Inspiration
This game is based on Sokoban, I game I used to play as a kid a lot with my parents. I remember loving it and have wanted a good, modern take on it, but I've never managed to find one. Current ports seem pretty low-quality, have complicated input schemes and just don't look or feel good to use.
So this is a port of Sokoban for modern times. I do intend to expand on it with more interesting and complicated mechanics that weren't a part of the original game.
What it does
This is a puzzle game about pushing boxes into the right place. It seems simple, but it gets very tricky very quickly, since you can only push and not pull, and you soon realize that there's a right order of operations to figure out each level.
It brings Sokoban into modern day with also a switch in aesthetics to make it more playful, and themed around moving day.
Soko Moving Co. runs on iPhone, iPad, and native macOS, with 50 language-and-region localizations. The Mac app supports keyboard play and native toolbar controls.
How it was built
The game uses Godot, with Swift bridges for Apple-platform controls and purchasing. RevenueCat handles the three optional consumable tips and the tip-jar paywall. These are voluntary support purchases, not subscriptions or gameplay unlocks.
The game itself was entirely built with an openclaw instance, and me testing the game through testflight links and providing feedback and ideas.
The RevenueCat integration was done entirely through the RevenueCat CLI + openclaw.
Challenges
Finding the right aesthetics and mechanics that actually felt good, creating some levels and finding good OSS levels to mix, took a decent amount of iteration
What is next
I have plans for more interesting and original mechanics and levels, this is just the first version. It only gets more fun from here. Once I have new things that I'm proud of, I'm going to explore different monetization strategies, mixing in ads, non-consumables and subscriptions.

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