Last updated: March 29, 2026
Push boxes onto storage targets in tight warehouse layouts without trapping them against walls.
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Sokoban was created by Hiroyuki Imabayashi in 1981 and commercially released by Thinking Rabbit in 1982. The Japanese name means warehouse keeper, which describes the whole game: push boxes onto storage targets. You can push a box, but you cannot pull it. That single restriction creates deadlocks, corridors, and planning puzzles that can stump even experienced players. The challenge is spatial foresight. Start by identifying storage goals, then move each box without trapping it.
A box pushed into the upper-left wall corner cannot be pulled out. If that square is not a target, restart or undo.
A target sits at the end of a narrow hallway. Push the box into the hallway only when it is aligned for the final push.
Two boxes sit side by side. Move the outer box first so the worker can still reach the inner box's pushing side.
Play Sokoban online for free. Push boxes, avoid deadlocks, and plan from the targets backward. Use restarts as part of learning: each failed push teaches a safer route.
| Version | Difficulty | Players | Typical Time |
|---|---|---|---|
| Small Sokoban | Easy | 1 | 5 to 10 min |
| Standard Sokoban | Medium | 1 | 10 to 25 min |
| Hard Sokoban | Hard | 1 | 20 to 45 min |
No. You can only push boxes, which is why deadlocks matter.
A deadlock is a position where a box can no longer reach any target.
Hiroyuki Imabayashi created the first version in 1981, and Thinking Rabbit released it commercially in 1982.
Study the targets first, then imagine the final push into each one. A box must stand in the square directly before its target, and the worker must stand behind the box. If a hallway or wall prevents that stance, the route will fail. Good solves often start by moving the box that blocks access, even when another box sits closer to a target. Before every push, ask whether the worker can still reach the next pushing side afterward. Watch two-box patterns too: one box against another box can create a deadlock even away from a corner. Preserve walking space whenever possible. If a route needs a box moved twice, plan both pushes before touching it.
Sokoban is a warehouse puzzle about restraint. Push less, plan more, and keep every box away from dead corners unless that square is a target.
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