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Cassette Forge · July 3, 2026 · First look

Introducing Dungeon Cleaner

You mop the blood, sort the loot, and certify the room ready for the next heroes. Then you start reading what they left behind.

Dungeon Cleaner key art — a janitor-bot mopping a torch-lit dungeon full of treasure, slimes and fallen armor.

Every RPG dungeon you've ever cleared ends the same way: the heroes grab the loot, kill the boss, and walk out into the sunset. Roll credits. But someone has to clean up what they left behind — the blood on the flagstones, the shattered statues, the treasure nobody bothered to sort, the bodies. That someone is you.

Dungeon Cleaner is a cozy game about the unglamorous, unseen labor of the fantasy world. You're a small janitor-bot on contract: get the dungeon presentable so the next adventuring party can have their authentic dungeon-crawl experience. Mop the blood. Sweep the rubble. Snap the broken statue back together. Sort the gold into the chest. Re-hang the banners. Certify the room. Get paid. Move to the next one.

It is, on purpose, the most relaxing thing in the world — the visible mess-to-clean diff, the soft shhk-shhk of the mop, the satisfying clunk of treasure into a chest. PowerWash-brain. Librarian-brain. The good stuff.

And then you start reading the journals

Here's the thing about cleaning up after people: you learn a lot about them. A dropped journal, day one: “Cleared the gate. Easy gold. The others want to push deeper.” A dented helmet. A snapped sword. Day three: “There's a vault below. Marwen says she heard something breathing. Probably the wind.”

Probably the wind.

The deeper you clean, the more you find. Battle scars that don't match a monster you've seen. A child's drawing of a smiling thing with too many arms. And then the first body — slumped against a wall, the first party member who didn't make it out. Then more of them. Then a journal from a different party, who found the first party's bones and kept going anyway.

You are not cleaning up after one group of heroes who left. You're cleaning up after everyone who never did. And the thing that stopped them is still down here.

Where this came from

The honest origin is Portal. When I first played it, I thought I'd bought a clever puzzle game — and I had. But somewhere around the point where you start finding the little hidden rooms scrawled with warnings, the game quietly stops being about puzzles and starts being about something is very wrong here. Nobody sat me down and explained a plot. The level design just started leaking dread, and I couldn't stop.

I didn't want to make a “resistance fighter” game — the janitor-bot isn't a rebel, and the Guild that hired him aren't villains. I just wanted that same trick: a premise so simple it fits on a t-shirt (you clean the dungeon after the adventurers leave), and then a slow, earned turn where the player realizes the cozy job they signed up for has a floor under it, and something is looking up through it.

The cleaning half owes a lot to the PowerWash Simulator school of satisfying, low-stakes restoration, and to the “cozy labor” of games like Spiritfarer and Moonlighter — the idea that the most interesting job in a fantasy world might be the one no one writes songs about.

What it isn't

The bot never picks up a sword. When you finally meet the thing in the deep, you don't win by becoming an action hero — that would betray the whole premise. You win the way a cleaner wins: with the tools and the wits you've spent the whole game sharpening. (I'll say more about the boss another time. Cleaning is involved. That's all you get for now.)

There's no permadeath and no punishing game-over. Lose a room and you lose some time and gold, dust yourself off, and try again. The tension in Dungeon Cleaner is a story tension, not a twitch-reflex one. It's the feeling of reading one more journal when you probably shouldn't.

First steps into the world

Dungeon Cleaner is coming soon, and the short “first look” videos going out now are genuinely its first steps out into the wider world — the first time it exists anywhere but on my machine. If the premise made you do a double-take, that's the whole idea. Follow along, and I'll show you the cozy, the satisfying, and the thing in the deep.

More soon. Mind the wet floor.

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