Play Sokoban Online, the Classic Box Pushing Puzzle Game

Sokoban is the warehouse puzzle: push every crate onto a goal, one at a time, never pulling. 445 levels in seven worlds — Microban from level 1 in its author's order, then Microcosmos, Nabokosmos, Picokosmos, GRIGoRusha and Sasquatch — after a six-level tutorial. Tap a crate and the squares it can reach light up; every level shows its proven fewest pushes, a crate that can no longer reach a goal turns red, and a hint shows the next push without making it. Play Sokoban free in your browser — no download, no account.

Why play Sokoban here?

Tap a crate and the squares it can be pushed to light up; tap one and the worker walks round behind it and pushes it there, square by square. Every level shows its proven fewest pushes, and a crate that can no longer reach any goal turns red the moment it happens — only when that is certain, never as a guess — so you can undo that one push instead of playing on for nothing. Microban's levels come in their author's own order after a six-level tutorial, and a hint shows the next push and where to stand without making it.

How You WinGet every crate onto a goal (the squares with a gem set into the floor). The game counts your pushes and your moves; each level shows its proven fewest pushes, and matching that number without a hint earns the fewest-pushes badge.

Levels
445 in 7 worlds, plus 6 tutorial levels
Rule
Push only, one crate at a time
Scoring
Pushes (and moves); each level shows its fewest pushes

How to play Sokoban in one minute

  1. Push every crate onto a goal — the squares with a gem set into the floor. You can only push, never pull, and only one crate at a time.
  2. Tap the floor to walk there. Tap a crate and the worker walks to a side it can be pushed from and selects it; gold rings show where it can go that way. Tap one and it is pushed there, square by square.
  3. Arrow keys or WASD step one square at a time; walking into a crate pushes it. On a phone, swipe on the floor.
  4. A crate that can no longer reach any goal turns red. Undo takes back a push with the walk that led to it, as often as you like — even a restart can be undone.
  5. Each level shows its proven fewest pushes; match it without a hint for a star. Hint shows the next push and where to stand without making it.

The first visit starts with six short tutorial levels, then Microban from level 1 in its author's order. Every level is open, and switching level keeps your place on the one you leave.

Playing Sokoban here: common questions

Is Sokoban here free, and do I need to download anything?

It is free, with no download, no account and no ads. It runs in any phone or desktop browser, and your progress, stars and any level you left half-done are kept in the same browser.

Where do the levels come from?

The six tutorial levels were made for this site. The rest are classic free collections — Microban and Sasquatch by David W. Skinner, Aymeric du Peloux's Microcosmos, Nabokosmos and Picokosmos, and GRIGoRusha's sets — used unchanged and credited on this page. None of them are the original 1980s game's levels.

What happens if I push a crate somewhere it can never come back from?

It turns red straight away, so you don't play on for nothing. The game only marks it when that is certain. Undo takes the push back; you can undo as far as you like.

Can I play on my phone?

Yes. Tap to walk and push, or swipe on the floor to step. Wide levels stand upright so the squares stay big enough to tap, and Undo, Hint and Restart sit in the bottom bar with the level button at its left.

Level credits

The six tutorial levels are this site's own; the levels in the seven worlds come from collections their authors have published.

  • Microban, SasquatchDavid W. Skinner
  • Microcosmos, Nabokosmos, PicokosmosAymeric du Peloux
  • GRIGoRusha 2001, 2002, Special, Comet, Star, SunGRIGoRusha (Grigoriev)

Every level is used unchanged, and Microban and the others keep their authors' own order. Copyright stays with the authors.

What a game looks like

  • The first visit opens the tutorial: six small levels, one idea each, the first one guided step by step.
  • Then come seven worlds. The first starts at Microban level 1 and follows its author's order; after it come Microcosmos, Nabokosmos and Picokosmos, then GRIGoRusha's levels from easy to hard, and Sasquatch last.
  • Every level is open from the start. Switching to another level saves where you were on this one, so you can come back and carry on.
  • Wide levels stand upright on phones and narrow windows; arrow keys and swipes follow the screen.

