Compara los precios de OF MICE AND SAND -REVISED- en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por ARC SYSTEM WORKS. Publicado por ARC SYSTEM WORKS. Lanzado el 28/3/2018. Disponible en PC. Géneros: Simulation, Strategy.

Fallout Shelter meets a spaghetti-western sandcrawler: tight factory chains, hungry mice, and a grind that will either hook you or bore you inside two hours.

I have a soft spot for games where the production chain is the actual protagonist, and Of Mice and Sand -Revised- leans hard into that idea. You captain a pixel-art desert craft crewed by tiny, perpetually famished rodents, steering from outpost to outpost across an alien wasteland while trying to keep fuel topped up, bellies full, and workshops humming. It is a narrowly focused resource-management loop, originally a 3DS title and ported to PC with this Revised edition, and it wears its mobile-game DNA openly. The tutorial drops you with two mice, a workbench, a bed, and just enough scrap to build an engine. From there the complexity scales gradually: you add a factory, a lab, sleeping quarters, a kitchen, turrets for combat encounters, and a jukebox that actually improves crew morale. That escalating room-construction system is the game at its best, and players who enjoy optimizing a production dependency graph will find a genuine, if modest, rhythm here. The core loop runs like this: travel a leg of desert, passively collect scrap, dock at a settlement, pick up quests from the pub, sell crafted goods at the market, buy fuel, unlock rumored locations, and repeat. Quest income is your lifeblood since selling raw crafted items returns almost nothing, so ignoring the quest board is a slow death sentence. The hidden pressure timer is a clever wrinkle: massive desert monsters pursue the ship off-screen, and the game never displays a countdown, forcing you to weigh how long to linger at a lucrative stop against the invisible threat closing in. That tension is the most interesting decision space the game offers, and it works. Ship upgrades require increasingly rare materials, which pushes you into harsher zones, and the cycle of risk-versus-reward has a satisfying rhythm when it clicks. Where the wheels come off is control depth and interface quality. You assign mice to roles like engineer, builder, or cook, but direct authority ends there. Mice will wait until hunger and fatigue bottom out before self-managing, which means constant interruptions and passive crew damage you cannot prevent. The UI compounds this: confirmation dialogs stack up for routine actions, the market inventory is unsortable, and the ESC key does not close menus. Experienced sim players will adapt, but the friction is real and the queue limit of five production jobs per facility actively punishes forward planning. Critics noted the interface problems consistently, and Steam community threads confirm the PC version inherited them without meaningful overhaul. The presentation is earnest and genuinely charming. The spaghetti-western soundtrack holds up across a full playthrough, the pixel mice exclaim "ONWARD!" when the ship moves, and the world is peppered with crashed spaceship settlements and space-western jokes that land more often than they miss. Comparisons to Fallout Shelter are fair, though the moving-fortress framing gives it a distinct identity. At around 40-45 hours to reach El Dorado for players who commit, it is not a short game, but the pacing arguments are well-founded: a meaningful chunk of that time is the ship parked while production queues run. There is no mod ecosystem, no multiplayer, and post-launch support has been minimal, so what you see at launch is what you get. For strategy and sim players who think Oxygen Not Included is too punishing and Fallout Shelter is too shallow, this sits somewhere in the reasonable middle. Go in knowing the UI is clunky, the crew AI is passive, and the late-game loop is repetitive by design. If optimizing a factory chain inside a crawling rodent fortress sounds inherently appealing, the charm and low mechanical floor make it worth a look at a discounted price. If you need reactive AI, deep decision trees, or a robust management interface, look elsewhere. Diego, Scout Team

OF MICE AND SAND -REVISED-

OF MICE AND SAND -REVISED-

28 mar 2018ARC SYSTEM WORKS
GamerScout opina

Fallout Shelter meets a spaghetti-western sandcrawler: tight factory chains, hungry mice, and a grind that will either hook you or bore you inside two hours.

