Crate Push

A tight warehouse, a handful of boxes, and one rule: shove every crate onto its mark without painting yourself into a corner.

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How to play

Push crates onto the targets — you can only push, never pull, so a crate in a corner is usually finished. The twist is ice: any square marked as ice makes whatever enters it keep sliding in the same direction until something stops it, and that applies to you as much as to the crates.

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Origins

Sokoban — "warehouse keeper" — was written in 1981 by Hiroyuki Imabayashi for the NEC PC-8001, as a hobby project with text-based graphics and five levels.

Its origin is a borrowed motion. Imabayashi had been struck by the way a character pushed luggage around in the 1980 action game Aldebaran #1, where the luggage existed to block radiation, and he rebuilt that movement as a puzzle — a warehouse where putting a box in the wrong place can make the level unwinnable rather than merely harder.

That irreversibility is the whole design. A box pushed into a corner can never come out, so the game is unusual in asking you to recognise a loss several moves before it arrives. Every crate-pushing puzzle since is a variation on those five levels.

About Crate Push

Crate Push is the classic crate-pushing warehouse puzzle, rebuilt as an original free browser game with curated levels, a daily puzzle and unlimited undo.

A free, original browser game on PlayPendium. No download, no install.

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