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Every crate is parked. That is when the door opens, and that is when the level really starts. Whokoban is Sokoban with one rule changed. Filling every goal does not finish the puzzle — it unlocks the exit. You still have to walk Whoko to the door, back through the warehouse you have just rearranged, where the crates you shoved into place are now the walls in your way. Park everything perfectly and strand yourself, and you lose. MEASURED, NOT ESTIMATED Every level ships with the exact fewest possible moves it can be finished in — walking to the door included — computed by an exhaustive solver. That number is what you play against, and twice it is your move cap. THREE SETS OF LEVELS, AND THEY DO NOT PLAY ALIKE CLASSIC WHOKOBAN LEVELS — 5,000 of them. Ten tiers of 500, three crates up to twelve, every one verified solvable and measured. A level comes round a second time only after you have played the other 499 on its tier. Finish within 10% of the best possible and you rise a tier on the spot; otherwise ten clears on the tier rise anyway. THE GREAT HALLS OF WHOKO — 1,000 of them, made for iPhone Duo. The classic game in halls half again as big: 100 a tier across ten tiers, the same monsters, the same cap, every one measured. Unfold the phone and the board takes the inner display and the halls are what a new game deals; the level count on the title screen switches between the three sets. THE LOST LEVELS OF XSOKO — 90 of them, and a different discipline. Built backwards out of their solved state rather than generated forwards, about three times denser in pushes per crate. Six tiers of fifteen, met in order: they are sorted by measured difficulty, and the curve is the point. No monsters and no move cap — they are long by design. SOMETHING ELSE IS DOWN HERE From tier 4 a monster shares the floor with you, and from tier 8 there are two. They cannot kill you — no timer, no death. Walk into one and you shove it aside, for one move; corner one with nowhere left to retreat and you squeeze past it. FIFTEEN LOOKS, ONE GAME Two are free: Classic, and FlyCraft — Herbie on loan from the flying-machine game, with his drawing board, his riff and his yell. Eight are earned by climbing — neon Arcade, Pixel Art, Zen Garden, Cardboard, Blueprint, Cargo Bay, Xsoko, Stained Glass — one per tier, the last for finishing a run. Four belong to Hardcore alone — Ember, Noir, Circuit Board, 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 the inner display and nowhere else. A theme changes how the board is drawn, never how it plays. HARDCORE, IF YOU DARE Pick a mode when you start a run. Hardcore has no undo and no restart, and one lost level — a crate stranded, or the cap reached — ends the whole run. Same levels, same tiers, same cap; only the safety net is gone. Four achievements and four looks are earned nowhere else. 72 ACHIEVEMENTS For finishing at the best possible, for the fewest possible pushes — a different skill — for clearing whole tiers, for a run from tier 1 to 10 without a single undo, for a clear in every look, for surviving Hardcore, for the Great Halls, and for the mistake this game invents: parking every crate with no way left to reach the door. MADE TO BE PLAYED ANYWHERE No ads. No in-app purchases. No account to make. Nothing is tracked and nothing is collected — there is no network code in the game at all, and every level is rebuilt on your phone from a seed, so it all works with no signal. Ten languages, switchable inside the game with no relaunch. Move with a swipe or the arrow pad — one swipe is one move, never a drag. A stuck board is called the moment no way to finish remains, with the two ways out on a card: undo takes back exactly the move that did it and counts as a move of its own; restart is the rest. The soundtrack tightens as your count closes on the cap; music and effects switch off separately.
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