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Dustforce
Dustforce
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Dustforce
Dustforce's logo, from the pre-release trailer
DeveloperHitbox Team
PublishersDigerati Distribution
PS3, Vita, X360
Capcom
ComposerTerence Lee
PlatformsWindows, OS X, Linux, PlayStation 3, PlayStation Vita, Xbox 360
Release
January 17, 2012
  • Windows
    • WW: January 17, 2012
    OS X
    • WW: May 1, 2012
    Linux
    • WW: September 18, 2012
    PlayStation 3, Vita
    • NA: February 4, 2014
    • EU: February 5, 2014
    Xbox 360
    • WW: April 25, 2014
GenrePlatform
ModesSingle-player, multiplayer

Dustforce is a platform video game developed by Hitbox Team. The game was released in 2012 for Microsoft Windows via Steam in January, and Mac OS X through Steam in May. A Linux port was released as part of the Humble Indie Bundle 6. Capcom published the game for the PlayStation 3, PlayStation Vita, and Xbox 360.[1]

Within the game, the player controls one of four janitors who are attempting to sweep away a world corrupted with dust and filth. The player uses a number of acrobatic skills, such as double jumping and wall jumping to progress through the game's fifty-some levels, cleaning sections covered by leaves and attacking filth-covered creatures to score and progress through the level. The player's performance is ranked based on time and completion, and access to certain levels requires near-perfect runs of earlier levels.

Gameplay

[edit]

Dustforce is a platform game that has been compared to games such as Super Meat Boy and N+, where fast-response timed actions are considered necessary to complete the game. It is set in a world where filth has corrupted the creatures that live in the area; the four-member Dustforce team of janitors aims to clean up the mess and restore the world. An overworld provides access to more than fifty levels, though about half are initially locked to the player.[2]

The player controls an agile sweeper as they clear away leaves and defeat creatures across the landscape.

After the player selects a level, they pick one of the four Dustforce members, who all share the same moves but have slightly different statistics, such as jumping height. Within the level, the player must maneuver their character to the end goal using acrobatic tricks such as double jumps, wall jumps, mid-air dashes, and clinging to the ceiling. Along the way, the character will automatically sweep up any debris on the walls or floors. The player can also initiate regular and super-attacks against filth-covered creatures to restore them to normal. The end goal of a level typically requires reaching a final area and defeating foes waiting there. Should the character run into any hazards such as pits or spikes on the level, the player will have to resume the run from a previous checkpoint.[3]

Upon completing a level, the player is ranked based on "finesse" and completion. Finesse is determined by the combo meter, which is reset if the player takes a hit or proceeds too slowly, and completion is determined by the amount of debris and enemies cleaned. The ratings, evaluated separately, are based on a letter-grade scale, with "D" through "A" reflecting increasingly better performances, and an "S" grade, representing a perfect combo, or full completion. Completing a level with an "S" grade in both finesse and completion provides the player with one of three colored keys to unlock certain levels in the overworld.[2]

The player is also rated on a scoring system and ranked on a global leaderboard. The player scores a fixed number of points for every patch of filth that is cleaned up multiplied by their current combo meter, and increases their current combo meter by 1. The combo meter only stays active for a short period of time, but resets for each patch cleaned up; thus by hitting many patches in a row quickly, the player can build up the combo multiplier and drastically increase their score. Player replays are stored online with the leaderboards, allowing other players to review how top scorers were able to complete various levels.[3] The PlayStation 3 version will include the ability to save and share level replays to YouTube, while this, the Vita, and Xbox 360 version will include the ability to save replays locally.[4]

Dustforce includes a four-player local multiplayer mode including variants such as Survival and King of the Hill modes, where players scale the level and fight against other players towards victory. Players can act as the janitors, cleaning up filth, while the other players lay down filth on clean patches of the level.[2]

A level editor for both single player and multiplayer maps was released as part of a patch for the Windows version of the game and the debut of the Mac OS X version. Levels are shared through a website created by Hitbox Team.[3][5] The PlayStation and Xbox versions includes 150 user-generated level as voted on by players.[4]

Development

[edit]
The Dustforce team race through this gameplay trailer sweeping up the filth from the world.

