Whokoban app icon — Whoko standing in a lit doorway

Wizhut Gaming

Whokoban

Park every crate — then get out

A Sokoban with one rule changed. Filling every goal does not finish the level, it unlocks the exit — and the crates you have just parked are the walls now standing between you and the door.
Coming soon to the App Store
A Whokoban level in progress: two crates parked on their goals, one still loose, with the move counter under the board
Two crates parked, one to go. The bar is your move count; the marker is the best possible.
Every crate parked and the exit lit green, with the message: exit unlocked, walk to the door
Every crate parked. The door opens — and now you have to get to it.
The Whokoban win screen reading Perfect — tier up, with 27 moves against a best possible of 27
Finish inside 10% of the best possible and you rise a tier on the spot.

Every level solved before it shipped.

Ten tiers, three crates to twelve

500 levels on each tier, generated from a seed and then put through an exhaustive solver — if it cannot be proved solvable and measured, it does not ship.

1
2
3
4
5
6
7
8
9
10

Levels

Every one verified solvable and measured.

5,000

No repeats

A level returns only once the other 499 on its tier have been played.

fresh every run

Works with no signal

Levels are rebuilt on the device from a seed. There is no network code in the game.

nothing collected

Free, and free of everything

No ads, no in-app purchases, no account to make.

no adsno IAPno tracking

What makes it different

A puzzle that is not over when the crates are

Six changes to a forty-year-old genre, each one a rule the board actually enforces.

01

The door is the puzzle

In Sokoban the level ends when the last crate lands. Here it unlocks the exit, and Whoko still has to walk there — through a warehouse the crates have just re-walled. Park everything perfectly, strand yourself, and you lose.

02

Par is measured, not guessed

Every level ships with the exact fewest moves it can be finished in, walking to the door included, computed by an exhaustive breadth-first solver before release. That figure is the target, and twice it is the move cap.

03

5,000 levels, none repeated

Ten tiers of 500, from three crates up to twelve, each verified solvable and measured. The game remembers what it has dealt you: a level comes round again only after you have played the other 499 on its tier.

04

Monsters block, they do not kill

From tier 4 something else shares the floor, and from tier 8 there are two. No timer, no death, no lost run — they are simply in the way. Walk into one to shove it aside for free, or squeeze past one that has nowhere left to retreat.

05

48 achievements

For finishing at the best possible, for whole tiers, for a run from tier 1 to tier 10 without a single undo — and for the mistake this game invents: every crate parked and no moves left to reach the door.

06

Nothing leaves your phone

No ads, no in-app purchases, no account, no analytics. There is no network code in the game at all: every level is rebuilt on the device from a seed, so the whole thing works with no signal.

The studio

Wizhut Gaming

The games arm of Wizhut.tech, and the same engineering habits pointed at something more fun: content that is verified rather than hoped for, numbers that are computed rather than tuned by feel, and no telemetry watching you play. Whokoban is the first title. There will be more.

Whokoban is coming to iPhone

Free, offline, and nothing collected. Follow along on the release log for the day it lands.