Who we are

ABOUT
SOKOBAN ONLINE

A faithful, distraction-free recreation of the classic box-pushing puzzle game — playable entirely in your browser, with zero downloads and zero accounts required.

16 Hand-Crafted Levels
0 Downloads Required
∞ Replays & Undos
1982 Year Sokoban Was Born

What is Sokoban?

Sokoban (倉庫番) is a classic Japanese logic puzzle created by Hiroyuki Imabayashi in 1981 and published by Thinking Rabbit in 1982. The name translates to "warehouse keeper" — and that is exactly the role you play.

Your goal is simple to state, fiendishly difficult to master: push every box onto every marked target square. Boxes can only be pushed, never pulled, and the tight grid layout means a single wrong move can make a level unsolvable — which is why the Undo button exists.

Sokoban is widely studied in computer science as a benchmark for AI planning algorithms. It is PSPACE-complete, meaning the general problem is computationally harder than most puzzles yet remains approachable and deeply satisfying for human players.

This Implementation

Sokoban Online is built as a single HTML file rendered by a lightweight FastAPI backend using Jinja2 templates. The game logic, rendering, and audio all run in the browser — no WebSocket, no database, no state sent to any server.

Visuals are drawn every frame onto an HTML5 Canvas element. Sound effects are synthesised in real time using the Web Audio API — no audio files are downloaded. The result is instant load times and offline play once the page has been cached.


  • 16 progressively challenging levels
  • Unlimited undo — press Z or the Undo button
  • WASD + arrow key controls
  • Swipe gestures on mobile
  • On-screen D-pad for touch devices
  • Synthesised sound effects (Web Audio API)
  • Particle effects on box placement
  • Confetti burst on level completion
  • Level progress remembered per session
  • Zero external dependencies

A Brief History of Sokoban

1981
Hiroyuki Imabayashi designs the original Sokoban puzzle concept while working at Thinking Rabbit in Japan.
1982
Sokoban is published for the PC-8801 and FM-7 computers. It becomes an instant hit in Japan.
1984–1990
The game spreads internationally across DOS, Amstrad, Amiga, Atari ST, and dozens of other platforms.
1997
Researchers formally prove Sokoban is PSPACE-complete, cementing its status in computational complexity theory.
2000s–present
Thousands of community-created level sets are published. Sokoban remains a staple benchmark for AI planning research.
Today
You are here. Push some boxes.

Ready to play? Head back to the game — 16 levels are waiting. No sign-up, no install, just pure puzzle logic.

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