Designer Woodley Nye came up with the idea one day while sweeping a pile of leaves.[6] The team was working on another game at the time but switched to Dustforce when they heard about the Indiepub contest.[6] In designing the game Nye wanted to create an acrobatic 2D platformer. He credits the games N and Nikujin as inspirations for the project.[6] Hitbox has also stated that the game Super Smash Bros. Melee was an influence to the team citing its easy pick up and play approach while still maintaining a level of depth for experienced players.[7] In selecting the art style Nye opted for a simplistic style that would showcase the various frames of animation. He has cited Dragon Ball Z as an influence in terms of design aesthetic stating that "they have great poses and also good shapes".[6]

Dustforce won the $100,000 Grand Prize at indiePub Games' Third Independent Game Developers Competition at the 2010 Game Developers Conference Online.[8] The money was used by the four-person Hitbox team to develop the game over about one and a half years.[9]

After about a year of its successful release on Microsoft Windows, Capcom talked to Hitbox about porting the title to consoles. Capcom used the localization team, QLOC to support the transition to console and managing features like leaderboards and replay saving. The console version includes 150 user-created levels from the Windows version as voted on by players.[4]

Dustforce was released on 17 January 2012.[10]

DX update

[edit]

A free update to Dustforce, Dustforce DX, was available to all owners of the base game in October 2014. The DX update added 109 community maps accessible through an in-game console, a new music track by Lifeformed, and support for Steam trading cards.[11] The update also included changes designed to make the game friendlier to newer players. The single tutorial was broken into 3 separate maps, 16 easier levels were added, and the 4 world hubs were consolidated into a single area. The overworld redesign makes it more difficult to reach the harder levels. According to Hitbox developer Woodley Nye, the redesign "helps in two ways: it keeps new players away from levels they aren't ready for yet, and it serves as a teaching tool for more advanced techniques that are required in the tougher levels".[12]

Reception

[edit]

Dustforce was generally well received by critics, praised for its demanding gameplay, online leaderboard features, graphics, and soundtrack. Kyle Orland of Ars Technica, was pleased with the difficulty of the game even after facing levels he could not complete, and considered Dustforce as "a game that's not content to let you be content with yourself, and for that it's definitely worth playing".[18] Marsh Davies of Eurogamer considered that once a player can work their way through a level with perfect completion, "it's hard not to admire the pat precision of the controls or deny the transcendent joy of a high-ranking run".[2] The use of reviewing online replays was highly praised to help players that were stumbling with the game. IGN's Anthony Gallegos considered the replays to be not only "awesome and humbling" to review, but also aiding in teaching the player of new techniques.[3] Several noted that Dustforce is the type of game that a player may get frustrated with quickly after replaying levels over and over to get the "S" grades, but this emotion is calmed by the game's graphics and music. PC Gamer's Lucas Sullivan considered that the combination of the "soothing, ethereal background music" and "fluid animations and beautifully stylized character designs" provided a zen-like meditative setting for the player to practice within.[17] Nathan Grayson of GameSpy considered that "the whole audio-visual package colludes to create a strikingly powerful soothing effect" that contrasts the tight demands of the gameplay.[16]

Some reviewers noted that the game fails to fully explain some of its features through the simplistic menus. There is no immediate information about the differences between the characters when selecting one prior to a level,[3][16] and the multiplayer mode is not well explained.[15] Others noted that the multiplayer mode felt like an add-on, and without online connectivity, would likely not be a feature many gamers would play.[2][18] Although the game defaults to the use of keyboard controls, several found these to be a hindrance and switched to a gamepad, which had to be configured manually.[2][3] Some reviewers also noted that the game has some performance issues based on its initial release.[16][19]

