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Room Makeover is a free online home design game you can play instantly in your browser, with no download and no account. Each level hands you an empty room with a door, a window and a short brief from the client — a bed against a wall, a desk with a seat beside it, two plants, one rug, keep the doorway clear, stay under budget. The catalogue below the room has real footprints: a double bed is three cells by three, a sofa is three by one, a bookshelf stands two cells tall. You pick a piece, rotate it if it helps, and drop it on the grid, and the checklist at the top ticks off each condition the moment the layout satisfies it. That is what separates this from a decorating toy. Nothing is graded on taste — every condition is a mechanical fact about the layout, so there is genuinely a right answer, usually several, and the game can always tell you which condition you are still failing. Getting one right is easy; getting all of them right at once in a room that has run out of wall is the puzzle. There are no timers, no lives and no penalties: placing, rotating and removing are unlimited and free, and the star rating only counts how many moves it took and whether you came in on budget. Eight rooms run from a small bedroom with four pieces in the catalogue to a whole flat with fifteen pieces and thirteen conditions to satisfy in one layout.
How to play Room Makeover
- Every level opens with an empty room and a brief in quotes underneath the title. The chips below it are that brief broken into conditions you can tick off one at a time.
- The room is a grid. Grey cells are walls, the orange cell is the door and the blue one is the window — nothing can be placed on any of them.
- Pick a piece from the catalogue at the bottom. Each shows its footprint in cells and what it costs, and the piece you are holding is outlined in white.
- Tap a floor cell to drop the piece. The cell you tap becomes its top-left corner, and the whole footprint previews as you move over the grid: green means it fits, red means it does not.
- Rotate — the button, or the R key — turns the held piece a quarter turn, swapping its width and height. A three-by-one desk becomes a one-by-three desk against the side wall.
- Tap any placed piece to take it back out. You get the money back straight away; only the move counter remembers.
- "Keep the doorway clear" means the floor cells immediately inside the door, not the door cell itself. Same for the window. Those are the cells the preview will let you fill and the checklist will refuse.
- The room is finished the moment every chip in the checklist is ticked. There is no submit button and nothing to confirm.
- Stars are about efficiency, not speed: matching the par move count earns three, twice par earns two, and finishing at all earns one. Nothing is timed.
Tips
- Place the wall-bound pieces first. A bed or a wardrobe that has to touch a wall has far fewer legal spots than a plant, and filling the walls with small things first is the usual way to make a room unsolvable.
- Read the whole checklist before your first piece. A brief asking for a lamp next to the bed decides where the bed goes, and finding that out after placing the bed costs you two moves.
- Rotation is free and does not count as a move — only placing and removing do. Turn a piece before you drop it rather than dropping it and undoing.
- The cheapest piece with the right tag is usually enough. Budget conditions rarely bite unless you buy the big version of something when the small one would satisfy the same chip.
- Rugs are large and cheap, which makes them a good way to satisfy a "seat next to a rug" condition without eating wall space — put the rug in the middle and the chair on its edge.
- When you cannot make everything fit, take out the biggest piece rather than shuffling the small ones. A three-by-three bed re-placed once is worth more than four one-cell moves.
- Par is reachable with no wasted moves, so if you are already over par it is often worth Clear Room and a clean run rather than patching a layout that has boxed itself in.
FAQ
Is Room Makeover free to play?
Yes. It runs in your browser with no download, no sign-up and nothing to buy. All eight rooms unlock by playing and there is no currency outside the in-level budget, which is just a puzzle constraint.
How do you finish a room?
Satisfy every condition in the checklist at once. Each chip ticks green the moment the layout meets it, and when they are all green the room is done — there is no submit button and nothing is graded on taste.
Is this game timed?
No. There are no timers, no lives and no penalties for a wrong placement. You can place, rotate and remove as much as you want. The only thing counted is moves, and that only decides how many stars you get.
What does “keep the doorway clear” actually mean?
The floor cells immediately inside the door — the space you would walk into. The door cell itself is a wall you could never build on anyway. The same applies to the window, which is why a bookshelf pushed up under it fails the check.
Can I rotate furniture?
Yes. The Rotate button, or the R key, turns the piece you are holding a quarter turn so its width and height swap. Rotating is free and does not count as a move, so it is always worth doing before you drop rather than after.
What happens if I run out of room?
Nothing breaks — take pieces back out and try a different arrangement. Removing refunds the money immediately. If a layout has boxed itself in, Clear Room resets the floor without resetting the level.
Does Room Makeover work on mobile?
Yes. Every action is a single tap, the catalogue scrolls sideways under your thumb, and the room grid scales to the screen. Phones, tablets and desktops play identically.
Is every brief actually solvable?
Yes, and it is checked rather than assumed. The test suite searches each level for a layout that satisfies every condition inside the budget, and also confirms one exists within the par move count — so three stars is reachable on all eight rooms.