AbraCalc

Box Pusher — Push Crates onto Targets

Push every crate onto a target tile. You can only push, never pull. Arrow keys or buttons.

Push every crate onto a yellow target!
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APA

AbraCalc. (2026). Box Pusher — Push Crates onto Targets [Online calculator]. Retrieved from https://abracalc.com/game/box-pusher/

BibTeX

@misc{abracalc-box-pusher, author = {AbraCalc}, title = {Box Pusher — Push Crates onto Targets}, year = {2026}, howpublished = {\url{https://abracalc.com/game/box-pusher/}} }

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How to play

  1. Use arrow keys / WASD or the direction buttons to move the player.
  2. Walk into a crate to push it one tile in that direction.
  3. You can't pull crates or push one into a wall or another crate.
  4. Land every crate on a target tile to solve; 'Restart Level' resets it.

Move the smiley around the warehouse and push the crates (boxes) onto the highlighted target tiles. You can only push a crate, never pull it, and you can't push two crates at once or into a wall. Get all crates onto targets to win.

How it works

Box Pusher is a Sokoban-style puzzle. You control a character on a grid and must push every crate onto a designated target tile. The crucial limitation is that you can only push crates — you cannot pull them. This means careful planning is required because pushing a crate into a corner or against a wall in the wrong position makes the puzzle unsolvable without resetting.

Sokoban is PSPACE-complete, meaning some levels can be extraordinarily difficult. However, well-designed introductory levels are solvable with a few minutes of forward planning without needing to search thousands of move sequences.

Key principles: identify which target tile each crate will go to, plan a route for each crate that avoids corners and wall traps, and move your character into position to push each crate without accidentally displacing others. If a crate ends up in a dead-corner with no target, the level must be reset.

Box Pusher is an excellent exercise in multi-step planning and reversibility thinking — every push is permanent until reset, so anticipating consequences before moving is the core skill.

Worked example

Push two crates to two targets

  1. Look at the layout and assign each crate to the closest target that can be reached without a wall trap.
  2. Move your character to a position where pushing crate A will move it toward its target without blocking crate B.
  3. Push crate A one step at a time, repositioning your character between pushes as needed.
  4. Once crate A is on its target, reposition and push crate B to its target.
  5. If any crate gets stuck in a dead corner, use the reset button and retry with a different plan.

Both crates on their target tiles — level complete.

Common mistakes to avoid

  • Pushing a crate into a corner that has no target tile — this permanently deadlocks that crate and forces a reset.
  • Failing to plan the character's repositioning path between pushes, getting trapped on the wrong side of a crate.
  • Pushing all crates toward their targets independently without considering how moving one blocks the path needed for another.

Key terms

Crate
A movable block that you push onto target tiles to solve the puzzle.
Target tile
A marked cell where a crate must rest to count as placed; usually shown as an X or highlighted square.
Dead position
A crate configuration (e.g., crate in a corner with no target) from which the puzzle cannot be solved without resetting.

Frequently asked questions

Can I pull crates?
No — you can only push. If a crate gets stuck in a corner against a wall, restart the level.
How do I move?
Use arrow keys or WASD on a keyboard, or tap the on-screen direction buttons on mobile.