Story

Story

Ratatan story and lore explained: the world of Redo, Rataport island, the Goddess and The Everafter, all four episodes and the Patapon lineage behind the game.

4
Episodes
6
Worlds

Introduction

Ratatan is set in the world of Redo, and the setting does a lot of the work that a conventional plot would. Long ago a great goddess sang across a deserted planet, calling childlike souls toward The Everafter and promising sweets, fluffy beds and merriment, and the Ratatan and their Cobun armies are marching toward that promise. The toy-box island of Rataport is home, the Paraddean Sea is patrolled by Captain Barbatoid and the Swashbuckling Mantaneers, and Yeehawler Mountain hides Scorpswoosh Bill and his Stinger Diggers in canyon country once crossed by a treasure railcar. Across four episodes the Dark Ratatan appear one by one as antagonistic counterparts, until all eight have assembled and the final boss closes the arc in World 6.

Ratatan Story And Setting Reference

ElementWhat It IsWhy It Matters
RedoThe game's world of blue seas, canyon country, gold deserts and junglesHome to the Ratatan and their Cobun armies
RataportThe toy-box island where the Ratatan liveGained new NPC dialogue across the 1.0 release
The GoddessSang across a deserted planet, calling souls toward The EverafterFrames the entire march and its stated promise
The Paraddean SeaSouthern sea patrolled by Captain Barbatoid and his MantaneersWorld midpoint and a key mid-boss encounter
Yeehawler MountainArid canyons once crossed by a treasure railcarScorpswoosh Bill's territory and a mid-boss gate
Dark RatatanAntagonistic counterparts appearing through the storyAll eight assembled as of the 1.0 release

Lore Dossiers

S

The World of Redo

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Blue seas, canyon country, gold deserts and deep green jungles

SettingHome to the Ratatan and their Cobun armies, and the landscape every episode marches across toward The Everafter.
DetailSix worlds are arranged across the campaign, each with distinct terrain and its own mid-boss encounter.
ConnectionTerrain shapes boss patterns, so a stage's look is usually a hint at the fight waiting at its end.
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Rataport

The toy-box island where the Ratatan live

SettingThe hub island, and the quietest place in the game between the marching stages.
DetailNew NPC dialogue was added across Rataport in the 1.0 release to accompany Episodes 3 and 4.
ConnectionRevisit after each story beat, because much of the setting detail is delivered through ordinary conversations.
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The Goddess and The Everafter

The promise that drives the entire march

SettingLong ago a great goddess sang across a deserted planet, calling childlike souls toward The Everafter.
DetailThe promise of sweets, fluffy beds and merriment is the stated reason the armies march at all.
ConnectionFrames the final boss in World 6, which resolves the arc that the promise set up.
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The Dark Ratatan

Antagonistic counterparts who appeared one by one

SettingCounterparts to your army who joined the story progressively through the episodes.
DetailAll eight have assembled as of the 1.0 release, closing the roster ahead of the final boss.
ConnectionTheir arrival schedule tracks the episode structure, so story progress and roster progress move together.
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The Paraddean Sea

Southern sea patrolled by Captain Barbatoid and his Mantaneers

SettingA southern sea held by Captain Barbatoid and the Swashbuckling Mantaneers, self-proclaimed nice guys.
DetailThe Mantaneers insist they will spill neither tears nor blood, which frames the encounter's tone as much as its difficulty.
ConnectionServes as a world midpoint, so clearing it is both a story beat and a gear check.
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Yeehawler Mountain

Arid canyon country troubled by Scorpswoosh Bill

SettingCanyon country once crossed by a treasure railcar, now home to Scorpswoosh Bill and his Stinger Diggers.
DetailThe Diggers' dreams of striking rich fell apart, which is why the territory is hostile when you arrive.
ConnectionIts mid-boss gate sits before the endgame, making it the last pure gear check of the campaign.

