
v2.4.0 — iPhone Duo, and Sasquatch
Whokoban
Park every crate — then get out.
Sokoban with one rule changed. Filling every goal doesn't finish the puzzle — it unlocks the exit. You still have to walk Whoko to the door, back through the warehouse you've just rearranged, where the crates you shoved into place are now the walls in your way.
Made for iPhone — and for iPhone Duo: shut, open, held like a book or set down like a laptop.
- 6,235
- levels
- 27
- tiers
- 87
- achievements
- Duo
- made for iPhone Duo
iPhone and iPhone Duo · iOS 17 or later · US$2.99, one time
v2.4.0 — Full iPhone Duo support: shut, open, held like a book or set down like a laptop, the game plays around the fold. New levels: Sasquatch, 145 classic puzzles by David W. Skinner, one climb from the easiest to the hardest. Arcade is the new starting look, the theme picker has sections, and Classic has been retired — 87 achievements.
Coming in 2.5: a band, and 36 new tunes for it. Hear them now

Twenty seconds
One level, start to finish
The whole loop in a tier 1 warehouse: three crates shoved into place one at a time, the exit unlocking the moment the last one lands, and Whoko walking back out through the room he has just rearranged. Nineteen moves — the best the level allows.
The calendar
Six seasons, six looks, six awards
The year now passes through the warehouse. Autumn from 15 September, Halloween from 15 October, Christmas from 15 December, Winter through February, Spring from the equinox, Summer from the solstice: each season brings a look of its own — pumpkins and a ghost, presents and a Krampus, blue ice and a yeti, hedges and a bee, a beach with a crab on it — listed a fortnight before it opens, worn while it is on, and back the next year.
Each look is paid for by an award earned only while its season is on: bring the harvest in, shove a monster aside ten times, park fifty presents, clear ten levels in the snow, five at par in the garden, walk a thousand squares on the beach. Progress carries over between years, and the title screen says which season it is, until when, and how far you are from its look. The six stay outside Nothing Left to Prove, so an October-only award never holds the rest hostage.

Twenty looks, two of them free
Twenty looks, one game
The warehouse dresses twenty ways. Two are free: Arcade — neon lines on black glass, the look everyone starts in — and FlyCraft, Herbie on loan from the flying-machine game, with his drawing board, his cardboard boxes and his own music. Seven are earned by climbing — chunky pixels, a raked zen garden, brown brick and a flat grey floor, backlit stained glass — one look per tier, the last for finishing a run. Four belong to Hardcore alone: Ember, Noir, Circuit Board and Gilded, for a clear on tier 1, 4, 7 and 10 with no net. One belongs to iPhone Duo alone: Origami, folded paper, for a clear on its inner display. And six belong to the calendar — Autumn, Halloween, Christmas, Winter, Spring and Summer — each in sight for a few weeks a year, each paid for by its season's own award, and each worn only while its season is on. The picker lists them in sections: Standard, Hardcore, Seasonal and iPhone Duo.
A theme changes how the board is drawn, never how it plays. Orange is still a crate to park, green is still parked, and the door still opens when the last one lands. Try them — this is the same level in every one. And Whoko blinks in every one of them now.

Three ways to play
Standard, Casual, Hardcore
Standard is the game as it ships: a run of ten tiers, a move cap of twice the best possible, and from tier 4 a monster sharing the floor — two from tier 8. They cannot kill you; they stand in your way, and walking into one shoves it aside for a move. Finish within 10% of the best and you rise a tier on the spot.
Casual takes the pressure out. No move cap and no monsters, so a level cannot be lost; Undo is free and goes back as far as you like, and Skip deals another level whenever you want one. No tiers on screen — play well and the levels quietly grow with you — and it never ends. Ten achievements are Casual's own.
Hardcore takes the net away. No undo, no restart, and one lost level — a crate stranded, or the cap reached — ends the whole run. Same levels, same tiers, same cap; the board wears a flame so you never forget. Four achievements and four looks are earned nowhere else, and losing gets its own screen.