Sales of the game were boosted by both being featured in a mid-week Steam promotion in May 2012, its inclusion in the Humble Bundle, and further discounts during 2012 holiday season sales. Hitbox states that the team directly earned US$ 489,000 after one year of sales, which will be used to fund development of their next game, Spire.[9]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Dustforce is a 2D side-scrolling platform developed by the Australian independent studio Hitbox Team and first released on January 17, 2012, for Microsoft Windows via . In the game, players control one of four acrobatic janitors tasked with sweeping away dust and grime from vibrant, hand-drawn environments through precise leaping, dashing, wall-jumping, and sweeping maneuvers to achieve stylish combos and high scores. The core gameplay emphasizes fluid, momentum-based platforming inspired by competitive fighting games, where maintaining speed and chaining actions is key to mastering levels and unlocking secrets. The game features over 50 single-player levels spanning serene gardens, industrial factories, and hazardous ruins, progressing from exploratory tutorials to intense, precision-demanding challenges that test players' reflexes and technique. Accompanying the campaign are online leaderboards with ghost replays for competitive analysis, a built-in level editor for creating and sharing custom maps via an official server, and a local multiplayer mode for up to four players in versus or co-op sessions. Dustforce includes an original soundtrack by composer , enhancing its atmospheric worlds, and received a free enhanced edition called Dustforce DX in , which added 16 new levels and 109 community maps. Ports to and followed in , published by , expanding accessibility while preserving the game's demanding yet rewarding platforming essence.

Gameplay

Core Mechanics

Dustforce features four playable janitors—referred to as Dustgirl (red), Dustkid (purple), Dustman (blue), and Dustworth (green)—each equipped with a unique cleaning tool and distinguished by cosmetic designs inspired by everyday custodians. While sharing the core set of acrobatic abilities, the characters exhibit subtle stat variations, such as differences in jump height, fall speed, attack range, and speed, allowing players to select based on preferred playstyles; for instance, Dustworth excels in vertical reach with height and long attack range but slower attack speed, whereas Dustkid prioritizes rapid attacks and a at the cost of shorter range. The game's movement system revolves around a suite of acrobatic maneuvers designed for fluid traversal and . Players can run along surfaces, perform variable-height jumps and double jumps (with Dustkid gaining a third), execute wall jumps and slides for vertical navigation, and use an air dash for horizontal bursts. Cleaning actions include light sweeps, which generate trails to clear while maintaining , and spins or heavy attacks for combating creatures or scattering filth for later collection; these moves encourage chaining sequences without halting progress, rewarding precise execution. At its heart, Dustforce employs a momentum-based physics system that emphasizes conservation of speed through timed inputs and environmental interaction, drawing inspiration from precision platformers like in its focus on acrobatic flow and non-stop chaining of actions. This system simulates realistic , where improper timing dissipates , making recovery challenging and heightening the demand for skillful navigation across precarious platforms. The primary objective is to sweep away dust, leaves, trash, and slime corrupting the levels, aiming for complete coverage to maximize finesse scores that grade performance from D to S based on combo length, style, and efficiency. Uncleaned debris and resulting dust creatures act as hazards; contact with them inflicts damage to the janitor's health bar, which depletes in ticks and leads to death upon emptying, necessitating restarts from checkpoints or the level's beginning. Controls are tailored for precision, with default keyboard mappings using or WASD for directional movement, Z or Spacebar for jump, X or Shift for dash, C for light attack (sweep), and V for heavy attack. Controller support favors analog sticks for movement (left stick), face buttons for actions—typically A for jump, X for dash, Y for light attack, and B for heavy attack—and for fine adjustments, providing smoother input for momentum maintenance compared to keyboard.

Levels and Progression

Dustforce features over 75 official levels across multiple themed worlds, including the overworld, , ruins, and Lab factory, with difficulty escalating as players advance through environmental challenges that demand precise platforming and cleaning. These worlds are connected via a central hub system, allowing non-linear exploration while guiding progression through locked areas. Player performance in each level is evaluated via a dual grading system comprising Completion and Finesse ranks, ranging from D to S, which collectively determine the overall grade and contribute to unlocks. Completion assesses the percentage of dust cleaned and enemies defeated, requiring 100% for an S rank, while Finesse measures combo efficiency without taking damage, starting at S and downgrading per interruption. Time taken influences high scores on leaderboards but not ranks directly. Achieving an S rank thus demands perfect cleaning, no damage, and optimal move efficiency to maximize combo multipliers on cleaned surfaces. Higher difficulty challenge levels, marked by red doors, are unlocked only upon earning SS ranks—combining S in both Completion and —on preceding variants, ensuring mastery before accessing intensified obstacles. Progression occurs through hub world , where completing levels yields partial keys based on ranks (e.g., S provides 50% of a key), accumulating to open bronze, silver, gold, and red doors leading to new areas and levels. The Dustforce DX update enhances accessibility by introducing 16 beginner levels as a preliminary tier, which players complete to unlock the original easier levels, easing entry for newcomers while preserving the core challenge structure.

