
Game intel
RATATAN
Ratata Arts and TVT have announced Ratatan, a new rhythm action game from the creator of Patapon previously teased as Project JabberWocky.
As someone who wore out a PSP playing Patapon’s Pata-Pata-Pata-Pon chants, Ratatan has been on my radar from day one. The team pushed its early access by a few weeks after a demo pulled in roughly 200,000 players and a mountain of feedback. Now it’s set for September 18, 2025 on Steam (September 19 in Japan’s time zones), with PlayStation, Xbox, and Switch versions planned later. That delay might frustrate the hype machine, but for a rhythm-commander hybrid, tuning the beat before going live matters more than hitting a calendar date.
Developed by Ratata Arts and led by Patapon creator Hiroyuki Kotani, Ratatan blends rhythm commands with squad tactics, then layers in roguelite runs. On paper, that’s perfect: Patapon’s call-and-response loop is essentially a metronomic RTS, and roguelites thrive on short, replayable bursts. But the demo reportedly surfaced three pain points: the roguelite structure felt limp, rewards didn’t meaningfully escalate power or options, and the mechanics needed sharper edges to keep runs fresh.
Delaying from the original July window to mid-September is the rare grown-up move in early access land. If your progression isn’t enticing, players churn fast — and a rhythm strategy game can’t hide behind loot treadmill smokescreens. The team says it’s reworking reward cadence and deepening mechanics. That’s the right target. Think fewer throwaway trinkets, more meta unlocks that actually change how you command: new drum patterns, army formations, synergy perks that let you play a different song each run.
Plenty of rhythm-forward games nail replayability — look at Crypt of the NecroDancer or even Hi-Fi Rush’s combat loops — but Ratatan is closer to Patapon’s battlefield cadence than a pure action rhythm game. That means your brain is juggling macro calls (advance, defend, charge) on the beat while reading enemy telegraphs and timing counters. If rewards don’t evolve your toolkit, you’re repeating the same calls across slightly tougher waves, and repetition without growth is death for roguelites.

What I’m watching for in early access: timing windows that feel fair on both keyboard and controller; crystal-clear audio/visual telegraphs; and progression that unlocks genuinely new command chains rather than simple stat bumps. If they give us build-defining mods — say, a “Fever-first” path that amplifies perfect streaks, or a tank-line formation that changes hit windows — Ratatan could recapture Patapon’s “one more rhythm” compulsion with modern depth.
Patapon bloomed on PSP for a reason: tight input latency, headphones glued to your ears, and bite-sized missions that respected portable play. Ratatan making its debut on PC flips the script. It opens the door to broader audiences and faster iteration, but introduces common PC pitfalls for rhythm games — variable system latency, inconsistent audio setups, and players mixing keyboards, controllers, and Steam Decks.
The upside? Early access can crowdsource polish. With 200k demo hands already on it and about 2,000 detailed reports, Ratata Arts has a robust testbed. The Kickstarter success back in 2023 proved the hunger is real; the challenge now is channeling that passion into data-driven fixes without feature creep derailing the core. I want to see a public roadmap with guardrails: prioritize core feel and progression first, content drops second, and flashy modes last.

We’re in a wave of rhythm-adjacent experiments, but few dare mix beat-matching with commanding an army. Ratatan isn’t nostalgia bait; it’s a test of whether Patapon’s ingenious call-and-response strategy can evolve in an era obsessed with roguelite loops and live iteration. If Ratata Arts nails progression and responsiveness, Ratatan can carve a new niche instead of living in Patapon’s shadow. If not, it’ll be another early access curiosity that peaks at launch and fades before 1.0.
Ratatan’s short delay to September 18 on Steam is the right move after a massive demo exposed weak reward loops. The team is fixing the roguelite spine and UX before early access lands. If they deliver build-defining progression and tight timing across PC setups, this Patapon successor could genuinely sing — and not just hum a familiar tune.
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