
SOK MAX is the sequel of the SOK puzzle. Now there are more boxes on each level.
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Now there are more boxes on each level. The goal of the game is to move all the boxes to their positions. It's not as easy as it seems. The player can push one box at a time, but do not pull it off.


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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Creative and fun puzzle game although it can be quite tough at some parts.
益智健脑,每天一关防止老年痴呆。
A very nice sliding puzzle game! Now, to be honest, this game succeeded in making me feel like an idiot, but it was fun nonetheless. It was also nice how many levels there were to entertain you! I would recommend this game to those who enjoy puzzle games that are simple but fun.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
烧脑,好玩。
SOK MAX, developed and published by Siberian Mouse, is a stripped-down and demanding puzzle game that carries forward the tradition of the sokoban genre with precision and restraint. It is the sequel to the developer’s earlier minimalist titles, and like its predecessors, it centers entirely on one thing—pure logic. The premise is straightforward: move boxes across a grid and push them into designated positions. But what appears simple on the surface quickly reveals itself to be a meticulous test of foresight, spatial reasoning, and patience. Every movement counts, and a single misjudged push can trap a box in a corner and force you to start over. It’s a formula that has endured for decades, but in SOK MAX, it’s delivered with such sharp focus that it feels both timeless and merciless. From the very beginning, the game makes its philosophy clear. There are no distractions, no elaborate tutorials, no story or soundtrack to guide your mood. You are placed in front of a clean, grid-based environment—boxes, tiles, targets—and told to solve. The lack of background music and minimal visual design give the experience an almost meditative atmosphere, though one tinged with tension rather than tranquility. It’s just you, the boxes, and the puzzle in front of you. This simplicity allows the player to focus entirely on logic and planning, stripping the gameplay down to its purest elements. The absence of any sensory clutter means that even the smallest success—moving a box perfectly into place after multiple failed attempts—feels significant. SOK MAX distinguishes itself from its predecessor and many other sokoban-inspired games through its difficulty. The “MAX” in its title feels deliberate, signaling not only a sequel but a scaling up of challenge and complexity. The puzzles are larger and denser, featuring more boxes and target spaces than before. Each level demands a deliberate pace and constant awareness of positioning, as one misplaced move can render an entire plan useless. The design encourages players to think several steps ahead, almost like a game of chess with crates. Trial and error becomes a constant companion, and failure, rather than being a setback, becomes part of the learning process. Solving a level feels less like casual play and more like the completion of a rigorous mental exercise. This uncompromising design will either be the game’s greatest strength or its main obstacle, depending on what kind of experience a player seeks. For veterans of puzzle games, the challenge is intoxicating—every level feels like a personal duel against the grid. For newcomers, however, the lack of accessibility features, hints, or leniency may prove overwhelming. There is no undo button to erase a mistake and no guidance to ease you into its logic. Progress is earned through persistence, and satisfaction comes only to those who embrace the methodical pacing. The structure of SOK MAX rewards patience and problem-solving rather than speed, making it the kind of game best enjoyed in short, concentrated bursts rather than long marathons. Visually, the game maintains a minimalist charm. Its design is intentionally austere—simple colors, clean lines, and a static background that never changes. The choice to forego complex animation or visual flair might seem limiting, but it reinforces the game’s focus on clarity and readability. Every tile and box is perfectly legible, and every level layout is designed for precision rather than beauty. The lack of background music further enhances the starkness, creating an atmosphere that feels isolated yet immersive. It’s as if the game exists outside of time, immune to trends or expectations, functioning purely as a mental challenge stripped of all excess. Despite its minimalist presentation, SOK MAX benefits from a solid structure and consistent logic. Each of its fifty levels is handcrafted, escalating the difficulty naturally without resorting to randomness. The progression is smooth yet steep, and completing each stage carries a genuine sense of accomplishment. The Steam implementation is straightforward, offering achievements and basic save functionality but avoiding any extraneous systems. It’s an experience built for players who appreciate mastery through repetition and logic rather than external rewards or progression systems. The absence of narrative or environmental variety might limit replay value for some, but for fans of pure puzzle design, it represents a kind of honesty that few modern games attempt. In the end, SOK MAX succeeds by staying true to its core philosophy: to challenge the mind through simplicity. It is not a game that seeks to entertain in the traditional sense—it seeks to engage, frustrate, and ultimately reward those willing to meet its demands. Its minimalism is both its strength and its boundary, creating an experience that feels intimate and uncompromising. For players who appreciate pure logic puzzles, it offers hours of quiet, focused satisfaction. For others, it might feel too bare, too exacting, or too severe. But within its deliberate constraints, SOK MAX achieves something admirable—it becomes a perfect example of how less can truly be more when a game knows exactly what it wants to be. Rating: 7/10
zor bulmaca kanser edebilir anında bedava sinir küpü
Played on Steam Deck. Another batch of standard sokoban puzzles. I like the larger puzzles in this "max" pack, which felt like they had a little bit of elbow room and shifted the puzzle from a tight unyielding knot to a layout and planning situation.
SOK MAX (riddle)
SOK MAX is a lazy, unabashed ripoff of the free 1990's Adobe Flash game, Sokoban. Like, it's even in the name that this is a ripoff. So, does this ripoff offer anything new that might make PC gamers in 2023 want to abandon modernisim and return to browser games? Hell, no. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no options to change the resolution for the game or customise the graphics settings. There's no way for gamers to ensure this is running at the native resolution of their displays... there's no guarantee this game will look right on any PC as a result of this hamfisted design decision. There's no way for gamers to try improve the low quality graphics. The game features extremely lazy, minimalist "art", of the type you normally expect to see in low effort Flash/browser games and mobile apps. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is often used to make retro pixel shovelware and cash grabs. The very poor quality of this game puts it squarely on-par with ancient 1990's Flash/Java games, and given it's 2023 (and this was released not so far back in 2018), gamers and the industry expect and deserve better than this kind of low effort shovelware. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected in the general public reception. At the time of this review, SteamDB shows the all-time peak player number was only 5 players. That's right, only 5. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from, the overwhelming lack of interest in the game is to be expected. Gamers just didn't take this low quality game seriously, and for good reason. SOK MAX is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. [quote][url=https://partner.steamgames.com/doc/store/reviews]Developer Response![/url][/quote] The developer has weighed in to inform everyone they didn't read the [url=https://partner.steamgames.com/doc/store/reviews]Developer Usage Rules[/url] for Steam "partners", or they deliberately ignored the part where Valve says: [quote]Though it may be tempting, not every review needs to be responded to. A developer response will frequently draw more attention than the original statement, potentially turning a small issue into a much larger community discussion. It's also not a good idea to use this feature to refute customer opinions. Your direct attention can be seen as validation or a defensive attempt to silence your customers.[/quote] The developer doesn't say anything and just abuses the review response feature to advertise a Russian asset flip.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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