A little dirt, a little peace.
Showcased during the recent Indie World Showcase (broadcast on October 28, 2026), and released on the same day, Bao Bao’s Cozy Cleaning Services is a gentle pixel-art pressure-washing adventure starring a charming panda and his trusty cleaning tools. Developed by Destroyer Doggo, the game invites players to slow down, clean at their own pace, and find a quiet sense of satisfaction in making dirty spaces sparkle again. It is available now on Nintendo Switch, PC, and other platforms.
We recently had the pleasure of speaking with Destroyer Doggo’s Prateek Jadhwani about the origins of Bao Bao’s second job, the creation of more than 50 original songs, the careful design of its relaxed multiplayer, and the lasting feeling he hopes players take away after a session. This is what we learned:
Prateek Jadhwani | Finding Calm with Bao Bao’s Cozy Cleaning Services
What inspired the concept of a panda pressure-washing / cozy cleaning service, and how did the satisfying feedback loops develop?
Prateek Jadhwani: I’ve always loved pandas; the way they look, the sounds they make, and even the way they walk. In 2024, we made an idle game called Bao Bao’s Cozy Laundromat, which received a lovely response from players on Steam. That made us want to give Bao Bao another job. Same characters, same universe, just a different way to spend time with them.
The cleaning feedback developed through experimentation and playtesting. In October 2025, I brought my Steam Deck to a Hyderabad Game Developers Guild meetup and let people try an early version. Watching someone finish cleaning a section and react to that little “ding” helped me understand what was working. Someone also suggested controller vibration, which we went on to add for supported controllers.
From there, my pixel artist and I kept experimenting with different maps and spaces. Those early reactions helped shape the game that eventually released.
Were there particular cozy or cleaning-simulation games that influenced the tone and mechanics?
Prateek Jadhwani: PowerWash Simulator was a major influence. I loved the idea of cleaning as the main activity, but I experience motion sickness when playing 3D games, especially first-person games. As I’ve grown older, that has made them increasingly difficult for me to enjoy.
That’s a big reason this became a 2D pixel-art game. I wanted to make a cleaning game that I could comfortably play myself, while bringing in the warmth and familiarity of Bao Bao’s world.
How do the pixel-art environments and cleaning tools create a sense of visible, rewarding transformation?
Prateek Jadhwani: Every location has its own look and feel, and all the artwork is hand-drawn by our talented pixel artist. Cleaning gradually reveals that work underneath the dirt, so you can see the difference you’re making.
My favourite example is the metro level, especially the train. There’s something very satisfying about seeing a completely dirty train become clean through your own effort. The laundromat level adds another layer: there are plenty of machines to move, so uncovering and reaching the dirt becomes a small puzzle.
We also have two cleaning tools. The hand pressure washer cleans faster over a smaller area, while the floor washer cleans more slowly over a wider area. Players can switch between them and find a way of cleaning that feels comfortable to them.
Can you talk about the creation of the 50+ original songs and how the soundtrack supports the relaxed cleaning pace?
Prateek Jadhwani: A lot of the musical direction came from Bao Bao’s Cozy Laundromat. Players really enjoyed its lo-fi tracks, so I wanted to carry that feeling into this game.
Originally, the plan was to have around ten songs. As the levels grew, I realised players could spend a long time cleaning a single location, and I wanted the music to keep that time feeling fresh. That gradually grew into a soundtrack of more than 50 original tracks.
The music gives players something gentle to settle into while they clean. It’s a big part of making the slower pace feel comfortable.
What challenges arose in designing cleaning tools and surfaces that feel good across different environments?
Prateek Jadhwani: One of our biggest challenges was animating Bao Bao while using the tools. Everything is hand-drawn, so making the character turn and clean smoothly involves a lot of artwork.
In our first playtest, Bao Bao only had four directional sprites. The finished game uses 16 directions. We needed those directions for standing still (IDLE CYCLE) and walking (WALK CYCLE), both without a tool and with each of the two cleaning tools.
That added up to months of sprite work. It also means a new tool involves much more than drawing the tool itself — we have to account for how Bao Bao holds and moves with it in all 16 directions. I understand why players would like more tools, but each addition is a substantial undertaking for our small team.
How do the online multiplayer mechanics for up to four players handle shared cleaning progress, tool ownership, and the relaxed “play at your own pace” philosophy so no one feels rushed or left behind?
Prateek Jadhwani: Multiplayer wasn’t part of the original plan. At first, I was simply making a game where I could clean for as long as I wanted.
