Tank Push: Sokoban Rules with a Cannon Twist
Updated 2026-11-02 · GameVault Guides
Tank Push is sokoban with treads: push crates onto target tiles, no pulling allowed, and every warehouse is a small logic knot. The cannon adds a genuine twist — you can shove a crate from a distance — but the twist cuts both ways, and half the puzzles are built to punish players who fire first and think later.
The corner rule comes first
A crate pushed into a corner can never be moved again — no pull mechanic exists. Before every push, check the crate's destination and the path behind it: are you driving it toward a wall it can never leave? Experienced players scan for corner-adjacent targets early and route around them. One careless push can end a puzzle that was otherwise solved.
The cannon is a scalpel, not a hammer
Cannon shots nudge crates you cannot reach directly, which sounds like a loophole and plays like a trap: the nudge sends the crate in your firing direction with no fine control, and if it stops in a bad spot, you cannot retrieve it. Use the cannon only when a crate sits exactly in line with its target and nothing else is in the corridor. Everything else is better done the slow way, with treads.
Plan in reverse from the targets
The reliable method for the harder warehouses: start at a target tile and work backward — which corridor can a crate enter from? Which pushes deliver it there? Marking those entry routes tells you which crates to touch first and which to avoid entirely. It turns trial-and-error into a checklist.
Respect the corners, save the cannon, plan backward. Your first flawless warehouse is closer than you think — roll out in Tank Push.
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