Compara los precios de Ratz Instagib en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Lino Slahuschek. Publicado por Rarebyte. Lanzado el 27/7/2016. Disponible en PC, Mac. Géneros: Action, Indie.

Pure one-shot arena shooting with zero weapon bloat and a skill ceiling that'll humble you fast. Worth it if you can find the lobby.

I have a soft spot for games that strip the shooter genre down to bare wire, and Ratz Instagib is about as bare as it gets. One railgun-style laser, zero travel time, zero reload, zero health bar. You hit someone, they die. They hit you, you die. That's the whole contract. For anyone who grew up chasing rails in Quake 2 or abusing the Shock Rifle in Unreal Tournament, this will feel like coming home through a slightly unhinged cartoon door. The movement is where the game actually breathes. There's a dedicated rocket-jump button that lets you catapult yourself off surfaces without any self-damage penalty, which sounds like a small thing until you realize that air control and repositioning are the entire skill expression here. Bunny hopping is fluid, direction changes mid-air are responsive, and once the muscle memory clicks it starts to feel genuinely good. The maps are household-scale arenas (kitchen countertops, rooftops, that sort of thing) which means your rat avatar feels appropriately small and the geometry rewards verticality. Modes cover the basics: Deathmatch, Team Deathmatch, Capture the Flag, Duels, and Freezetag. There's also a Survival wave mode for the solo-curious. Now for the part that matters in 2026: player counts are thin. Concurrent numbers sit in the low double digits under normal conditions, with peak traffic concentrated in European afternoon and evening hours. Deathmatch is the mode you'll actually find populated; forget ranked Duels unless you're organizing matches through the Discord. The community is small but has a reputation for sportsmanship, and the developer has kept the game alive with ongoing patches, new cosmetic weapon skins, and regional server expansions. The Steam Workshop is active enough that community maps keep the map pool from going stale. On input feel, there have been community-reported complaints about mouse latency that are worth noting if you're running a high-polling-rate setup and expecting CS2-level responsiveness. It does not hit that bar. Counter-argument: some players report the netcode handles high-ping connections surprisingly well for a one-hit-kill format, where you'd expect lag to be punishing. The cosmetic system is all cosmetic, full stop. Beam colors, frag animations, rat skins - none of it touches the level playing field. You can also desaturate maps to grayscale and color-code enemy models, which is a genuinely useful competitive option rather than a gimmick. The RatzEd map editor is accessible and the Workshop pipeline is clean. If you're the type who builds as much as they play, there's more longevity here than the player count implies. Bottom line: the mechanics hold up, the Steam review sentiment is very positive across several thousand reviews, and the price is low enough that the thin population doesn't feel like a ripoff. But walk in clear-eyed. This is not a game you boot at midnight and find a full bracket. It rewards patience, a light touch on your mouse, and a willingness to get absolutely cooked by a veteran before your own tracking starts landing. Fred, Scout Team

Ratz Instagib

Ratz Instagib

27 jul 2016Lino SlahuschekRarebyte
GamerScout opina

Pure one-shot arena shooting with zero weapon bloat and a skill ceiling that'll humble you fast. Worth it if you can find the lobby.

PCMac
ProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.99

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Acerca de Ratz Instagib

I have a soft spot for games that strip the shooter genre down to bare wire, and Ratz Instagib is about as bare as it gets. One railgun-style laser, zero travel time, zero reload, zero health bar. You hit someone, they die. They hit you, you die. That's the whole contract. For anyone who grew up chasing rails in Quake 2 or abusing the Shock Rifle in Unreal Tournament, this will feel like coming home through a slightly unhinged cartoon door. The movement is where the game actually breathes. There's a dedicated rocket-jump button that lets you catapult yourself off surfaces without any self-damage penalty, which sounds like a small thing until you realize that air control and repositioning are the entire skill expression here. Bunny hopping is fluid, direction changes mid-air are responsive, and once the muscle memory clicks it starts to feel genuinely good. The maps are household-scale arenas (kitchen countertops, rooftops, that sort of thing) which means your rat avatar feels appropriately small and the geometry rewards verticality. Modes cover the basics: Deathmatch, Team Deathmatch, Capture the Flag, Duels, and Freezetag. There's also a Survival wave mode for the solo-curious. Now for the part that matters in 2026: player counts are thin. Concurrent numbers sit in the low double digits under normal conditions, with peak traffic concentrated in European afternoon and evening hours. Deathmatch is the mode you'll actually find populated; forget ranked Duels unless you're organizing matches through the Discord. The community is small but has a reputation for sportsmanship, and the developer has kept the game alive with ongoing patches, new cosmetic weapon skins, and regional server expansions. The Steam Workshop is active enough that community maps keep the map pool from going stale. On input feel, there have been community-reported complaints about mouse latency that are worth noting if you're running a high-polling-rate setup and expecting CS2-level responsiveness. It does not hit that bar. Counter-argument: some players report the netcode handles high-ping connections surprisingly well for a one-hit-kill format, where you'd expect lag to be punishing. The cosmetic system is all cosmetic, full stop. Beam colors, frag animations, rat skins - none of it touches the level playing field. You can also desaturate maps to grayscale and color-code enemy models, which is a genuinely useful competitive option rather than a gimmick. The RatzEd map editor is accessible and the Workshop pipeline is clean. If you're the type who builds as much as they play, there's more longevity here than the player count implies. Bottom line: the mechanics hold up, the Steam review sentiment is very positive across several thousand reviews, and the price is low enough that the thin population doesn't feel like a ripoff. But walk in clear-eyed. This is not a game you boot at midnight and find a full bracket. It rewards patience, a light touch on your mouse, and a willingness to get absolutely cooked by a veteran before your own tracking starts landing.

Fred
Fred · Scout Team

Shooters

Etiquetas

multiplayerpvponline-pvpachievementsworkshoptier:indieInstagibArena FPSOne-Shot-KillBunny HoppingRocket JumpMovement ShooterRailgunSmall CommunityWorkshop MapsSkill-Based

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
600 MB available space
Graphics
Intel HD 4000 Integrated Graphics (256MB)
Processor
Intel i3 Processor, 2.0GHz
Sound Card
Any compatible soundcard

Recomendados

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
600 MB available space
Graphics
NVIDIA GeForce GTX 650 or similar dedicated graphics card
Processor
Intel i5 Processor, 2.8GHz
Sound Card
Any compatible soundcard

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Información del juego

Desarrolladora
Lino Slahuschek
Distribuidora
Rarebyte
Fecha de lanzamiento
27 jul 2016

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¿En qué plataformas está disponible Ratz Instagib?

Ratz Instagib está disponible en PC, Mac.

¿Cuándo se lanzó Ratz Instagib?

Ratz Instagib se lanzó el 27 de julio de 2016.

¿Quién desarrolló Ratz Instagib?

Ratz Instagib fue desarrollado por Lino Slahuschek y publicado por Rarebyte.