PC
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I have a soft spot for games where the production chain is the actual protagonist, and Of Mice and Sand -Revised- leans hard into that idea. You captain a pixel-art desert craft crewed by tiny, perpetually famished rodents, steering from outpost to outpost across an alien wasteland while trying to keep fuel topped up, bellies full, and workshops humming. It is a narrowly focused resource-management loop, originally a 3DS title and ported to PC with this Revised edition, and it wears its mobile-game DNA openly. The tutorial drops you with two mice, a workbench, a bed, and just enough scrap to build an engine. From there the complexity scales gradually: you add a factory, a lab, sleeping quarters, a kitchen, turrets for combat encounters, and a jukebox that actually improves crew morale. That escalating room-construction system is the game at its best, and players who enjoy optimizing a production dependency graph will find a genuine, if modest, rhythm here. The core loop runs like this: travel a leg of desert, passively collect scrap, dock at a settlement, pick up quests from the pub, sell crafted goods at the market, buy fuel, unlock rumored locations, and repeat. Quest income is your lifeblood since selling raw crafted items returns almost nothing, so ignoring the quest board is a slow death sentence. The hidden pressure timer is a clever wrinkle: massive desert monsters pursue the ship off-screen, and the game never displays a countdown, forcing you to weigh how long to linger at a lucrative stop against the invisible threat closing in. That tension is the most interesting decision space the game offers, and it works. Ship upgrades require increasingly rare materials, which pushes you into harsher zones, and the cycle of risk-versus-reward has a satisfying rhythm when it clicks. Where the wheels come off is control depth and interface quality. You assign mice to roles like engineer, builder, or cook, but direct authority ends there. Mice will wait until hunger and fatigue bottom out before self-managing, which means constant interruptions and passive crew damage you cannot prevent. The UI compounds this: confirmation dialogs stack up for routine actions, the market inventory is unsortable, and the ESC key does not close menus. Experienced sim players will adapt, but the friction is real and the queue limit of five production jobs per facility actively punishes forward planning. Critics noted the interface problems consistently, and Steam community threads confirm the PC version inherited them without meaningful overhaul. The presentation is earnest and genuinely charming. The spaghetti-western soundtrack holds up across a full playthrough, the pixel mice exclaim "ONWARD!" when the ship moves, and the world is peppered with crashed spaceship settlements and space-western jokes that land more often than they miss. Comparisons to Fallout Shelter are fair, though the moving-fortress framing gives it a distinct identity. At around 40-45 hours to reach El Dorado for players who commit, it is not a short game, but the pacing arguments are well-founded: a meaningful chunk of that time is the ship parked while production queues run. There is no mod ecosystem, no multiplayer, and post-launch support has been minimal, so what you see at launch is what you get. For strategy and sim players who think Oxygen Not Included is too punishing and Fallout Shelter is too shallow, this sits somewhere in the reasonable middle. Go in knowing the UI is clunky, the crew AI is passive, and the late-game loop is repetitive by design. If optimizing a factory chain inside a crawling rodent fortress sounds inherently appealing, the charm and low mechanical floor make it worth a look at a discounted price. If you need reactive AI, deep decision trees, or a robust management interface, look elsewhere.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Resource ManagementMobile FortressFactory ChainCrew ManagementDesert SurvivalQuest-Driven ProgressionPassive Crew AIPixel Art SimReal-Time Simulation

Requisitos del sistema

Mínimos

OS
Windows 7 / 8.1 / 10 (32bit/64bit)
Memory
2 GB RAM
DirectX
Version 10
Storage
250 MB available space
Graphics
Integrated Intel HD 3000 or equivalent
Processor
Intel Celeron G1620, AMD A4-7300

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Información del juego

Desarrolladora
ARC SYSTEM WORKS
Distribuidora
ARC SYSTEM WORKS
Fecha de lanzamiento
28 mar 2018

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OF MICE AND SAND -REVISED- está disponible en PC.

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OF MICE AND SAND -REVISED- se lanzó el 28 de marzo de 2018.

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OF MICE AND SAND -REVISED- fue desarrollado por ARC SYSTEM WORKS.