📦 Sokoban
🧩 Logic · 2 playsSokoban
Push crates onto their marks in a warehouse where nothing can ever be pulled back.
About Sokoban
Hiroyuki Imabayashi's 1982 puzzle is the standard example of a problem that is trivial to move about in and genuinely hard to solve. You walk a warehouse floor and push crates, one at a time, onto marked squares. Pulling is impossible, so a crate shoved into a corner is finished and so is the level. The thinking belongs before the first move: decide where each crate must end, work the route backwards, and check that every push leaves you somewhere to stand. Undo is there because even careful planning misses one.
How to Play
Move with the arrow keys, swipes or the buttons; walking into a crate pushes it. Crates can only be pushed, never pulled, so a corner or a flush wall is permanent. Settle every crate on a marked square. Undo reverses your last move.
💡 Tips & Strategy
Before you push anything, look for the moves you can never take back. A crate shoved into a corner is stuck forever, and a crate against a wall can only slide along it — so if its target is not on that wall, the level is already lost. Scan for these traps and plan a route that avoids creating them.
Work backwards from the goals. Ask which square you would have to stand on to make the final push, then what must be clear for you to reach it. Planning from the end reveals the ordering constraints that forward play only discovers after a wasted dozen moves.
Order matters more than route. Crates block each other, so filling the goal squares furthest from your working area first usually keeps the paths open. Filling the nearest goal first is the classic way to wall yourself out of the rest of the level.
When you are stuck, count free squares rather than staring at the crates. A corridor that admits only one crate at a time dictates the sequence completely, and noticing that constraint early turns a confusing level into a simple one.