Sokoban game - push every crate onto its target

Sokoban Game: Play Sokoban Free Online

Home » Play Games » Sokoban

Sokoban⭐ 0
Sokoban

40 original levels · Daily Warehouse · Full undo

Tip: tap any floor square and the worker walks there by the shortest clear path. A crate in a corner is stuck — undo is your friend.

Sokoban game - push every crate onto its target

Sokoban is the classic warehouse puzzle, rebuilt for your browser with 40 levels that exist nowhere else. You play the warehouse worker. Wooden crates sit in your way. Purple targets wait on the floor. Your job sounds simple: push every crate onto a target. Then the rules bite. You can push a crate, but you can never pull one. You can move one crate at a time. And a crate pushed into a corner is stuck there for good. Every level on this page was designed by hand for GameOLL, then proven solvable by a solver program before it earned a place here. Each one has a par score: the fewest pushes that can possibly finish it. Beat par, earn stars, and come back daily for the Daily Warehouse run.

Genre: Puzzle

Levels: 40 + Daily

Skill: Planning

Price: Free

Genre

Puzzle · Logic

Players

Single player

Platform

Browser (no download)

Price

Free

Sokoban game - push every crate onto its target

In this guide

How to Play Sokoban

The rules fit in three short lines. Push every crate onto a purple target square. You can only push, never pull. You can only push one crate at a time.

The yellow worker disc is you. Walk into a crate and it slides one square in the direction you push. Walk into a target square with the crate ahead of you and the crate rolls home. It turns green when it sits on a target. Fill every target and the level is cleared.

The catch is space. A crate needs an empty square beyond it, and you need an empty square behind it to stand on. Walls block both. If you push a crate flat into a corner, no one can ever move it again. The same goes for a crate parked along a wall with no target on that wall: it can slide along the wall, but it can never leave it. When that happens, the game warns you about corner traps, and the fix is one tap away. Undo takes back your last step, as many steps as you like, right back to the start of the level. Nothing is ever lost for good.

Sokoban gameplay - the worker lines up a push behind a crate

Two counters watch your run. Moves counts every step the worker takes. Pushes counts only the steps that move a crate. Pushes are the score that matters, because par and stars are measured in pushes. Walk as much as you need. Push as little as you can.

Controls

ActionHow
Move the workerArrow keys or W A S D
Move on touch screensSwipe on the board, or use the on-screen arrow pad
Push a crateWalk into it in the direction you want it to go
Walk somewhere fastTap any floor square and the worker walks there by the shortest clear path
Undo a stepUndo button, or press U
Restart the levelRestart button, or press R
Sound on or offSpeaker button at the top

Tap-to-walk is the big time saver. Long walks across the warehouse cost one tap instead of twenty key presses, and the worker never pushes anything on the way. If a crate or wall blocks every route, the game tells you there is no clear path instead of sending the worker on a pointless trip.

40 Original Levels in Four Tiers

Most Sokoban sets online are the same famous packs copied from site to site. This set is different. All 40 levels were drawn from scratch for GameOLL and checked one by one with a solver program that proves each level can be finished and measures the fewest pushes it takes. If you have played Sokoban before, you have not played these rooms.

TierLevelsWhat it teaches
Training Yard1–10First pushes, simple corners, one and two crates, short walks
Warehouse Floor11–20Rooms with doors, crates that share lanes, parking before pushing
Crate Crew21–30Four and five crates, tight storerooms, push order that matters
Master Movers31–40Big halls, long hauls, traps that need a plan before the first push

Every level is open from the start. There are no locks and no lives. Many players work through the tiers in order, since each tier builds one new skill on the last. Others jump straight to a level that beat them yesterday. Both ways work. Your stars and best push counts are saved per level, so a better run always replaces a sloppy one.

Stars and Par

Par is the heart of the scoring. Before any level went live, our solver played it perfectly and counted the pushes: that number is the level par. Finish the level and you always earn one star. Finish within par plus a small margin and you earn two. Stay tight against par and you earn three. The margin grows a little on big levels, where one spare push is hard to avoid.