Core Mechanics

The story is delivered through episodes rather than a single continuous script, and each episode expands both the map and the cast. Reaching The Everafter is the framing objective, and each world along the way carries its own antagonist and mid-boss, so narrative progress and difficulty progression are the same track. That is why Oath Levels gate episodes: advancing the story is advancing the challenge. The Dark Ratatan arrive one at a time as counterparts to the player's army, and by 1.0 all eight have assembled, leading to the final boss in World 6 at the end of Episode 4. Beating that encounter triggers the ending, and your save carries over afterwards so you can replay any episode. The 1.0 release also added NPC dialogue across Rataport to accompany Episodes 3 and 4, which is the main place the world's wider life is filled in.

Advantages

The setting does real work for the game rather than sitting on top of it. Because the march toward The Everafter is also the difficulty curve, the story gives a reason for the run structure instead of framing it as an abstract gauntlet, and each world's antagonist gives a mid-boss a personality beyond a health bar. For players who like to understand what they are looking at, the worldbuilding is unusually generous: named seas, mountain ranges and characters mean guides and discussions can reference places rather than offsets on a map. Beating the final boss and then retaining your save so you can replay any episode also means the story ending does not lock you out of content, so the narrative closure and the completionist loop coexist.

Challenges

The story is told in broad strokes, and much of the detail lives in flavour text, NPC dialogue and the marching premise rather than in long cutscenes, which means players who want a dense script may find it thinner than the worldbuilding suggests. Because episodes gate both story and difficulty, anyone who raises the Oath Level too quickly can find themselves heavily under-geared for the next narrative chapter and forced into a grind before they can see what happens next. Some of the most interesting context is historical rather than narrative: the Patapon lineage, the Kickstarter campaign and the development history explain more about why the game feels the way it does than any in-game scene. Finally, expanded NPC dialogue arrived with 1.0, so accounts still on Early Access builds see a quieter Rataport.

Frequently Asked Questions

What is the story of Ratatan about?+
Ratatan follows the Ratatan and their Cobun armies marching across the world of Redo toward The Everafter, where a great goddess long ago sang across a deserted planet and called childlike souls with promises of sweets, fluffy beds and merriment. Each episode pushes the march further and introduces new antagonists, with the Dark Ratatan appearing one by one as counterparts to your army. The final boss waits in World 6 at the end of Episode 4, and defeating it triggers the ending while your save carries over so you can replay any episode afterwards.
How many episodes and worlds does Ratatan have?+
The 1.0 release contains four episodes across six worlds. Early Access ran through Episode 2, with Episodes 3 and 4, World 6 and the complete Dark Ratatan roster arriving with the full release on October 14, 2026. Each world has its own mid-boss or antagonist, including Captain Barbatoid of the Paraddean Sea and Scorpswoosh Bill of Yeehawler Mountain, and advancing the story is also how you raise the difficulty because Oath Levels gate each episode.
How is Ratatan connected to Patapon?+
Ratatan is the spiritual successor to Patapon, announced by Ratata Arts and Tokyo Virtual Theory with original creator Hiroyuki Kotani working on game design and Kemmei Adachi composing. The lineage shows in the rhythm command core: you issue orders on the beat to an army rather than controlling units directly. It is a separate world and cast rather than a sequel, so you do not need to have played Patapon to follow what is happening, though the connection explains a lot about why the game's rhythm grammar feels the way it does.

Quick Tips

💡

Treat the story as the difficulty track. Because Oath Levels gate episodes, narrative progress and challenge scaling are the same thing. If you want to see the next chapter, look at your Ratatan Dock and weapon loadout first, since an under-developed account will stall at the gate rather than at a boss pattern.

💡

Listen to the NPCs in Rataport. Much of the setting detail lives in dialogue rather than cutscenes, and the 1.0 release added new NPC lines across the island to accompany Episodes 3 and 4. Revisiting Rataport after a story beat is where a lot of the world's character is actually explained.

💡

Replay episodes after the ending. Beating the final boss triggers the ending without locking your save, so you can return to any episode afterwards. That makes a late-game return trip genuinely useful for farming materials and for catching story beats you rushed past on the way up. Late-game return trips are also the cheapest way to farm materials you skipped on the first climb toward the final boss.

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