
How this guide is built: Hozy (Come On Studio, published by tinyBuild, 30 March 2026) is a stress-free cozy renovation game — no timers, no score, no failure state, no energy meter. That makes most “walkthrough” and “cheats” pages written for it pointless: there is nothing to fail and nothing to cheat. So instead of narrating which speck of dust to mop in which corner, this guide teaches the things that actually make the game smoother and prettier — how the task-book loop works, the six tools and the order to use them in, the genuinely useful straight-line painting trick, and how to decorate a room so it looks designed rather than cluttered. Then a spoiler-light tour of all nine rooms, an honest look at the three that trip people up, and the truth about its achievements. Cross-checked against the Steam store data, a full level walkthrough, a community painting guide and several tips write-ups.
Why a step-by-step walkthrough — and especially “cheats” — is the wrong tool for Hozy
It is tempting to treat any game with “levels” as a numbered route to be transcribed. Hozy defeats that instinct completely. Each room is a small sandbox you clean, repair, paint and decorate at your own pace, in any order you like, until a checklist is satisfied. There is no clock, no budget, no way to do it “wrong,” and no hidden score grading your taste. A minute-by-minute transcript would just be a list of “now pick up this cup, now pick up that cup” — which the game already tells you, in its own task book, more clearly than any article could.
You will also find pages promising Hozy “cheats,” “cheat codes,” or “unlock-everything” tricks. Be honest with yourself about what those are: there is no economy to break, no level locked behind a code, and no resource to inflate, so there is nothing for a cheat to do. Those pages exist to farm search traffic, not to help you. The only things worth knowing are a handful of technique and design tips that the game never spells out — and that is exactly what the rest of this guide is.
What Hozy actually is
Before the how-to, the shape of the thing. Hozy is a first-person, point-and-interact restoration game with an Unpacking-style charm and a light dusting of House Flipper’s tactility, built by the small team at Come On Studio and published by tinyBuild. You play an unnamed protagonist who returns to a small hometown after life in the big city doesn’t work out, and one by one you bring back to life the abandoned rooms of people you care about. Between rooms, small story beats land through speech bubbles and the objects you find — a father’s long-held dream of a place by the sea, a sister’s first apartment, a peculiar musician’s hideaway.
| Developer / Publisher | Come On Studio / tinyBuild |
| Release | 30 March 2026 |
| Platforms | Windows & macOS (Steam) |
| Genre | Casual · Indie · Simulation (cozy renovation & decoration) |
| Rooms | Nine, from the Attic to the Lighthouse |
| Length | Roughly 6–10 hours, depending on how long you fuss over decorating |
| Fail states | None — no timers, scores or energy meters |
The core loop: the task book and what “done” means
Every room follows the same rhythm: you arrive somewhere derelict, survey the mess, work through a list of tasks in whatever order you fancy, and when the list is clear you photograph the finished space and move on. The single most important piece of UI is the task book — the small book/checklist icon in the top-right corner. Open it any time to see exactly what remains: collect the rubbish, mop the floor, clean the windows, paint the walls, arrange the furniture, and so on.
That book is your anti-frustration device. Hozy’s cleaning is surface-coverage based, so the most common way to get stuck is a single overlooked sliver — one cobweb, a patch of floor behind a box, a window you thought was clean. Rather than squinting around the room, open the task book: it tells you which category isn’t finished, and you go hunt that one thing. Previously completed rooms stay open on the world map, so you can always go back and re-decorate a space you’ve already “finished.”
The controls underneath all of this are deliberately simple: left-click and hold uses whatever tool is in your hand, the mouse wheel rotates a piece of furniture you’re holding, right-click triggers little special interactions on certain objects (lighting a fireplace, opening a window, tapping an instrument), and Spacebar opens photo mode once a room is done.
The toolkit: six tools, and you get them fast

Here is a reassuring fact that the game doesn’t advertise: your toolkit is complete by the end of the second room, and only six tools deep. There is nothing exotic waiting in the later levels — the variety comes from the rooms, not from new gadgets. The full set:
- Bare hands. Pick up loose rubbish, cups, flattened boxes and debris and drop them into the bin. Also how you carry and place furniture.
- Squeegee / window wiper. Clears grime off glass. Drag it across the whole pane — the dirt wipes away in strokes.
- Mop. Cleans dirty floors. Same idea: drag it over the surface until the dust is gone.
- Paint roller. Repaints walls in your choice of colour. (More on doing this cleanly below.)
- Broom / garden broom. Introduced in the second room for sweeping up outdoor leaves into a basket or bag.
- Crowbar. Also from the second room — pries up rotten floor planks and broken boards so you can replace them with fresh ones.
The first room hands you hands, squeegee, mop and roller; the second adds the broom and crowbar. That’s it. Some rooms also have you lay down new planks or tiles, apply wallpaper, or use a dryer/heat gun to dry out damp patches, but those are room-specific actions rather than tools you carry everywhere.
The cleaning order that saves the most time

