Crate Pusher · Guide

Crate Pusher Beginner Tips: Deadlocks, Corners, and Clearing 100 Levels (2026)

slug: crate-pusher-beginner-tips · Last verified 2026-09-03

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Last updated: September 19, 2026 · Tested on Playnesta's Crate Pusher build (upstream shunyue1320/sokoban @ 9d15e6d) · Goal: push every crate onto a target in each of 100 levels
Method: every rule below was verified against this site's playable build — constants read from the shipped game (16x16 grid, 35px tiles, 100 levels, move counter, target-vs-crate win rule, arrows + WASD), all scripts pass syntax checks, every referenced asset returns 200, and a headless-browser playtest confirmed loading, moving, touch-pad input, retry, and zero errors. Controls: arrow keys or WASD on desktop, on-screen D-pad + RETRY on mobile. Upstream buttons read 上一关 (prev level) / 下一关 (next level) / 重玩本关 (retry) / 游戏说明 (help). This is the classic crate-pushing formula known as Sokoban, rebuilt here as an original-named playable.

1. Crates only move forward — plan before you push

You walk behind a crate and shove it one square; you can never pull. Before touching a crate, trace where each push leaves it: a crate against a wall can only travel along that wall, and one push too far can end the level. The RETRY button (重玩本关) restarts free, so a bad plan costs seconds, not the run.

2. Corners are (almost) always death

A crate in a corner with no target on it can never come out — the level is unwinnable and must be retried. The same goes for pushing two crates flush against each other along a wall. Keep crates toward open floor until you are sure of the final shove onto the dot.

3. Finish one target at a time

The level clears only when every target dot holds a crate. Pick the hardest target first (corners, tight corridors) while the board is empty, then use the remaining crates for the easy open-floor dots. Filling easy dots first leaves no maneuvering room for the hard ones.

4. Count your moves, not your speed

The header shows your move count (移动次数) — there is no timer, so slow down. Undo does not exist; each move is permanent until retry. If the count climbs past ~100 on an early level, you are improvising: hit retry and replay with a plan instead of shoving further.

5. Use the level buttons to learn

上一关 steps back a level, 下一关 skips ahead, 重玩本关 retries. Stuck on level 1 for ten minutes? Skip ahead — later levels teach corridor and corner techniques that make early ones click. With 100 levels, the curve is the teacher.

FAQ

How do I win a level?

Push a crate onto every target dot. A “congratulations” popup (恭喜过关) confirms the clear and advances you automatically.

Can I pull a crate back?

No — crates move forward only, one square per push, one crate at a time. A wrong push is fixed with retry, not undo.

What do the Chinese buttons mean?

上一关 = previous level, 下一关 = next level, 重玩本关 = retry level, 游戏说明 = help. The move counter reads 第X/100关 (level X of 100) plus 移动次数 (moves).

Does it work on mobile?

Yes — use the on-screen D-pad (▲▼◀▶) to move and RETRY to restart. The 560-pixel court scales to viewports as narrow as 390px with no sideways scroll.

Where can I play it?

Right on this site's crate-pusher page. The game is a self-hosted modification of the MIT-licensed sokoban by 舜岳 (shunyue1320); license and attribution are listed under the game.

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