Game review
Kraken Cleaning
5.4 / 10
- Developer
- Luka Works
- Publisher
- Luka Works
- Released
- 2 April 2026
- Platforms
- [Windows, macOS, Linux]
- Genre
- Casual
- Monetisation
- Premium
- Players
- false
The short version
Kraken Cleaning is a genuinely charming, well-drawn incremental about scrubbing plastic out of the ocean, but at under two hours to fully complete, it ends right as its upgrade tree starts to feel interesting.
Biggest strengths
- A genuinely charming toony art style, with the Kraken's expression visibly souring as ocean trash piles up
- A satisfying, well-paced incremental loop that leans on near-miss tension to keep upgrades feeling earned
- An emotionally effective hook, rescuing ocean animals as progression rewards, tied loosely to a real environmental theme
Biggest weaknesses
- Extremely short, most reviewers report full completion, including all achievements, in 80 to 120 minutes
- At least one reviewer reports the paid release plays almost identically to the free demo, calling the purchase not worth it as a result
- Slow, occasionally disorienting movement and camera controls that a handful of players say caused genuine motion sickness
Who it's for: Fans of short, cozy incremental games who want a quick, guilt-free environmental theme and don't mind the runtime being counted in minutes rather than hours.
Our recommendation: Recommended with reservations
5.4 / 10
An ocean cleanup, one tentacle at a time
Kraken Cleaning, developed and self-published by Luka Works, released April 2, 2026, casting players as a mythical Kraken who has, against every villainous instinct evolution gave it, decided to spend its tentacles scrubbing plastic and trash out of the ocean instead of terrorizing sailors. Collected garbage recycles into pearls, which fund an upgrade tree of "abyssal powers" that let the Kraken clean faster, farther, and eventually with the help of rescued ocean animals. It's a small, cozy incremental in the vein of dozens of similar Steam releases, and it landed a Very Positive reception, 94 reviews and roughly 87% positive, almost entirely on the strength of its charm rather than its depth.
Genuine charm, well executed
What earns the goodwill here is presentation. Reviewers across English, German, Korean, and Japanese consistently single out the toony art style and the Kraken's steadily souring facial expression as trash accumulates on screen, small character touches that turn a fairly mechanical collect-and-upgrade loop into something with real personality. The rescued ocean animals, who become interactive companions as the game progresses, get specific mentions as a highlight, and several reviewers describe a genuinely well-landed narrative beat right at the very end that rewards players who stick with the short runtime to its conclusion.
A loop that knows how to tease you
Mechanically, the game leans on a classic incremental trick: keeping upgrades just out of reach long enough that each new unlock feels like relief rather than routine. One reviewer specifically praises this "near miss" pacing, that sense of being so close to the next tier of efficiency, as the game's best-executed system, and it's echoed by several others who describe the mid-game stretch as the point where the loop clicks most satisfyingly. It's a well-worn incremental-genre trick, but it's implemented competently here.
Over before it really opens up
The dominant, overwhelming theme across the review sample, in every language represented, is runtime. The near-universal figure reported for full completion, all achievements included, is somewhere between 80 and 120 minutes, and multiple reviewers frame this less as a design choice and more as a genuine shortfall relative to the $5.99 asking price. One reviewer lays out the math bluntly: at that price and length, the game would have benefited from multiple internal playtests specifically aimed at pacing out the content across a longer arc, rather than shipping a build where "the progression is super linear and the upgrades kinda force you to play one way." Several reviewers explicitly note unused sections of the upgrade tree still visible on screen when the credits roll, a visible reminder of planned content that either got cut or is being saved for a future update.
A pointed demo comparison
One specific complaint stands out for being unusually direct: at least one reviewer states that anyone who played the free demo has already experienced roughly 90% of the full paid release, describing the purchase as "literally the same thing with a few minor quality of life upgrades" and recommending others simply play the demo instead of paying. This isn't the majority view in the sample, most reviewers who mention the demo describe it more charitably as a reason they already knew they'd enjoy the full release, but it's a serious enough claim about value that it deserves to be reported plainly rather than smoothed over.
Some real friction in the controls
A smaller but recurring complaint concerns movement. The Kraken's tentacle-steering feels slow to several reviewers, and at least a couple describe outright motion sickness from the camera panning during collection, a notable accessibility concern for a game explicitly marketed as cozy and relaxing. One reviewer also reports a specific progression-blocking bug around unlocking the trident ability, though this doesn't appear to be a widespread issue in the sample.
How it measures against the incremental wave
Short, cheap, charming incremental games are a well-established Steam category, and Kraken Cleaning does the "charming" part about as well as any of its peers, the art direction and animal-rescue hook are genuinely above the genre's usual bar. Where it falls short of its better competitors in the space is content volume: the genre's strongest entries tend to stretch a satisfying core loop across several hours with meaningful escalation, while this one wraps up almost exactly as its systems start to feel like they have room to grow.
A single, repeated music track
Sound design draws a smaller but pointed complaint in at least one detailed negative review, which flags a single looping music track as becoming actively annoying well before the credits roll, paired with a movement pace the same reviewer calls "super slow" and an upgrade tree described as "very basic." That's a minority reading against the broader Very Positive consensus, but it's a useful counterweight to the game's overwhelmingly charmed reception, a reminder that the same short runtime that spares most players from fatigue isn't quite short enough to spare everyone from noticing where the production values thin out.
Who this actually suits
This is best framed as an impulse purchase at a discount rather than a full-price planned session, best suited to players who specifically want a short, low-stakes, visually charming way to spend an evening and who won't feel shortchanged by a sub-two-hour runtime. Players hoping for a substantial incremental experience, or anyone who's already spent real time in the free demo, should think carefully before paying full price, and several reviewers explicitly recommend waiting for a sale.
The verdict
Kraken Cleaning has real charm, a well-executed core loop, and a genuinely sweet ending, but its runtime undercuts its own best ideas before they get room to develop, and at least one credible report suggests the paid release doesn't move far past its free demo. It's an easy, low-risk pickup at a discount for fans of short cozy incrementals, and a much harder sell at full price for anyone wanting more than an hour and a half of ocean cleanup.
Pros and cons
Pros
- A genuinely charming toony art style, with the Kraken's expression visibly souring as ocean trash piles up
- A satisfying, well-paced incremental loop that leans on near-miss tension to keep upgrades feeling earned
- An emotionally effective hook, rescuing ocean animals as progression rewards, tied loosely to a real environmental theme
- A well-received, slightly surprising narrative beat at the very end that several reviewers call out specifically
Cons
- Extremely short, most reviewers report full completion, including all achievements, in 80 to 120 minutes
- At least one reviewer reports the paid release plays almost identically to the free demo, calling the purchase not worth it as a result
- Slow, occasionally disorienting movement and camera controls that a handful of players say caused genuine motion sickness
- A shallow, fairly linear upgrade tree, with some branches reportedly going entirely unused by the time the game ends