
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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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really engaging automation game with intuitive controls and interesting maps and mechanics. Really looking for more!! Definitely recommend for logic puzzle and automation puzzle enthusiasts.
Ein süchtigmachendes Kleinod, das mit vielen Herausforderungen unterschiedlicher Art aufwarten kann. Mal spielt man einen Level zwischendurch und mal spielt man sich durch den Abend. Das Spielprinzip ist einfach: Man hat ein Arbeitsflächenraster mit geometrischen Hürden, kann dort einen oder bis zu fünf kleine Arbeitsroboter beliebig platzieren und ihnen in ihren Arbeitsschleifen einfach Befehle zuweisen, die sie dann in Echtzeit ausführen, um Objekte im Raum zu verschieben, zu kombinieren oder anderweitig zu beeinflussen. Neben den einfachen Vor/Zurück/Links/Rechts-Bewegungen kommen nur ein paar wenige dazu wie etwa "Drehen (im/gegen UZS)", "Greifen/Absetzen", "Warten" usw.. Hinzu kommen nur noch unterschiedliche funktionelle Bodenplatten, die beim Manipulieren der Objekte helfen sollen. Man hat es also nicht mit zu vielen Spielelementen zu tun, die zudem auch gut verständlich in Verhalten und Funktion sind. So baut man im Stillstand Befehlsketten, startet dann den Prozess und beobachtet, wie die eigene Planung abgearbeitet wird. Am Ende müssen loopfähige Abfolgen diverser Arbeitsschritte in einen gesamten Fabrikationsprozess münden - alles greift ineinander oder nimmt chaotische Ausmaße an, weil man etwas nicht bedacht hatte. Programmierkenntnisse braucht man dazu also nicht, obschon man quasi "grafisch programmiert". Am Ende jedes Levels erhält man eine Highscore-Einordnung, wie viele Roboter, Befehle und Abläufe man insgesamt im Vergleich zu anderen benötigt hatte. Auch hierin schlummert ein kleiner Wiederspielwert: Wie kann man seine Lösung noch optimieren oder einfach nur variieren? Geschaffte Level schalten weitere frei, doch hat man oft mehrere zur Auswahl, sollte man mal irgendwo nicht sofort auf die Lösung kommen. Jeder Level hat seinen eigenen Speicherplatz, auf den man zu jeder Zeit speichern kann. Darüberhinaus lässt sich das Ergebnis noch als animierte GIF-Datei ausgeben. Natürlich steigen mit Voranschreiten der Level auch die Komplexitäten der zu erzeugenden Endergebnisse und das Lösen besonders kniffliger Abschnitte schaltet sogar weitere Bonuslevel frei. Nicht den Spielspaß mindernd, aber dennoch etwas kritisch zu betrachten: - die Hintergrundmusik dürfte viele auf Dauer zum stummstellen verleihen, aber da kann man sich ja mit externen Klängen oder gänzlicher Stille jederzeit Abhilfe schaffen - es wäre komfortabler, wenn man die Timeline nicht nur vorwärts schrittweise durchgehen könnte, sondern auch rückwärts Als Fazit bleibt die klare Empfehlung: Wer logikbasierte Puzzle-Spiele mag, findet mit [b]SOKOBOT[/b] einen erfrischend zugänglichen Ansatz.
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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
挺好玩的~就是挺难
The title of the game is inaccurate; it is a programming puzzle, not a Sokoban game. In fact, it has no connection to a Sokoban. Based on my current understanding, SOKOBOT can be categorized as parallel programming. It's a shame that the game needs more quality of life and keybindings. A pause button to see the current situation. There is not "pause", only play and stop. Stopping resets everything; you can use "step" to alleviate this, but you need to use the mouse instead of a key, which is tiring during a prolonged period of time.
※ 주의(Warning) 이 게임을 하려는 사람들에게 유의할 것으로... 아트워크를 들어가는 순간 많은 스테이지의 스포일러를 바로 당해버리므로 절대 들어가지 않도록 항상 조심할 것. (필자는 아트워크에서 스포를 당해버려서 이 게임을 버립니다) 기본적으로 이러한 게임류를 즐기는 사람들에게는 그래도 적당히 재밌다. 근데 가히 원작이라고 할 수 있는 spacechem이나 opus magnum 등의 게임을 넘어설 수 있을 것인가?라는 질문에는 글쎄? 몇 가지 노하우를 득하면 클리어하는 데에 큰 걸림돌은 없는 게임 내 머리를 풀가동으로 돌려서 운동시키기 위해서는 각 스테이지의 사이클 1%를 목표로 해야겠지만, 이 게임을 최초로 달리는 경우라면 시작부터 % 안에 들기 위한 목표로 두기 보다는 우선 모든 스테이지부터 클리어 하고 오자. 지극히 개인적인 의견이지만, 게임에 대한 개선점으로 스테이지 클리어의 기준이 되는 Goals 수가 너무 적다는 것. 스테이지는 클리어할 수 있지만, 무한 바퀴 돌렸을 때 고장나는 설계가 가능한 경우가 너무 많다. 물론 그렇게 하더라도 깸으로서 1%에 들 수 있다는 것을 게임의 묘미라고도 할 수 있겠다는 생각도 들지만, 이러한 류의 게임의 원래 목적을 생각하면 이 경우는 최대한 지양되어야 하지 않을까 싶기는 하다.
No tutorial (very smart developers...), so I have no idea about how to play. I asked for refund.
처음에 키 입력을 어떻게 하는건지 잠깐 헤맨 걸 제외하면 즐거운 시간을 보내고 있습니다. 전부 1%에 맞춰서 찍어두려면 시간 꽤나 걸리겠어요!
Man i loved Opus magnum and this is clearly Magnum Opus of puzzle games
いいね
很好玩但是有点绕hh,而且有点子难,要是命令可以批量复制粘贴或者删除就好了
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Players by region
Where this game's players are, estimated from review languages.
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