TIDY LICH key art CRT-12
● RECCH-12
EARLY PROTOTYPE TIDY-UPFIRST PERSON

TIDY LICH

A cozy first-person tidy-up game in a Lich's lair: the Armory has been knocked into one huge pile of cardboard-cutout loot, and you put every piece back on its peg.

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ABOUT THIS GAME

You are the help in a Lich's crypt. An experiment went wrong, and the Armory's blades, axes, shields and helms were blasted off their racks into one big pile of painted cardboard cutouts, each printed with its rarity border. The job is simply to put them all back: dig a piece out of the pile, carry a list of them, place each onto the peg that holds its copies, ding. Every placement snaps and pushes a number up, a finished peg sparkles, a finished rack lights its candles, and the Lich (dry, kindly, fussy) remarks on your progress in a voice of their own. It is cozy by rule: no timers, no combos, no failure sounds, and the hover colour always tells you whether a piece will go before you try. This first demo is the Armory alone, forty distinct items and 271 pieces, played in the browser with mouse and keyboard: WASD walks, left click grabs, right click places (hold it to keep placing), the wheel scrolls your carry list, and Esc frees the mouse while a click takes it back. Skeleton helpers, the Ledger and the other rooms come later.

CURRENT RELEASE

v0.1

2026-10-20
  • The Lich speaks. A dry, kindly old voice greets your first grab and your first placement, remarks when you finish a rack or the whole room, and mutters now and then while you work. Every line is subtitled.
  • Every finish is a moment: a chord and a sparkle when a peg is complete, a flourish and lit candles when a rack is done, and a fanfare that warms the whole crypt to gold when the room hits 100%.
  • The Armory is a real crypt now: stone walls and columns, a coffin, fire baskets and rubble under candlelight and ghost-light. Racks are papercraft too, with cardboard candle holders, signs and brackets on kraft boards with brass pegs.
  • A parchment HUD with hand-lettered text for your carry list, the hover label and the room banner.
  • The cardboard feels like cardboard: cutouts settle onto their peg with a little bounce, a thrown piece thuds when it lands, digging into the pile rustles, and your hand bobs as you walk.

ROADMAP

NEXT UP

  • A ledger that tracks your progress through every collection.
  • Polish for the first room: tidier mix levels, caps on towering stacks, and the small feel fixes a full clear turns up.

LATER

  • Skeleton helpers: a porter who carries and a shelver who stacks, so bigger piles stay fun. They never sort for you.
  • Drop crates and a simple way to tell your skeletons what to do.

MAYBE

  • Levelling up: carry more, move faster, reach further.
  • The Treasure Room with its coin-sweeping loop, then the Library and the Museum.
  • A Steam release.
  • Spring Cleaning: dust everything down before you put it back.

Plans, not promises — no dates, and any of it can change.