
SOKOBOT is an open-ended puzzle game where you place down cute robots, give them commands, and create infinitely-looping assembly lines that combine shapes together!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 8 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
SOKOBOT feels more like a programming game than a programming puzzle game. Designing a working solution for a level requires minimal insight; you'll probably only be challenged by diving deep into optimization. Yet, a lack of interface features makes optimization feel more tedious than it should. You can't copy & paste code blocks; you can't loop code blocks; you can't reorder existing robots in your code rack for clarity; there are no shortcut commands like returning to start position. If a robot's code begins with empty spaces they aren't ignored, but rather treated as wait commands. This means in order to synchronize multiple robots' movements you have to either position some robots mid-routine so their code doesn't start with empty spaces, or make use of sleep and wake commands. The former feels awkward, and yet the latter feels inefficient for optimization. Your robots' movements depend on their facing, so you have to constantly visualize which way is forward for all of them separately, which becomes more and more cumbersome the deeper you are into a lengthy solution. There is no feature to jump to a command during production to quickly check for errors or simply to verify the orientations of all the robots and blocks. (Later in the game block rotation can matter too.) Instead you have to fiddle with a speed setting that only increases when toggled until it resets. You can increment step by step but then the keyboard shortcut for playing a solution stops it instead of resuming. Yes, you can use the mouse to click on play after going step by step but it's a strange oversight in my opinion. Up to nine consecutive identical commands can be stacked into a single instruction slot. This is useful for achieving solutions that minimize the number of robots used- in many cases down to a single robot- but such solutions feel like a slog to implement because every individual instruction slot still needs to be manually filled one by one, and that lone robot will probably have to travel long distances to get everything done. In addition, stacking commands for multiple robots makes it even more awkward to synchronize them without using sleep and wake commands, so you're just nudged into more inefficiency. I don't think it's a bad game but it's difficult to recommend over something like Opus Magnum or MOLEK-SYNTEZ. For me at least, the point at which solutions feel too conceptually trivial for how much work it feels like to implement (and optimize) them comes too early in SOKOBOT.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
複雑なステージでも割と大部分はBOT1個でクリアできるぞ!1000ステップは平気で超えるがな! (5000ステップ以上かかったステージもありました) 流石にロボットがかわいそうなので、複雑なステージは素直に複数のBOTを使った方が普通にクリアする分には楽です。 同期を取るタイミングを設定するのをお忘れなく。
Fun game
なんともならない事も多いけれど、なんとか仕事ができあがると嬉しい気持ちになる。 できた仕事をアニメーション画像にできるのがかわいい。 成績のグラフは気にしない方向で…
This is a fun puzzle/programming game similar to Zachtronics games. I was hoping for something like Opus Magnum and while it's good, it's not quite as good. The challenging thing with this particular game is the fact that you're limited to 38 commands and 5 bots so you have to figure out how to perform all the actions and loop them accordingly. Personally, I like other games where they don't force limits on you because you can work on solving it and then optimizing it whereas with this game, you're forced to optimize some puzzles in order to solve them. I would definitely recommend Zachtronics games over Sokobot but if you've already played them and want something new and different, this can help fill that void.
move box need big brain
Relaxed casual puzzle game with visual programming elements. The bots are super cute! :)
:)
A good zachlike. I did kind of wish that it allowed you to edit while in playback mode. Even if it were restricted to the commands that weren't yet executed and you couldn't scrub back, that would still have made a big difference because as it is a big portion of the mental effort was having to edit while imagining where the bots will be.
サムズダウンするほどではないしたのしいっちゃたのしいので一応サムズアップにしておきますが、オマージュ元のOpus Magnumと比較してしまうとコードはスパゲッティになりがちだし空間的にもコード的にも制約があって、どーーーしても窮屈に感じてしまいます。 せめてコードの編集がいろいろと便利だったらまだよかったんですが……
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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