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.
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
| Element | What It Is | Why It Matters |
|---|---|---|
| Redo | The game's world of blue seas, canyon country, gold deserts and jungles | Home to the Ratatan and their Cobun armies |
| Rataport | The toy-box island where the Ratatan live | Gained new NPC dialogue across the 1.0 release |
| The Goddess | Sang across a deserted planet, calling souls toward The Everafter | Frames the entire march and its stated promise |
| The Paraddean Sea | Southern sea patrolled by Captain Barbatoid and his Mantaneers | World midpoint and a key mid-boss encounter |
| Yeehawler Mountain | Arid canyons once crossed by a treasure railcar | Scorpswoosh Bill's territory and a mid-boss gate |
| Dark Ratatan | Antagonistic counterparts appearing through the story | All eight assembled as of the 1.0 release |
Lore Dossiers
The World of Redo
Blue seas, canyon country, gold deserts and deep green jungles
Rataport
The toy-box island where the Ratatan live
The Goddess and The Everafter
The promise that drives the entire march
The Dark Ratatan
Antagonistic counterparts who appeared one by one
The Paraddean Sea
Southern sea patrolled by Captain Barbatoid and his Mantaneers
Yeehawler Mountain
Arid canyon country troubled by Scorpswoosh Bill
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?+
How many episodes and worlds does Ratatan have?+
How is Ratatan connected to Patapon?+
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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