Multiplayer and Community Features

Dustforce features local multiplayer modes supporting up to four players, emphasizing competitive play within the game's cleaning mechanics. In Versus mode, players race against each other to fully a level in the shortest time or with the highest score, leveraging acrobatic sweeps and dust collection to outpace opponents. pits players as janitors or leaf men in a battle royale-style elimination, where opponents inflict damage through attacks or environmental hazards like spikes and ledges to be the last one standing. mode involves teams competing to control designated points on the map, requiring strategic movement and combat to maintain dominance while navigating the platforming environment. The game includes global online leaderboards that track player scores and completion times across official and custom levels, fostering competition among the community. Replay functionality allows users to view and analyze top performances instantly, enabling players to study techniques for improvement and share impressive runs. These features extend to community-created content, promoting ongoing engagement beyond the core campaign. A built-in level editor provides tools for players to design custom maps, incorporating the game's physics, dust mechanics, and environmental elements for creative expression. Custom maps can be shared and downloaded via the official Atlas server, facilitating a vibrant ecosystem of . The Dustforce DX update integrated 109 community-made maps directly into the game, accessible through an in-game terminal for seamless play without external downloads. The DX update also introduced support for Steam trading cards, badges, and emoticons, rewarding players for achievements related to multiplayer participation and level creation. Steam achievements specifically recognize milestones in local multiplayer sessions and editor usage, such as completing matches or publishing custom levels, further incentivizing community interaction.

Development

Conception and Early Production

The concept for Dustforce originated with Woodley Nye, who drew initial sketches of a janitor character inspired by the satisfying act of sweeping debris, aiming to create a nonviolent platformer that emphasized acrobatic movement and environmental interaction. Nye's vision was influenced by momentum-based platformers such as N, which featured precise, high-speed traversal, and the combo systems in Super Smash Bros. Melee, which rewarded stylish chaining of actions. This idea evolved from Nye's interest in challenging 2D platformers that could blend everyday chores with fluid, expressive gameplay mechanics. Hitbox Team formed as a small indie group around Nye, with core members including Lexie Dostal on programming and design, Matt Bush on engine development, and Terence Lee (under his alias Lifeformed) for music and sound. Nye and Dostal, who met in high school and began prototyping games together using tools like , connected with Bush through college, and the team relocated to a shared shed in rural to focus on development full-time. Early prototyping emphasized hand-drawn and keyframed animations to achieve smooth, personality-driven character movements, departing from rigid physics engines in favor of custom-tuned mechanics for acrobatic sweeps and jumps. The initial plan called for 16 levels, designed to introduce progressively complex environments while maintaining a cohesive hand-crafted feel. Music composition was handled by Terence Lee as Lifeformed, who crafted chiptune-inspired tracks using simple electronic instruments to complement the game's fast-paced, acrobatic rhythm, with early pieces like the theme capturing a retro-modern energy. Prototyping faced technical hurdles, such as performance issues from thousands of high-resolution sprites, prompting a custom engine rewrite with streaming optimizations. A key early challenge was balancing difficulty to appeal to both casual players and experts, achieved through iterative playtesting and refinements to combo scoring and level layouts, ensuring accessibility without diluting the mastery curve. The team's efforts culminated in a that secured a $100,000 grant from indiePub's Independent Games Competition in , validating their core design direction.