Four sets of levels
6,235 levels in four collections
Classic Whokoban levels — 5,000 of them, ten tiers of 500, three crates at tier 1 and twelve at tier 10, every one verified solvable and measured. The game remembers which it has dealt you: a level comes round again only after you have played the other 499 on its tier.
The Great Halls of Whoko are the levels made for that screen: a thousand of them, the classic game in halls half again as big — 100 a tier across ten tiers, same monsters, same cap, every one verified and measured. Unfold the phone and they are what a new game deals; on any phone, the level count on the title screen switches between all four sets. And one look is the Duo's alone: Origami, folded paper, earned by a clear on the inner display and nowhere else.
The Lost Levels of Xsoko — 90 of them, and a different discipline: built backwards out of their solved state, about three times denser in pushes per crate, met in order of measured difficulty. No monsters and no move cap; they are long by design.
And Sasquatch — 145 classic puzzles by David W. Skinner, one climb from the easiest to the hardest.

New in 2.4.0
Sasquatch: 145 classic puzzles by David W. Skinner
David W. Skinner made the eleven Sasquatch sets between 1999 and 2010 and shared them for anyone to play, as long as they stay credited to him. Whokoban plays 145 of them as one climb, from the easiest to the hardest, and the goal is all of them.
Each board has been given one thing: a door, set on a square no crate could ever use, so every solution he built still works — and then you walk out. No monsters, no move cap, and the fewest moves for each one proven by our own solver.

The rule
Parking the crates only unlocks the door
Push every crate onto a goal and the exit unlocks — it does not end the level. You still have to walk Whoko to the door and step through it, back across a warehouse you have just rearranged.
A crate can never be pushed onto the exit, so the door cannot be sealed. But crates can wall you off from it, and that is the mistake this game adds.

Par
Measured, not estimated
Every level ships with the exact fewest 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.
Finish within 10% of it and you rise a tier on the spot. The end of the bar is twice it: reach that without getting out and the level is over — no credit, and nothing lost from the run either.

Achievements
Eighty-seven of them, and one you will earn by accident
For finishing at the best possible, for finishing in the fewest possible pushes — a different skill, and the one the Lost Levels are built to test — for clearing whole tiers, for a run from tier 1 to tier 10 without a single undo, for a level in every look the game owns, for a first clear and a whole run in the Great Halls, for a hundred levels of Casual, and for surviving Hardcore, with a secret one for not surviving it.
And for the mistake this game invents: parking every crate with no way left to reach the door. A card lands over the board the moment that happens, with the two ways back on it — and an undo now costs a move of its own, so the way back is never free.

FlyCraft
Herbie drops in from FlyCraft
A guest from another game. Herbie — FlyCraft's hero, who would rather build a flying machine than fly — arrives as a free look for everyone: his blue drawing board for a floor, a paper-cutout forest for walls, his cardboard boxes for crates, the launch gate with a padlock on it, and Herbie himself in Whoko's place, blinking. He brings his own music, and his yell opens every run in place of the gong.

From our friends at Sentry Brain
Meet FlyCraft, the game Herbie came from
FlyCraft is a physics toy about building flying machines for Herbie, who would rather be carried than fly. The machine takes shape on the drawing board, Herbie climbs on top, and you find out how far it gets before it comes apart. By Thanasis Lightbridge and Harry Kalogirou, published by Sentry Brain.
Free to play, with one optional unlock. Whokoban's FlyCraft look — his boxes, his tunes, his yell — is on loan with FlyCraft's permission, so if the look made you curious, this is where Herbie lives.
Free, one optional unlock · iPhone, iPad and Android · in the browser too
Nothing leaves your phone
No ads. No in-app purchases. No account.
There is no network code in the game at all, nothing is tracked and nothing is collected. Every level is on your phone — rebuilt from a seed, or shipped in the app — rather than downloaded, so all 6,235 of them work with no signal.

iPhone and iPhone Duo · iOS 17 or later · US$2.99 once · no ads, no in-app purchases, nothing tracked