Every crate is parked. That is when the door opens, and that is when the level really starts.
Whokoban is Sokoban with one rule changed. Filling every goal does not finish the puzzle — it unlocks the exit. You still have to walk Whoko to the door, back through the warehouse you have just rearranged, where the crates you shoved into place are now the walls in your way. Park everything perfectly and strand yourself, and you lose.
MEASURED, NOT ESTIMATED
Every level ships with the exact fewest possible moves it can be finished in — walking to the door included — computed by an exhaustive solver before release. That number is what you play against, and twice that number is your move cap. Reach the cap without getting out and the level is over.
5,000 LEVELS, AND NO REPEATS
Ten tiers, 500 levels each, from three crates up to twelve. Every one is verified solvable and measured. The game also remembers which levels it has dealt you: a level comes round a second time only after you have played the other 499 on its tier.
CLIMB, OR GRIND
Finish within 10% of the best possible and you rise a tier on the spot. Otherwise clear ten levels on the tier and rise anyway. Ten tiers is a full run, and finishing one gets Whoko out of the warehouse for good.
SOMETHING ELSE IS DOWN HERE
From tier 4 a monster shares the floor with you, and from tier 8 there are two. They cannot kill you — no timer, no death, no lost run. They are in your way. Walk into one and you shove it aside — for one move, like a step; corner one with nowhere left to retreat and you squeeze past it.
THIRTEEN LOOKS, ONE GAME
The warehouse dresses thirteen ways. Two are free: Classic, and FlyCraft — Herbie on loan from the flying-machine game, with his drawing board, his cardboard boxes, his riff and his yell. Seven are earned by climbing — neon Arcade, chunky Pixel Art, a raked Zen Garden, Cardboard, Blueprint, Cargo Bay, Stained Glass — one look per tier, the last for finishing a run. Four more belong to Hardcore alone: Ember, Noir, Circuit Board and Gilded, for a clear on tier 1, 4, 7 and 10 with no net. A theme changes how the board is drawn, never how it plays.
HARDCORE, IF YOU DARE
Pick a mode when you start a run. Hardcore has no undo and no restart, and one lost level — a crate stranded, or the cap reached — ends the whole run. Same levels, same tiers, same cap; only the safety net is gone. Four achievements and four looks are earned nowhere else.
66 ACHIEVEMENTS
For finishing at the best possible, for clearing whole tiers, for taking a run from tier 1 to tier 10 without a single undo, for clearing a level in every look the game owns, for surviving Hardcore — and for the mistake this game invents: parking every crate with no way left to reach the door.
MADE TO BE PLAYED ANYWHERE
No ads. No in-app purchases. No account to make. Nothing is tracked and nothing is collected — there is no network code in the game at all, and every level is rebuilt on your phone from a seed, so it all works with no signal.
Play in English, Japanese, German, French, Italian, Spanish, Simplified or Traditional Chinese, Korean, or Brazilian Portuguese — and switch inside the game, no relaunch needed.
Move with a swipe or the arrow pad — one swipe is one move, never a drag. The game calls a lost level the moment no way to finish remains, and undo recalls exactly the move that did it — one step back or a restart, always enough. The soundtrack tightens as your move count closes on the cap. Music and sound effects switch off separately, and every tune the game owns can be heard by name.
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