PC Release and Initial Funding

Dustforce's development was significantly bolstered by a $100,000 grand prize awarded to its at indiePub Games' Third Independent Game Developers Competition, announced on October 8, , during the Game Developers Conference Online. This funding, provided through a publishing deal with Zoo Games (a subsidiary of indiePub), enabled the Hitbox Team—a group of four developers—to complete full production over the subsequent 1.5 years, covering salaries budgeted at approximately $20,000 per person annually while one team member supplemented with personal savings. The prize was pivotal, transforming the summer prototype into a polished title without additional external . The game launched on personal computers through Digerati Distribution, which handled publishing on . The Windows version released on January 17, 2012, followed by the macOS port on March 1, 2012, and a version included in the Humble Indie Bundle 6 on September 18, 2012. Priced at $9.99 upon debut, the title saw initial launch promotions on , such as a midweek sale in May 2012 offering 50% off, which sold over 17,000 copies in three days and helped recoup the development budget within nine days of release. Its inclusion in Humble Indie Bundle 6 further amplified visibility, generating $153,915 in revenue during the bundle's run and exposing the game to a broader audience through the pay-what-you-want model. Post-launch support focused on stability and accessibility, with early patches in addressing bugs in the —such as collision inconsistencies—and refining controls for smoother wall-running and aerial maneuvers, which were core to the platforming experience. These updates also introduced basic replay functionality, allowing players to review and share time-trial runs, enhancing community engagement without altering the core mechanics. By May , the team had additionally released a custom level editor and online server support alongside the macOS version, laying groundwork for .

Console Ports and DX Update

In 2014, published console versions of Dustforce for , , and , with porting handled by Polish studio QLOC to adapt the game's precise platforming mechanics to console hardware. The and editions launched on February 4, 2014, supporting cross-play and cross-save features between the platforms, while the version followed on April 25, 2014, after a delay from the initial January target. Development on the ports began approximately one year after the PC release and emphasized maintaining the high-speed central to the . Adapting the controls posed significant challenges, as the original keyboard-based inputs allowed for exact directional precision essential to chaining attacks and maneuvers, whereas console controllers required tuning for gamepads, with developers favoring usage over analog sticks to preserve eight-way directional accuracy for skilled play. To enhance the console experience, the ports incorporated approximately 150 curated user-created levels selected from PC submissions based on community votes, alongside features like online leaderboards with replay attachments and local multiplayer support. The PlayStation versions also enabled saving replay clips as MP4 files for sharing. On October 23, 2014, Hitbox Team released Dustforce DX as a free update exclusively for PC owners on , Mac, and , adding substantial content to address player feedback on accessibility and variety. The update introduced 16 new official maps, including easier beginner levels and a restructured tutorial divided into three smaller sections, alongside 109 community-curated maps accessible via an in-game terminal. It also featured a new soundtrack track titled "Undiscovery" by composer Lifeformed, bug fixes, a redesigned overworld combining previous hub areas into one cohesive space with gated progression for medium and hard difficulties, and integration with Steam Workshop for level sharing, plus trading cards, badges, emoticons, and wallpapers. While the console versions retained their curated user levels and core features, they did not receive the DX update, lacking Steam Workshop support but offering exclusive access to the 150 pre-selected community stages not bundled in the base PC edition. As of 2025, no official updates or expansions have been released for any version of Dustforce since the 2014 DX patch.

Reception and Legacy

Critical Reception

Dustforce received generally favorable reviews from critics upon its initial PC release in , with praise centered on its innovative platforming mechanics that emphasized fluid combos and environmental interaction. Reviewers highlighted the game's unique sweeping-based movement system, which allowed players to chain attacks into momentum-preserving dashes, creating addictive sequences of traversal and cleanup. The style was lauded for its stunning animations and vibrant, hand-drawn environments that brought a sense of whimsy to the challenging levels. Additionally, the soundtrack composed by Lifeformed (Terence Lee) was frequently cited as exceptional, blending elements with ambient to enhance the rhythmic flow of gameplay. Aggregate scores reflected this positive reception for the PC version, earning a score of 79/100 based on 35 critic reviews. Specific outlets echoed these sentiments: awarded it an 8/10, noting the "addictive" combo system that rewarded skillful chaining of moves for high scores. also gave an 8/10, praising the "masterful" controls that enabled precise, exhilarating navigation through precarious levels. scored it 8.5/10, commending the artistic flair in its expressive animations and intricate level designs that captured a distinctive, colorful aesthetic. Critics also pointed out several shortcomings, particularly the steep difficulty curve that could frustrate beginners unaccustomed to precision platforming. The game's progression often required near-perfect runs to unlock later content, leading to repeated failures in early stages for casual players. Menus and tutorials were criticized for being unclear, with insufficient guidance on mechanics like combo building or level selection, leaving newcomers to rely on or external resources. Multiplayer modes, while functional for local play, were seen as lacking depth, offering basic competitive options without robust online features or varied match types at launch. Console ports in 2014 received slightly more mixed aggregate scores: 73/100 for (based on 14 reviews), 70/100 for (based on 32 reviews), with reviewers noting technical issues like input lag and load times that diminished the core experience compared to PC. The Xbox 360 port received a user score of 7.5/10 on but lacked sufficient critic reviews for a Metascore. The 2014 DX update, however, was generally well-received for introducing added content such as new levels and community maps, alongside improvements to through redesigned progression and bug fixes that enhanced console via patches.

