Play a free crate-pushing puzzle: walk a round helper around a room and push wooden crates onto the green targets. Four room sizes, one to five crates, undo and a hint.
Moves 0
Pushes 0
Crates home 0
Fewest possible -
Your best -
Walk with the arrow buttons, the arrow keys or W, A, S and D, or tap a square next to you. Walk into a crate to push it one square, if the square behind it is free. You can not pull, so a crate pushed into a corner is stuck, and the game tells you. Put every crate on a target. Z or U undoes, H gives a hint. A best score only counts if you did not use the hint.
A level starts with every crate already on a target. The page then pulls crates away from the targets, one pull at a time, walking the helper around between pulls. Playing those pulls the other way round always solves the level, so a level can never be impossible at the start.
The fewest possible moves comes from an exact search that works crate push by crate push, walking by the shortest route between pushes, and ignores positions that can never be finished. Big levels with many crates are too large to search to the end, so the number is left out for them. The hint comes from the same search from where you are now. The page also spots crates that can never move again, such as one in a corner or two side by side against a wall.
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You are the round blue helper with eyes. The room has stone walls, wooden crates, and green rings on the floor that are the targets. Push every crate onto a target. There are as many targets as crates.
Walk with the arrow buttons under the board, with the arrow keys or W, A, S and D, or by tapping a square next to you. Walking into a crate pushes it one square, but only if the square behind the crate is free floor. You cannot push a crate into a wall or into another crate. And you can only push: there is no way to pull a crate back, so a crate pushed into a corner is stuck.
The page tells you when that happens. A crate that can never move again gets a dashed edge and a cross, and the status line says the level cannot be finished from here, so you can undo or restart. A crate on a target gets a tick.
Choose the room size (5 x 5 to 8 x 8) and the number of crates (1 to 5). New level deals a fresh one, Restart puts everything back, Undo takes back your last move and Hint shows the direction of the next step of a shortest solution. Where is everything? reads out where the helper, the crates and the empty targets are. The page address holds the room size, crate count and level number, so you can send someone the same puzzle.
Keyboard. The arrow keys or W, A, S and D walk, and holding a key keeps walking. U or Z undoes and H gives a hint. These keys work while the focus is on the board or the arrow buttons.
Shapes as well as colour. Crates have a plank pattern, targets are rings, a crate on a target shows a tick, and a stuck crate shows a cross. Screen readers get a sentence after each step.
Your best is the fewest moves you used to finish a room of that size and crate count. One move is one step, pushes included. It only counts if you did not use the hint. Undo takes a move off the count.
The generator pulls crates backwards. A level begins with every crate already on a target, a few stone blocks dropped in without cutting the floor into pieces, and the helper somewhere on the floor. The generator then pulls crates away from the targets, one pull at a time: the helper walks to the square beside a crate, steps back, and the crate follows. Playing the pulls the other way round always finishes the level, so a level is solvable by construction. The generator keeps trying until enough pulls were made and enough crates are off their targets, and it turns down a level that needs too few moves: at least 6 for one crate, 8 for two, and so on up to 14 for five (4 plus 2 per crate). New levels are built after a short “Building a new level” message, because the biggest rooms can take a moment on a slow phone.
Stuck crates are found with two sound rules. A dead square is a floor square from which a lone crate could never be pushed to any target, because nobody could stand where they need to. A frozen crate is held still on both directions by walls, dead squares and other frozen crates, such as two crates side by side against a wall. A crate that is not on a target and is on a dead square or frozen can never be finished. Both rules are cautious: they never called a finishable position stuck in the tests, but they miss some hopeless ones.
The fewest moves is exact where the search can finish. The search works push by push: from each position it walks by the shortest route to the square behind a crate and pushes once. It uses A*, with an estimate that adds up the pushes each crate still needs on its own, which never overestimates, so the first finished position it reaches is a shortest one. Positions with a stuck crate are dropped. The search is capped so a level appears quickly. For bigger rooms with more crates it often runs out (see Limits), in which case the fewest-moves number is shown as a dash (the stored solution must then be at least as long as the minimum above), and the hint uses a quicker, looser search that may not be shortest.
Everything runs locally in your browser. There is no account, nothing is uploaded, and your best scores stay on your device.
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