Hell Cleaners
Hell Cleaners - Steam Analytics & Details
Hell Cleaners maintains a orange-rated player base with occasional updates.
Hell Cleaners player count and price summary
- Current players
- 0
- All-time peak
- 2
- 24-hour player change
- 0%
- Current US price
- $14.99
Player count observed . Values marked unavailable are not estimated.
Media gallery 13 screenshots · 3 videos
Screenshots
Videos
Early Access Trailer
Official Trailer
Gameplay Video
All-Time Peak
Estimated Owners
Game Insights
Buy Verdict
Wait for upcoming sale in ~3 days for potentially better pricing.
Player Health
Player count down 80% over recent period.
Update Momentum
6 patches and 6 news items in last 180 days. Latest patch effect size: 0.00.
Activity Heatmap
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Latest News
Hotfix Update — We Hear You
📝 UpdateHot Fix #1
📝 UpdatePrice History
System Requirements
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: AMD Ryzen 5 3600 or Intel Core i5-10400
- Memory: 8 GB RAM
- Graphics: GeForce GTX 980
- Storage: 2 GB available space
- Additional Notes: Hell Cleaners uses real-time physics simulation for ragdolls, bodies, and debris. A stronger CPU will support more active physics objects on screen at once. The minimum spec listed should handle around 1000 simultaneous objects.
- Requires a 64-bit processor and operating system
- OS: Windows 11 or newer
- Processor: AMD Ryzen 7 3700X, Intel Core i7-9700K or better
- Memory: 16 GB RAM
- Graphics: GeForce GTX 1080 or better
- Additional Notes: Hell Cleaners uses real-time physics simulation for ragdolls, bodies, and debris. A stronger CPU will support more active physics objects on screen at once. The minimum spec listed should handle around 1000 simultaneous objects.
Additional Information
*languages with full audio support
Current Pricing
Additional Information
Developer Analytics
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About This Game
A first-person automation game set in hell. Suck up demon bodies, feed them into the Grinder, fuel your Purifier, and deploy a swarm of Doombas to build a cleaning operation that runs itself and takes the rot back one zone at a time.
Detailed Description
Early Access Road Map

About the Game
Hell doesn't clean itself. But you do.
You've been assigned to the worst job in the afterlife. Hell has a rot problem. An infestation creep has crept into the neglected zones and started swallowing them whole, bodies are piling up faster than anyone can count, and nobody else is coming to deal with it.
That's where you come in.
Hell Cleaners is a first-person automation game about reclaiming territory from neglect and rot. You suck demon bodies off the floor, feed them into the Grinder, run their limbs through the Purifier, and slowly build an operation that takes the zone back piece by piece. The goal isn't just to clean the place. It's to build something that cleans itself.
It starts with you doing everything by hand. It ends with you standing in a clean zone watching the machine run without you. That moment is the whole game.
Features
Use the Suckler to suck up everything in sight. Your living suction tool is your primary instrument and your lifeline. Pop bodies, pull bodies, and hoover up loose souls before they drift off.
Feed the machine. Bodies go to the Grinder. Limbs feed the Purifier. The Purifier kills the creep, your clean zone grows, and the place finally goes quiet.
Deploy the Doombas. Small autonomous collectors that are, by design, kind of stupid. One is useless. Ten is an unstoppable swarm of idiots that never stops working. Stacking them is the point.
Push back the creep. Reclaim ground, link new areas back to your Purifier, and run pesticide hoses out into the rot to keep it from creeping back in.
Scale up and step back. Expand your operation into something that probably violates several underworld regulations, then walk away and watch it run itself. That's the payoff.
Cleaning hell is messy, loud, and industrial. It isn't a mop. It's a grinder.
WFP Entertainment
WFP Studio Team
Jeff - Lead Designer | Simo - Lead Artist | Alex - Devloper & Designer | Mark - Developer | Erik - Developer | Neel - Sound Designer
Special Thanks:
Dan, Ash, Geatano, Scootic, and all the playtesters who gave us feedback early on!
About the Game
Hell doesn't clean itself. But you do.
You've been assigned to the worst job in the afterlife. Hell has a rot problem. An infestation creep has crept into the neglected zones and started swallowing them whole, bodies are piling up faster than anyone can count, and nobody else is coming to deal with it.
That's where you come in.
Hell Cleaners is a first-person automation game about reclaiming territory from neglect and rot. You suck demon bodies off the floor, feed them into the Grinder, run their limbs through the Purifier, and slowly build an operation that takes the zone back piece by piece. The goal isn't just to clean the place. It's to build something that cleans itself.
It starts with you doing everything by hand. It ends with you standing in a clean zone watching the machine run without you. That moment is the whole game.
Features
Use the Suckler to suck up everything in sight. Your living suction tool is your primary instrument and your lifeline. Pop bodies, pull bodies, and hoover up loose souls before they drift off.
Feed the machine. Bodies go to the Grinder. Limbs feed the Purifier. The Purifier kills the creep, your clean zone grows, and the place finally goes quiet.
Deploy the Doombas. Small autonomous collectors that are, by design, kind of stupid. One is useless. Ten is an unstoppable swarm of idiots that never stops working. Stacking them is the point.
Push back the creep. Reclaim ground, link new areas back to your Purifier, and run pesticide hoses out into the rot to keep it from creeping back in.
Scale up and step back. Expand your operation into something that probably violates several underworld regulations, then walk away and watch it run itself. That's the payoff.
Cleaning hell is messy, loud, and industrial. It isn't a mop. It's a grinder.
WFP Entertainment
WFP Studio Team
Jeff - Lead Designer | Simo - Lead Artist | Alex - Devloper & Designer | Mark - Developer | Erik - Developer | Neel - Sound Designer
Special Thanks:
Dan, Ash, Geatano, Scootic, and all the playtesters who gave us feedback early on!