This makes stars a puzzle of their own. Clearing a level is the first win. Clearing it at par means finding the exact route the solver found, or one just as short. Level pages show par before you start, and the win screen shows your pushes next to it, so the gap you need to close is always one number.

Daily Warehouse

Every day, one level becomes the Daily Warehouse run. The pick comes from the date, so every player in the world gets the same level on the same day. Some days it is a gentle Training Yard room. Some days it is a Master Movers brute. Finish it and you bank a streak day. Finish it again the next day and the streak grows. Miss a day and the streak restarts at one, so the daily run is the fastest way to build a habit that hurts a little to break.

The daily run uses the same rules and the same undo as the normal levels. If real life interrupts you mid-level, that is fine too. Your position saves in the browser and the level is exactly where you left it when you come back, as long as you return the same day.

Strategy: The Pushes That Win

Never push into a corner

A corner is two walls meeting. A crate in a corner can only leave if you can stand in the corner and push it out, and you cannot stand inside a wall. Unless the corner square is itself a target, a crate pushed there is dead weight and the level cannot be finished. Before any push, glance at where the crate will land. If two walls touch that square, stop.

Fear the walls, not just the corners

A crate flat against a straight wall is half trapped. It can still slide along the wall, but it can never move away from it, because you cannot get behind it to push it off. That is fine when a target sits on that same wall. It is fatal when it does not. The game flags corner traps, but wall traps are quieter. Train your eye to check the whole wall line before you commit.

Think from the target backwards

Strong players plan in reverse. Start at the target and ask: where must this crate come from, and where must I stand to push it there? That last push decides the square before it, and so on back to the start. Walking the solution backwards finds dead ends before you waste pushes walking into them. It also reveals the push order when two crates share one lane.

Park crates in open floor

Sometimes a crate must wait while you move another one. Wait in the middle of the room, never against a wall or near a corner. Open floor keeps every direction open. A parked crate should have clear squares on all four sides, so you can always change your mind about where it goes.

Use undo like a scout

Undo is unlimited and free. Use it to test an idea: push the crate, look at the new shape, and undo if the shape got worse. Many levels teach their trick the moment you see what a push does to the room. Restart is the bigger hammer. If the whole room feels wrong, restart with what you learned and make the first push the right one.

Sokoban FAQs

Is Sokoban free to play here?

Yes. All 40 levels and the Daily Warehouse are free, with no account, no download and no install. The game runs in your browser on phones, tablets and computers.

Are these the classic Sokoban levels?

No. The rules are the classic ones, but every level in this set was designed from scratch for GameOLL. Each level was then checked by a solver program to prove it can be finished, and its par comes from that proof.

What is par in Sokoban?

Par is the fewest pushes that can finish the level, measured by our solver. Your pushes are compared with par when the level ends. Matching par, or staying close to it, earns the best star rating.

Can I pull a crate back?

No. Sokoban is push only, and that single rule is what makes the game deep. If a push goes wrong, use Undo to take back one step at a time, or Restart to reset the whole level. Nothing is ever lost for good.

What is the Daily Warehouse?

It is one featured level per day, picked by the date, and the same for every player. Finish it to earn a streak day. Finish daily levels on back-to-back days to grow your streak, and try not to miss a day, because a miss restarts the streak.

Does the game save my progress?

Yes. Stars, best push counts, your daily streak and even a level you left half finished all save in your browser. Leave mid-level and the crates, the worker and your undo history are exactly where you left them when you return.

Final Verdict

Sokoban is the rare puzzle that needs three rules and nothing else. This GameOLL edition gives it 40 rooms you have never seen, an honest par to chase on every one, undo that forgives experiments but never mistakes in your star count, and a daily run worth protecting. Start in the Training Yard, learn to fear corners, and work your way to Master Movers.

Last updated: November 8, 2026.

Leave a Comment

Your email address will not be published. Required fields are marked *