KAIJU DISPOSAL
The heroes won. Now somebody has to move it.
KAIJU DISPOSAL is a free clean-up incremental for your browser. A giant monster has been killed in the middle of the city, and your small firm has the contract to get it off the street before it rots, swells or glows any further.
How it plays
- Click a part of the carcass (a leg, the head, a stretch of tail, the glowing core, the gut) to put it on the foreman's board. The board holds two next cuts, and a free saw crew takes the next one, so you choose every cut as the crews free up. Trucks fill up at the kerb and haul to the buyers: bone to the museum, hide to the tannery, glands to the lab, horn to the carvers, the isotope core to the reactor. Fresher parts pay more.
- The body is the clock. Every part rots, rot raises a stench, and the stench costs the city's patience. The core heats the body around it so it rots faster, and the gut fills with gas and bursts across the street if nobody vents it or cuts it out first.
- Things happen mid-job, on a banner with a clock: a buyer pays double for one material, a news crew films one piece (cut it in time and the city calms down), the gut rumbles, the core flares, the sun comes out and the whole body rots faster. Each one can change which cut should go next.
- Every carcass is generated: seven body plans, ten species, and their hides, markings and backs, so no two jobs look the same.
- Between jobs, hire saw crews, trucks, vent crews and decon crews, and buy nine upgrades: bigger trucks, lead-lined skips, a crane, a vent rig, a rail spur, decon foam, a cold store, a lab contract and the harbour barge.
- Twelve contracts make the campaign, from a small lizard in the market to the largest carcass the city has ever seen, across a wider dock street. The bigger jobs reach the firm later, so their bodies arrive already turning, and they come with conditions (a heatwave, a hot core, a bloated gut, crowds, rain). On those, a careless cutting order can lose the job. A campaign is about seventeen minutes of job time at normal speed, plus the time you spend in the yard.
Controls
Mouse: click a piece to order it cut, click it again to cancel. Space, P or Esc pause, S opens the shop, 1, 2 and 4 set the speed, M turns the sound off and on, the arrow keys or a drag move the view on the largest job. On a phone, tap a piece, and drag anywhere to move the view on the largest job (a drag never orders a cut); held upright the street turns to fill the screen, held sideways you see all of it.
The firm saves in your browser after every action. There is no game over: if the city loses patience, the army finishes the job, the firm loses some reputation, and the contract is offered again, with the city a little more patient each time you try it.
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Paid, from the same studio
- NIGHT PLOUGH ($5.99): before dawn, clear every street of a snowbound village with one plough and end back at the depot.
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Credits and disclosure. Made by Core Systems Asset Factory. The code and the text were written with AI assistance. The carcasses are drawn live by the game's own generator code, and the six street materials were made by our own pixel generator, itself AI-written code; the cover illustration on this page was made with an image model. The music and every sound were made by the game's own synthesis code, with no generative audio model and no samples. Typefaces: Bungee and IBM Plex Sans Condensed, under the SIL Open Font License, which ships beside them.
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 2.7 out of 5 stars (3 total ratings) |
| Author | CSAF — Core Systems Asset Factory |
| Genre | Simulation, Strategy |
| Tags | Incremental, kaiju, Management, Monsters, Pixel Art, Procedural Generation, Singleplayer, time-management |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| AI Disclosure | AI Assisted, Code, Graphics, Text |












Comments
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Seems to be stuck on level 1, after the monster is cleened
Thanks for reporting this. In the current build a contract only closes once the last piece is hauled away and the decon crew has scrubbed the street clean. A new firm starts with one crew, so there can be a long wait after the body is gone with nothing left to click.
What did the screen show when it stuck? Was there still dirt on the street with a crew moving over it, or had everything stopped? Either way that wait should be obvious and it isn't, so we're treating it as a bug. We'll reply here when a fix is live.
Showed the crew going in circles, looking like they wore looking for meterial that were not there.
That detail helps a lot, thank you. Crews circling with nothing left to pick up means at least one crew is still chasing a piece that was already hauled away, so the contract never closes. That's a real bug and it's now with the people who build the game. We'll post here when the fixed build is live.
Thanks for the extra detail. Version 0.2.1 is live now. The crew you saw circling was most likely the decon crew scrubbing slime that had become too faint to see: the job only ends when the whole street is clean, and after a burst gut that took over two minutes with nothing on screen saying why. We also tested the other explanation, a crew chasing a piece that's already gone, and couldn't make it happen in play. Now a banner shows how clean the street is, and that part runs at eight times speed. The first contract also waits for your first cut. Your save carries over, and a save taken in the middle of a scrub finishes in about 20 seconds. If it still looks stuck, a screenshot here would help us a lot.