Sokoban-Lettres

The game

Sokoban logic meets words

Sokoban-Lettres is a turn-based puzzle game. Its central idea is simple: replace the anonymous crates of Sokoban with letters that must reach a row of targets in the right order.

A puzzle read two ways

In traditional Sokoban, the final position of each crate is often interchangeable. Here it is not. A crate marked “A” and a crate marked “R” have different destinations. The player has to read the space as a traffic plan while also anticipating the shape of the finished word.

That constraint gives corridors and turning areas a special role. You have to organise the flow of letters, preserve access to the right side of each crate, and decide the order in which to place them. The game rewards observation and planning; it never puts a clock on the solving itself.

Several ways to progress

Adventure groups levels into chapters and lets you pick a difficulty that suits you. The tutorial covers the first steps: moving, spelling, undoing and hints. The Daily Challenge adds one grid per date and a streak to maintain. Its archive lets you replay older days.

The collection keeps the letters earned across your games. Settings cover sound, language and visual theme, among others. The web version can be installed as a progressive web app on supported browsers.

Design principles

Web and Android

The same game runs in the browser and in an Android application. The public web page presents the rules before launching the tutorial; in the native app, the first launch opens that tutorial directly. Advertising differs by platform: H5 placements belong to the browser, AdMob to the native app.

Where the mechanic comes from

The push-only crate puzzle dates back to a Japanese game released in 1982. Its history, and what adding letters changes about it, are covered on the origins page.