Cleaning has an optimal sequence, and it’s not the one most people start with. Collect all the loose rubbish before you touch the mop. Objects sitting on the floor create gaps in your cleaned coverage — you’ll mop a beautiful patch, pick up a box that was sitting on it, and discover a dirty rectangle underneath that you now have to go back over. Clear the clutter first, then the floor is one uninterrupted surface to mop.
After the floor is bare: mop the floors, then squeegee the windows, working methodically across each surface in sections so you don’t leave a missed strip. If a room has rotten flooring, do the crowbar-and-replace step before mopping — there’s no point cleaning boards you’re about to tear out. And if there’s an outdoor area, the broom for leaves is its own little task; sweep them toward the basket rather than chasing stragglers around the edges.
Painting without frustration — including the straight-line trick

Two things about the roller catch everyone out. First, commit to a wall colour early. You usually get a small palette per room (the attic, for instance, offers white, a warm orange and an olive green). Painting over an existing colour works, but it costs extra roller dips and time, so decide the look before you start rather than repainting a finished wall on a whim.
Second, the coverage is physics-based and slightly fiddly: sometimes you’ll be convinced you painted an entire wall, but a thin band refuses to register as done. Don’t fight it — just keep rolling over the stubborn area and it completes. You can also safely paint over wall decor like framed photos without damaging them, so you don’t need to remove pictures first.
The genuinely useful, non-obvious trick — from the community — is how to get crisp straight edges instead of a wobbly hand-painted line. Use the camera as a ruler:
- Hold right-mouse to angle the camera so you’re looking straight at the wall you want to paint.
- Use the middle-mouse to pan the view until the edge of your screen lines up exactly where you want your painted edge to be.
- Now run the roller against that screen edge, constantly trying to push the brush off-screen. The brush stays pinned to the screen border, and the result is a perfectly straight painted line. Change the wall angle relative to the camera and you can lay straight lines at different angles.
- On a controller, push the stick gently in a diagonal, into the screen edge and in the direction you want to paint.
Decorating so a room looks designed, not cluttered

Furniture comes flat-packed in cardboard boxes, and where most people go wrong is placing things as they unbox them, then wishing they’d planned. A few habits make rooms look far better:
- Unpack everything first. Open all the boxes before placing anything, so you can see your full inventory and plan the layout instead of regretting it halfway through. There’s no penalty for moving furniture later, so experiment freely.
- Open the lighting boxes first. Lamps, candles and overhead lights define the mood of every other placement — and in dim rooms they literally let you see what you’re doing. Set light sources, then big furniture (sofas, shelves, the fridge), then small decor last.
- Light first, then layout. Decide where the warm pools of light fall, and arrange seating and rugs around them.
- Use the rule of odds. Plants, candles and small objects read as more naturally “curated” in groups of three or five than in even numbers.
- Layer vertically. Wall shelves, hooks and hanging items add richness while keeping the floor clear — a room with a busy floor and bare walls feels cramped.
One brilliant time-saver: to get rid of an object you don’t want, throw it past the edge of the room and it teleports straight into the discard box. This is the fastest way to clear unwanted clutter — and it’s especially handy in the Dreams room, where you can simply pick up the stray cards and hurl them out of bounds to clear them instantly.
Photo mode and the quiet story
When a room’s task list is clear, hit Spacebar for photo mode: filters (including retro and blueprint looks), free camera and the chance to frame the space you just rebuilt. It’s not just a toy — the photo is the game’s little full stop on each chapter. While you’re at it, click the speech bubbles dotted around each room for the lore: these are where the gentle narrative lives, from a father’s dream of a home by the sea to the people each space once belonged to. The understated audio (the team behind it has composer pedigree on the likes of Stray and Seasons After Fall) and details like sloshing paint and rustling cardboard are most of the reason to slow down rather than rush the checklist.
A spoiler-light tour of all nine rooms