Commercial Performance

Dustforce achieved total revenue of $668,490 (net income approximately $295,000 after expenses and taxes) during its first year following launch, primarily through direct Steam sales and inclusion in the Humble Indie Bundle 6, which alone generated $153,915 for the developers. Hundreds of thousands of units have been sold on Steam as estimated from historical data and review counts as of November 2025, with bundle promotions like the Humble Bundle series playing a substantial role in accumulating these figures. The game's commercial performance benefited from recurrent Steam discounts, such as a 75% reduction in February 2016, alongside Capcom's promotional efforts for the console ports on , , and , and the free Dustforce DX update in 2014, which added new maps and features to enhance player engagement on PC. No official lifetime sales data has been released by the developers, positioning Dustforce as modestly successful relative to AAA titles but notably profitable for an indie release. Contributing to this outcome were the game's low development budget, secured through a $100,000 grant from winning indiePub's 2010 Independent Game Developers Competition, and its exclusively model, which kept overhead costs minimal. Positive critical reception further supported market visibility, drawing attention to the title amid indie platformers.

Community Impact and Influence

Dustforce has cultivated a dedicated fanbase that continues to engage with the game through online platforms and shared resources. The official forum at dustforce.com serves as a hub for discussions among players, map creators, and , with an active IRC channel (#dustforce) facilitating real-time interactions. Additionally, the game's map-sharing server, Atlas, hosts ongoing activity, including recent custom map uploads as of 2025, demonstrating sustained interest over a decade after release. The speedrunning scene represents a significant aspect of Dustforce's community legacy, with the game featured in multiple charity events starting from Summer Games Done Quick 2013. Notable runs include a 42:20 any% all levels performance at SGDQ 2014 and a 41:59 DX showcase at SGDQ 2015, highlighting the game's emphasis on precise momentum control. Speedrunners focus on categories like any% and SS-rank completions, where world records prioritize flawless combos and minimal dust left behind, fostering a competitive culture that has endured without official updates. Fan-driven modding and tool development have extended the game's lifespan, with resources like the Dustforce DX Beginner to Intermediate Guide on providing tutorials, video clips, and maps for mastering techniques such as wall slides and super jumps. The Dustforce DX update enabled seamless integration of community maps via Atlas, resulting in over 14,000 user-created levels published to date, ranging from beginner-friendly practice rooms to intricate challenge maps that test advanced combo chaining. These creations, often shared through events like Custom Map Jam 2 in 2025, encourage collaborative innovation without relying on developer support. Dustforce's innovative combo system and momentum-based platforming have influenced the indie genre, earning recognition for its contributions to precise, skill-rewarding . The game won the $100,000 Grand Prize at indiePub Games' Third Independent Game Developers Competition in 2011, praised for its unique cleaning mechanics and fluid controls. This impact is evident in later titles like Celeste (2018), which shares similarities in tight momentum handling and combo-driven progression, though Dustforce's emphasis on environmental interaction sets it apart. As of 2025, the game maintains a niche , with occasional Twitch streams attracting viewers—such as top English-language broadcasts in September 2025—despite no new official content since the 2014 DX update.

References

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