2025Kao CorporationConsumer GoodsCase video
Kao Corporation: Silent Cleaning
Kao Corporation sought to increase brand awareness and relevance among Gen Z consumers who were disengaged from traditional home care advertising. The client tasked Whatever Co. with finding a way to make cleaning a trending topic. The objective was to shift perceptions of housework from a chore to a satisfying activity, ultimately driving product trial and sales among a younger, digital-native audience.
Creative Idea
Players must clean silently to survive a horror game, making chores feel life-threatening.
Kao transformed mundane household chores into a high-stakes horror game, forcing players to clean silently to avoid monsters. By gamifying cleaning, they turned a boring, un-trendable topic into viral entertainment that drove massive product engagement among Gen Z.
Turning Household Chores Into Survival Horror
Engineering The Sound Of Clean
To ensure the game felt authentic, the team utilized Foley sound recording to capture the precise, satisfying acoustics of Kao products. Every hiss of the Magiclean EXPOWER Limescale Spray and the distinct squeak of Quickle mops were recorded in high fidelity. This sensory attention to detail was critical, as the core game mechanic relied on sound: players had to clean surfaces without making enough noise to alert the blind, sentient grime monsters stalking the villa.
Viral Mechanics And Streaming Freedom
The campaign’s success was anchored in a permission-free streaming model. By allowing creators to monetize their playthroughs without fear of copyright strikes, the agency turned the game into a massive organic content engine. The collaboration with veteran streamer Gatchman served as the catalyst, triggering a wave of influencer engagement that propelled the title to #1 on Steam’s Free Game ranking and the top of the X trending list on launch day.

From Digital Scrubbing To Retail Sales
The gameplay loop cleverly mimicked item-crafting tropes found in classic survival horror, such as combining wet wipes with mop handles to reach tight corners. This gamification of chores had a direct impact on commerce. Streamers frequently adopted a "home-shopping" persona while playing, reading product descriptions to their audiences. This behavior drove a doubling of sales for the featured cleaning products, proving that Gen Z audiences would engage with household brands if the medium provided genuine entertainment value. The project was completed in a rigorous 8-month development cycle, utilizing a strict technical framework managed by BASSDRUM to ensure seamless asset integration between 3D artists and Unity engineers.
Creative Strategy Deconstructed
Company
Kao leveraged their deep expertise in home care products and authentic cleaning sounds to create a hyper-realistic simulation.
Category
Home care brands typically rely on traditional TV commercials that younger audiences actively ignore or find irrelevant.
Customer
Younger audiences sought immersive, shareable digital experiences and were disengaged from the perceived drudgery of household maintenance.
Culture
The rise of influencer-led game streaming and the popularity of indie horror titles created a perfect viral environment.
Company
Kao leveraged their deep expertise in home care products and authentic cleaning sounds to create a hyper-realistic simulation.
Category
Home care brands typically rely on traditional TV commercials that younger audiences actively ignore or find irrelevant.
Strategy:
Gamify the mundane to force active engagement with product utility in a high-stakes context.
Customer
Younger audiences sought immersive, shareable digital experiences and were disengaged from the perceived drudgery of household maintenance.
Culture
The rise of influencer-led game streaming and the popularity of indie horror titles created a perfect viral environment.
Strategy:
Gamify the mundane to force active engagement with product utility in a high-stakes context.
Results
The campaign achieved extraordinary results across engagement, media, brand perception, and sales: - Over 3,200 organic gameplay videos created - Reached over 10 million fans - Ranked #1 on Steam's Trending Free-to-Play Chart - Over 200,000 game downloads in the first month - Ranked #1 Trending topic on X (Twitter) in Japan - Featured in 210 news articles in 1 week and covered on major TV shows - Became the #1 Brand for "Cleaning" among the young audience - Changed perception of cleaning among young people - Achieved 200% sales (doubling sales) for the products featured in the game
200%
sales for featured products
10M+
fans reached
200,000+
game downloads in month 1
Strategy Technique
Attack a Boring Truth
Cleaning is notoriously dull and ignored by younger demographics. By framing it as a life-or-death horror challenge, the brand makes the mundane uncomfortably and hilariously entertaining.
Explore TechniqueCreative Technique
Gamification
The campaign turns the act of cleaning into a survival mechanic within a horror game. This makes the product usage feel essential and high-stakes rather than a chore.
Explore TechniqueCraft Breakdown
Kao brilliantly gamified household chores by launching a full-fledged 3D survival horror game on Steam where cleaning products serve as life-saving tools. The campaign excels in Digital Craft and 3D modeling by meticulously rendering realistic dirt textures and real-world cleaning hacks inside an engaging gaming experience.
Building a fully functional, original free-to-play horror game on Steam that seamlessly integrates realistic cleaning mechanics and real Kao products.
Leveraging Kao's proprietary cleaning science to meticulously model hyper-realistic grime textures and authentic liquid spray behaviors.
Transforming boring housework into a thrilling, high-stakes game mechanic that teaches real-life cleaning hacks through hands-on gameplay.
Masterfully blending Japanese survival horror aesthetics with corporate brand assets without losing the scary tone essential to gamer appeal.
“The brilliant synergy between realistic 3D game design and real-world utility made cleaning feel like an exciting survival strategy rather than a chore.”