Complete Rules

  • The worker moves one square at a time — up, down, left or right — and cannot pass through walls or crates.
  • Stepping into a crate pushes it one square the same way. A crate with a wall or another crate beyond it will not move.
  • You can only push, never pull, and only one crate at a time: two crates in a row cannot be pushed.
  • The level is solved the moment every crate stands on a goal. A crate on a goal can still be pushed off it.
  • Pushes count squares a crate moves; moves count every step the worker takes, pushes included. A level's best figure is its fewest pushes.
  • Smart push (in settings, off by default): off, a selected crate shows only the squares straight ahead of where you stand; on, it shows every square it can reach, and the worker walks round to push from other sides. Either way counts as solving it yourself.
  • Progress, badges and the game in hand are kept in this browser. There is no account and no leaderboard.

Your First Game

  • Look at which way each crate can go first. A crate against a wall can only slide along that wall; one in a corner is stuck for good.
  • Plan where to stand: to push a crate right you have to be on its left, and the way round must not be blocked by another crate.
  • Sometimes a crate has to go away from its goal first so you can get behind it.
  • Order matters: fill the deepest, hardest-to-reach goal first and leave the corridors near the start for last.
  • Undo is cheap. A red glow is the game telling you that push made the level impossible.

Practical Strategy

  • Work back from the goals: which crate will end on each one, and from which side? Often only one side works.
  • Keep room to manoeuvre. Open floor in the middle of a room is for turning crates around; don't fill it.
  • Two crates side by side against a wall, or four in a 2×2 block, usually cannot be separated again. Steer clear of those shapes.
  • A corridor takes one crate at a time. When several have to pass through the same one, work out the order before you start.
  • Use a hint as a check, not a crutch: look once, work out why that push, then carry on yourself.

Winning and Special Rules

  • Level credits. Microban and Sasquatch are by David W. Skinner; Microcosmos, Nabokosmos and Picokosmos by Aymeric du Peloux; the rest come from GRIGoRusha's (Grigoriev's) collections. All are used unmodified; the six tutorial levels are this site's own.
  • Why Microban keeps its order. Its author arranged the levels to build one technique on another, so they are played in his order rather than resorted by a computer's guess at difficulty.
  • Hints. A hint starts from the current position. On the reference route it answers at once; off it, it works out a way to finish from where you are, and if it cannot find one it says so plainly — it never tells you that you went wrong.
  • Badge. Solve a level in its fewest pushes without a hint and its level button gets a star. A game that used a hint still counts as solved.

Common Mistakes

  • Pushing a crate into a corner with no goal: it can never come out, so the level can no longer be finished.
  • Pushing two crates side by side against a wall: each blocks the other.
  • Taking one crate all the way while blocking the path another one needs.
  • Treating moves as the score. The best figure is about pushes; extra walking does not cost the badge.
  • Assuming a level is impossible. Every level has been solved; back up and try another order, or take one hint.

Sokoban FAQ

How do I push a crate here?

Tap the floor and the worker walks there by the shortest way. Tap a crate and the worker first walks to the side it can be pushed from, then selects it: gold rings light up on the floor where it can go in that direction. Tap one and the worker pushes it there, cell by cell. The crate stays selected, so you can keep pushing; to push another way, walk to another side and tap it again. On a computer you can also step with the arrow keys or WASD — walking into a crate pushes it.

Can I undo a mistake?

Yes, as often as you like. One undo takes back one push together with the walk that led up to it; if you have only walked since the last push, that walk goes first. Even a restart can be undone. Hold Undo to keep going back, and use Redo if you went too far.

Why did a crate turn red?

After that push the level can no longer be finished — a crate is in a corner, say, or two crates are jammed against a wall, and can never reach a goal. The game marks this only when it is certain, so there are no false alarms; undo the push and carry on.

Can every level be solved, and where does the best number come from?

Every one of the 445 levels has been solved by a solver program, and the best figure shown is the proven fewest pushes, not an estimate. A hint works from the position in front of you: it shows which crate to push next and which way, rings the square to stand on, and leaves the pushing to you.

Sokoban board