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.
A crate pushed onto ice slides on until it meets a wall, another crate, or ordinary floor.
You slide too. Stepping onto ice commits you to the direction you entered it in.
That makes ice both a delivery system for long pushes and a way to lose control of your own position.
Targets, crates and your start can all sit on ice, so a level can place the slide exactly where it hurts.
The level is solved when every target has a crate on it.
Controls
Desktop: arrow keys to move; click the on-screen buttons for undo and reset
Phone & tablet: tap the directional buttons to move and the undo button to step back
Game modes
Ten hand-built levels of escalating difficulty
A fresh daily puzzle to solve
Tips & strategy
Work out where a slide ENDS before you start it. On ice the push is not a square, it is a whole lane, and a crate that overshoots its target is usually unrecoverable.
Use walls as brakes. The only reliable way to stop a sliding crate on a chosen square is to have something already sitting on the next one.
Mind your own footing. Sliding yourself into the wrong side of a crate can make a solvable level unsolvable without you touching the crate at all.
Solve the ice sections first. They are the least forgiving part of any level and the ordinary floor work can usually be reordered around them.
A crate resting on ordinary floor at the edge of ice is a crate you can still nudge precisely. One on the ice is not.
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.