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Puzzle · Crate Pushing

Chip Sokoban

Guide a little repair bot across ice, conveyors and locked doors, pushing memory chips onto their sockets through fifteen hand-verified circuit boards.

The game's own interface may still be in English.

Overview

Chip Sokoban dresses the classic warehouse puzzle in circuit-board green and then keeps wiring new rules into it. You are a small repair bot on a grid of traces, and the goal never changes: push every loose memory chip onto a gold socket. Chips move only when pushed, one tile per shove, so the whole game is about never letting a chip die in a corner. What changes is the board itself. Brass keys open red locked doors, and each door spends one key for good. Pale blue ice slides anything that steps on it — bot or chip — until plain floor or a wall intervenes. Conveyor belts drag both of you along their arrows, pressure plates hold green gates open only while something heavy sits on them, and sockets sometimes sit behind all three at once. Fifteen boards were each proven solvable by an offline breadth-first search, and that search also produced the par move counts used for the one-to-three star rating. Undo is unlimited, so experimentation costs nothing but a little pride.

How to Play

Press Boot Up. Move with the arrow keys or WASD; walking into a chip pushes it one tile if the far side is clear. Space, U or Z undoes your last move, R retries the board from scratch, and P pauses. On a mouse, click any tile to step one square toward it; on touch screens, swipe to move or tap a destination, and a direction pad appears below the board. The HUD tracks the board number, your moves against par, keys held, and total stars. Finishing every socket on board fifteen completes the whole motherboard. There is no timer, so the only real opponent is the geometry.

Tips & Strategy

Solve backwards before you push anything: stand mentally on each socket and ask where a chip would have to arrive from, then check whether the bot can actually reach the pushing side — that reachability question kills more attempts than any bad shove. Treat ice as a one-way valve: once a chip slides onto it you lose fine control, so only send a chip across a frozen lane when the stopping tile is exactly where you want it to rest. Conveyors are patient helpers, not just hazards; parking a chip on a belt loop can hold a pressure plate down for you while you fetch a key, and the green gates stay open as long as any weight remains on any plate. When a level offers two keys and two doors, open the door that gives you pushing room, not the one that merely shortens your walk. Finally, use undo aggressively but retry early: if your move count is already far past par and the last chip is unsocketed, a clean restart usually beats a thirty-move salvage.

What Makes It Distinct

Most crate puzzles add mechanics one board at a time and stop; Chip Sokoban keeps them all live, so late boards are negotiations between ice momentum, belt timing, key budgets and gate plates in the same few tiles. Because every par was computed by an exhaustive solver rather than estimated, the star ratings measure your solution against the provable optimum — a three-star clear is a certificate, not a compliment.

Controls

Keyboard
Arrow keys or WASD - move the bot one tile and push chipsSpace, U or Z - undo the last moveR - retry the current boardP - pause or resume
Mouse
Click a tile to step one square toward it; use the Undo and Retry buttons below the board.
Touch
Swipe to move one tile in that direction, or tap a tile to step toward it; an on-screen direction pad appears on touch devices.

Features

  • Fifteen boards, each verified solvable by an offline breadth-first search with recorded par move counts
  • Brass keys and red locked doors that spend keys when the bot steps through
  • Ice tiles that slide bot and chips until something stops them
  • Conveyor belts that carry the bot and chips in the arrow direction
  • Pressure plates that hold green gates open while a chip or the bot sits on them
  • Three-star rating per board based on the verified par move count

Frequently asked questions

What is the goal in Chip Sokoban?

Push every loose memory chip onto a gold socket tile. Chips only move when the bot pushes them and can never be pulled, so a chip shoved into a corner usually ends the attempt.

How do keys and doors work?

Walking over a brass key picks it up, and stepping into a red locked door spends one key to open it permanently. Chips cannot pass through doors, so plan which corridor opens first.

What happens on ice and conveyor belts?

Anything that steps onto ice keeps sliding in the same direction until it reaches plain floor or a wall. Conveyor belts carry the bot and any chip along their arrow direction, and a chip already sliding on ice can be turned by a belt.

What do the stars under the board mean?

Each board has a par move count found by an offline search of every solution. Finishing at or under par earns three stars, within half again earns two, and any finish earns one.