indiegame.fan
Exjanitor: Data Cleanup header art

Exjanitor: Data Cleanup

Exjanitor is a top-down roguelite where a fired janitor wages war on the robots that replaced him. Equip powerups, choose your own drawbacks, go too far — and find out what happens when you stack one chip too many.

Steam Page
Developer
Publisher
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Updated: Jul 13, 2026Developer scaleThe operating scale of the game's developer.
Updated: Jul 16, 2026Publisher scaleThe operating scale of the game's publisher.
Updated: Jul 16, 2026Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Exjanitor: Data Cleanup and RodDev funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Exjanitor: Data Cleanup and RodDev?Creative controlWho appears to retain creative control of the game.
Updated: Jul 16, 2026Release statusWhether and how the game has been released.

Media

9 items

About the Game

Zildo was the janitor. The last human standing before the robots took over everything.

He didn't take it well.

Exjanitor is a top-down roguelite where building your loadout means choosing your own chaos. Every powerup you equip demands Power Down Chips — drawbacks you pick, stack, and control. Holes opening in the floor right where you're headed. Trains crossing the map at the worst possible moment. Bigger enemies closing in. You decide. You're in charge.

But here's where it gets good: stack more chips than a powerup needs and it hits Overcharge. Double shot becomes quadruple. Quadruple becomes twelve. The more you take on, the more unhinged it gets — and the question isn't if you'll go too far, it's when.

Every run is different. Every build is yours. The game doesn't tell you what to do — you figure out what works, what breaks, and why you should've stopped two chips ago.

  •  Multiple characters with completely different playstyles

  •  Dozens of powerups and chips to combine, stack, and watch implode

  •  Pick up trash along the way and turn junk into the combo that saves (or destroys) your run

  •  Bullet-spraying bosses that will make you question every decision you've ever made

  •  Unlockables, global leaderboards, and more than enough reasons to run it back