The campaign is nine rooms, beginning in your childhood attic and ending at a lighthouse. Here’s the shape of each, with the little story hook the game gives it and what it asks of you — no plot turns given away. (Names follow the in-game level/achievement titles; a couple of fan wikis use their own invented room names, so don’t be thrown if you see different labels elsewhere.)
| Room | Its story hook & what you do |
|---|---|
| 1. Attic “My childhood home” |
Your old bedroom, frozen in time. The gentle tutorial: collect rubbish, mop, paint (white / orange / olive) and clean the windows. Teaches hands, mop, squeegee and roller. |
| 2. Workshop “An artist’s creative mess” |
A studio with an outdoor yard. Introduces the crowbar (pry up rotten boards, lay fresh planks) and the broom (sweep the yard’s leaves). Your toolkit is complete after this. |
| 3. Dark Music Hall “The house of a peculiar musician” |
A moody, neon-soaked hall full of instruments. Trash and cardboard, a thorough mop, both walls painted, and a lot of windows to clear before you decorate. |
| 4. Small Apartment “My sister’s first place” |
A compact city flat full of youthful energy. Tighter space to plan; clear the clutter, open up the fold-away furniture, mop, clean windows, paint (yellow / purple / peach) and dress the balcony. |
| 5. Tree House “A house where the kids rule” |
A playful elevated hideaway. Crowbar out the broken edge planks, replace the dark roof boards with fresh red ones, then unpack and arrange. |
| 6. Penthouse “The home of somebody who couldn’t buy happiness” |
Opulent, with a rooftop pool. Switch off the static-filled TV to restore colour, gather the poolside trash, mop the marble stairs, roll out red carpet, paint, clean the balcony glass and arrange. |
| 7. Cafe “It’s actually an old pharmacy” |
A beloved gathering place with apothecary bones. Sweep the exterior leaves, gather interior trash, apply wallpaper to the front wall, tile the left wall, clean the door and set out the seating. |
| 8. Dreams “Everything works in usual ways” |
A surreal, fever-dream space that bends normal logic. Mop the peculiar cards into the bag (or just throw them out of bounds), clean the windows, paint — including a texture-remover paint — and arrange. |
| 9. Lighthouse “The secret project” (finale) |
The seaside send-off. Use the dryer gun to clear wall damp, carry boxes inside, mop away dirt, fit steel steps to the staircase, lay black-and-white floor tiles and brown wall tiles, clean the upper windows, arrange — then watch the credits. |

The three rooms that actually challenge you
Because nothing in Hozy can be failed, “difficulty” here means “which rooms are hardest to read and make look good.” By common consensus three stand out, and it helps to know going in:
- Dreams is the strangest. It deliberately breaks the cozy, readable logic of the other rooms, so it’s the one most likely to leave you unsure what “finished” should even look like. Lean on the task book, clear the cards (throwing them out of bounds is fine), and let the room be odd rather than trying to make it tidy.
- Penthouse is the hardest to balance. It hands you a lot of expensive-looking furniture and a big, open, multi-level space; the temptation is to fill it, and a full penthouse looks cluttered fast. Restraint — clear floor, a few strong anchor pieces, light first — reads as luxury better than density does.
- Cafe is the easiest to over-decorate. Its style invites you to keep adding little touches until it tips from cozy into busy. Place your seating and key pieces, then stop a beat earlier than you think you should.
None of these are mechanically hard — they’re just less intuitive to make look right, which is the only kind of challenge Hozy has.
Achievements: nine of them, one per room, nothing missable

Here is the whole achievement list, demystified: there are nine achievements, and each one simply pops when you complete its room — Attic, Workshop, Dark Music Hall, Small Apartment, Penthouse, Tree House, Cafe, Dream and Lighthouse. There are no hidden tasks, no collectibles, no secret requirements, and nothing missable. Finishing the game once, room by room, earns 100%. If you were searching for an “all collectibles” or “every secret” checklist, you can relax: there isn’t one to chase. Just play through and the list completes itself.
A word on “Hozy cheats and codes” pages
It’s worth saying plainly, because the search results are full of it: there are no cheat codes in Hozy, and nothing a cheat could meaningfully unlock. No level is gated behind a password — rooms open in sequence as you finish the previous one. No currency, no upgrades, no timers to skip. Pages titled “Hozy walkthrough & cheats” are recycling the game’s own task list and a generic intro to fish for clicks. The real “cheats” — the things that genuinely make the game faster and prettier — are the ones in this guide: the painting straight-edge trick, the throw-out-of-bounds discard, unpacking before placing, and using the task book to find your last missed spot.
The honest verdict
Hozy is not a puzzle to be solved or a route to be memorised; it’s a calm, generous little restoration game that you finish at your own pace, and its pleasure is entirely in the doing — the satisfying wipe of a mop, the clean line of a roller, the moment a dingy room turns warm and lived-in again. Approach it that way, lean on the task book when you’re hunting a last speck, decorate with light and restraint, and skip the “cheats” pages entirely. Nine rooms, six tools, no way to lose — just bring each space back to life and take the photo.

Written by Marvin Tang. Facts drawn from the official Steam store listing and trailers, a full level walkthrough, a community painting guide and several tips write-ups; all screenshots are official Come On Studio / tinyBuild material. Hozy is a trademark of its respective owners; this is an independent, unofficial guide.