The idea came from that same Hyderabad meetup. Someone suggested having a private lobby where friends could hang out and talk while keeping their hands busy with something relaxing. That felt like a natural fit for Bao Bao.
We built multiplayer around that feeling of spending time together. Invitations are limited to people on your friends list, keeping the sessions private. The intention is for cleaning to give friends something enjoyable to do while they chat, without turning the session into a race.
What design decisions went into making the game equally enjoyable solo or in up to four-player online co-op?
Prateek Jadhwani: Level size became an important consideration. The first level is quite small, but once we introduced multiplayer, we wanted larger spaces where a group could spend a meaningful amount of time together.
Locations such as the metro station, school, and fire station each took up to two months to create. We wanted enough space and detail for cleaning to remain a relaxed activity even with several people helping.
For solo play, we also included memories: pictures from Bao Bao’s past that give players a glimpse of how Bao Bao grew up. They bring a more personal element to spending time alone with the character.
How do you balance “play at your own pace” freedom with enough structure or goals to keep sessions engaging?
Prateek Jadhwani: Beyond cleaning the space, I didn’t want to put players under pressure to meet targets. The game exists to help them unwind after a difficult day. In a world where everything feels fast, I wanted to make something that lets me slow down.
Sometimes I only have time for a small level. Other times, I’m on a long call with a loved one, and a larger level gives us something relaxing to do in a multiplayer session while we talk. It becomes more like a pressure washing date.
It’s been interesting to see how differently people play. Some use the floor washer and spin around to cover as much ground as possible. Others carefully clean with the hand pressure washer. Moving furniture adds small puzzles along the way, giving players something to work out without interrupting that relaxed rhythm.
How has community reaction to the launch-day availability shaped any immediate post-launch plans?
Prateek Jadhwani: We’ve received a lot of love from players in Japan, especially on Nintendo Switch. I’m very grateful to those players, and to the team at Nintendo for their support in helping the game reach people.
I would personally love to add more levels. Whether we can do that will depend on how sales develop over the coming months and whether they can support the work involved.
If we’re able to make those additional levels, my intention is to release them as free updates. It’s something I would love to do, but I don’t want to promise it before we know we can deliver.
What lasting cozy feeling do you want players to take away after a session with Bao Bao?
Prateek Jadhwani: I want players to leave feeling a little calmer and more at home.
Playing the game has helped me settle down after an anxiety attack, and that personal experience means a lot to me. I hope other players can find some comfort in it too.
There’s a small satisfaction in cleaning one patch of dirt, hearing that little sound, and seeing the difference you’ve made. I want Bao Bao’s world to feel like somewhere you can settle into for a while, let time pass, and enjoy those small moments.
We’d like to take this moment to extend our sincere thanks to Prateek Jadhwani for taking the time to answer our questions.
About Bao Bao’s Cozy Cleaning Services:
Relax with Bao Bao in this cozy 2D pressure washing sim. Clean pastel environments, chill lo-fi beats, and no stress, just peaceful vibes. Play solo or with up to 3 friend
Welcome to Bao Bao’s Cozy Cleaning Services: Where things don’t need to be perfect, just a little cleaner, a little calmer, and a little more you.
Whether you’re curled up with a podcast or just need something peaceful to help the world feel quieter, this gentle 2D pressure washing game is here for you. No timers, no stress, just pastel pixel art, soft sounds, and the satisfying swish of clean water.
Relax Your Mind, One Splash at a Time: Ease your anxiety with every swipe of your washer. Let repetitive, simple tasks calm your thoughts while lo-fi beats and cozy visuals help you breathe a little deeper.
Play While You ListenDesigned to be the perfect companion game while listening to audiobooks, podcasts, or your own music. Drift away, one clean tile at a time.
Multiplayer Comfort (Up to 4 Friends): Sometimes the best therapy is quiet time with people you love. Invite friends, clean together, and share the simple joy of making something beautiful again.
Soft Pastels, Gentle PixelsEvery corner of Bao Bao’s world is drawn to soothe from peaceful parks to dreamy rooftops, the colors are kind to your eyes and your heart.
Lo-Fi for Low-Key Days: A carefully crafted selection of 50 lo-fi tracks sets the mood for calm, cozy play, the kind that makes time feel like it’s standing still.
Accessible and KindCustom key bindings, colorblind support, and more, because cozy should include everyone.
From the creators of the Bao Bao franchise, this game was made with love for people who just need a little break. You’re welcome here, just as you are.
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