Wed Dec 17 2025
- Fixed a problem with in-game links to App Store not working
- Small changes
S-Kladom is a clever and minimalist spatial puzzle game that feels like a spiritual successor to 'Sokoban.' You navigate a character through a grid-based warehouse, pushing crates into their designated spots. What makes this version stand out is the clean, high-contrast aesthetic and the buttery-smooth swipe controls which are specifically tuned for mobile play.
The difficulty curve is excellently managed; it starts off simple enough to learn the physics of 'pushing vs. pulling' (hint: you can't pull!), but the later levels introduce complex multi-crate layouts that require serious foresight. It’s a meditative experience, prioritizing logic over speed. The lack of a timer is a huge plus, allowing you to focus entirely on the spatial challenge. It’s a perfect 'coffee break' game for those who enjoy the satisfying sense of order that comes from a perfectly organized grid.
Hundreds of unique and challenging levels
Clean, minimalist 2D visual style
Intuitive and responsive swipe controls
Unlimited Undo system for stress-free play
Brain-training spatial reasoning gameplay
Always start by pushing the crates that belong in the corners or against the far walls. If you fill the center slots first, you'll create a barrier that prevents you from reaching the edges of the room. Always visualize the path of the final crate before you move the first one.
Don't be afraid to make a mistake! S-Kladom features an unlimited Undo button, allowing you to test out complex sequences. The 'Best Solution' badge is awarded for clearing a level in the minimum number of moves, so use the undo feature to refine your path once you've solved the base puzzle.
While the gameplay is focused on logic, you can unlock new warehouse skins and crate designs as you clear different world packs.
I’ve played a ton of your games and enjoy this one a lot, my only knock is when I give one bot an order and the mis tap the next bot and accidentally give the first bot a ton of useless instructions. Two things could be done I think: Have the option to replace the eraser in the bottom left with a simple undo so I can remove only one command from the stack. The other would be to diselect a bot after you designate where to place all the blocks it has and will have by the time it runs the accidental command, IE pick up three boxes and place three blocks the auto deselect that bot. I can’t wait to see what you make next!
I liked the antiyoy game so I wanted to check this one out, too. Overall the concept is fun and I enjoy playing. I think the most important improvement is related to the pathfinding logic + UX improvements. To the developer, I recommend checking out Prison Architect (especially the mobile version) or Blockheads to get some comparison on player feel - the touch mechanics are quite similar, so I think it’d be beneficial. I find that a useful measure of how to make these specific changes are whether or not it’s the “player’s fault” when an issue goes wrong, or if it’s the “game’s fault”. Obviously these things can be subjective but here is what I’m driving at: Very often I find the bots cannot predict how actions I’ve assigned them will affect their future position, and as a result, they’ll be “trapped” in a corner by their own tail of minerals and can’t get out. I find I have to do some complex trickery to coerce the bots into not bumping into an object merely two squares away or picking up minerals in such a way that doesn’t completely trap them in the corner. On the one hand, (especially as a manager irl) managing the intellectual inferiority of your units may be a worthwhile challenge that can in some sense be part of the game’s appeal, but I find the frustration to be more related to the inconsistency. Like, sometimes they don’t trap themselves and sometimes they do, and there isn’t an obvious way to work around it. For that reason it comes across as a bug and not an intentional challenge. It’s most annoying when the bots run into each other and can’t foresee objects on their own path until they immediately bump into it. For the most part, it’s not an issue when I’ve clearly ordered the tasks in a way that is clearly wrong; for example sometimes I ask it to pick up three of an object but I queued the one far away instead of the first one the bot could reach: fair enough, that’s probably something I should avoid. If the bots are going to be dumb and require micromanaging, then imo it should be consistent how dumb they are. If they’re going to be smart they have to be really smart - it’s the inconsistency that causes the greatest frustration. The other bit is I can “cancel” a drop off action but not a walking action, so sometimes I’ll find my bots dropping off three blocks and then walking in all the places I cancelled, and getting stuck as a result - so I have to cancel all of my queued actions just to rescue them. That’s annoying. It should be possible to cancel walk actions as well, simply by tapping again. Those little UX and pathfinding issues are enough to make me want to quit and restart the level which is very aggravating. I wouldn’t call it game breaking but it definitely removes from the fun, which is unfortunate because I do find myself wanting to try and get better at it. So overall I think there’s a great game and concept, but it just needs a little polish. Great work as always 😊
The game truly is just boring. There is no strategy, just move blocks from here to there and hope you guess which one is going to be needed first. Guess wrong? You lose. Guess right? You win that round, get ready for the next 5 rounds of hoping you guess correctly.
Be nice to lose the frustrating hard time limit for Bronze/Silver/Gold time awards