase the chance of no cost for moves that consume MP, and the like. I’ve seen this system in other games before. It didn’t impress me then, and it still does nothing for me.


After clearing Episode 1, which happens fairly quickly for a roguelike title, Ratatan becomes grindy and repetitive. I went back to losing runs relatively fast and cashing in my rewards, upgrading weapons until my build felt competitive enough to get further and further. That’s just how roguelikes go, but as far as the genre, Ratatan doesn’t let me use skill to get further. Unlike say, Hades, trying to beat the game on your first go is probably not possible, given how Ratatan cares more about raw stats than learning and developing skill in the game.
I don’t necessarily dislike Ratatan. It’s a very pretty game to look at and the music is charming, but it can be very visually cluttered. Where this game suffers is in being thin and grindy by relying in its repetitive, roguelike structure. Start a run, press the same three button rhythm combos, die eventually, get resources, and restart to get further each run. A friend once shared a post with me that talked about how some video games feel like optimizing your electric bill to make ice cubes. Playing Ratatan, I often felt like I was making ice cubes.
Ratatan is now available for PS5, Switch 2, Xbox Series X, and PC via Steam.