Box pusher

Push each box onto its marked target and steer clear of the walls. After every push, you can pull that same box back one step to undo a jam.

Push each box onto its marked target. If you get stuck, pull the last box.

Tips
  • A box will not move if there is a wall or another box right behind it.
  • After pushing, step back to pull that same box and get it out of a corner.
  • The clock starts with the first box move; before that, you can plan without any rush.
  • Every solved level adds seconds for the next one, so it pays to solve quickly.
Step by step

How to use it

  1. Select Play to start: the first two levels are fixed, and after that they are generated at random.
  2. Move the character with the arrow keys, WASD, a swipe, or the on-screen buttons.
  3. Push each box onto a target. If you get stuck, step back to pull the last box you moved.
  4. Press Z to undo and R to restart the level if you need to begin it again.
  5. Solve levels before the clock runs out: every solved level adds time for the next one.
FAQ

Frequently asked questions

How do you play Box pusher?

You move a character around a grid with walls. When you walk into a box, you push it one tile, but only if the tile behind it is free: a box will not move into a wall or into another box. The goal is to leave every box on the marked targets.

What does it mean to pull a box?

After pushing a box, you can step back in the opposite direction: the box moves into the tile the character leaves. It is useful for getting a box out of a corner or a corridor without spending an undo. It is only available on the move right after a push.

What happens when the time runs out?

The clock starts with the first box move and counts down while you play. If it reaches zero, the game ends and the number of solved levels is recorded. You can pause to think; pausing stops the clock.

Can I undo moves or restart the level?

Yes. Z undoes as many moves as you want, and R restarts the current level to its starting position. Undoing does not give back the time that has already passed, so it cannot be used to stop the clock.

Are the first levels easier?

Yes. The first two levels are fixed and designed to teach the mechanics: the first one only asks you to push, and the second already makes you plan your route and use the pull if you get stuck. From the third level on, generated levels begin, with rising difficulty. The HUD shows “Moves” with your move count, and the minimum number of pushes for the level when it can be calculated.

Are the levels always the same?

The first two are fixed and work as a tutorial. From the third on, they are generated at random in every game, so you never get the same ones. Each level is built from its solution, so it always has at least one way to be solved.

How the pull works

Most box puzzles only let you push, and one badly judged push can leave the game stuck. Here, after pushing you can step back: the character moves away and the box takes the tile it leaves. It is the exact inverse of a push, so it lets you fix a move without spending an undo and without stopping the clock.

The clock and the levels

  • The clock does not start until you move a box: you can study the level calmly.
  • Each solved level adds seconds for the next one, up to a maximum of one minute.
  • Difficulty rises with the levels: from two boxes on 6x6 boards up to five boxes on 9x9 boards.
  • Levels are generated from the solution and scrambled with random pulls, so they always have a solution.

Tips

  • Push from the right side and avoid cornering a box against a wall.
  • Before pushing, look at where the character ends up: that is where the next move is decided.
  • If a box ends up in the wrong place, use the pull on the next step or undo with Z.

Progression and moves

The first two levels are fixed and work as a tutorial: the first teaches you to push and the second to plan the order and use the pull. From the third on, they are generated from the seed and the difficulty grows with the index, up to five boxes on 9x9 boards. The HUD shows your “Moves” and, in the small levels, the minimum number of pushes calculated by a bounded solver, so you can see whether you solved it with room to spare or went around more than needed.

Updated on October 2, 2026