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Neck Warehouse
Push every crate onto its glowing goal across five escalating rooms of four-way head flicks.
All gamesAbout Neck Warehouse
Neck Warehouse is a crate-pushing puzzle across five hand-designed rooms, and it is the game here with no reflex component whatsoever. You push crates onto glowing goal squares; crates can be pushed but never pulled, so a crate shoved into a corner is stuck for good. There is no timer and no fail state — only the puzzle.
That makes it an unusually good fit for head control, because the cost of a misread flick is a single wasted move rather than a lost run. We leaned into that: every move can be undone, the whole room can be reset, and the game actively watches for crates that have become unrecoverable and tells you so, rather than letting you wander a dead puzzle for ten minutes without knowing.
The five rooms escalate honestly. Storage aisles opens with 3 crates solvable in 10 pushes, then Twin bays and Crossroads step up to 4 crates and 15 to 16 pushes, and Dispatch office and Loading bank close with 5 crates in 20 and 22 pushes. Optimal move counts run from 67 to over 100, so the later rooms are genuine puzzles rather than padding.
How to play
- Head flick left, right, up or down — walk one square that way, pushing any crate in front of you
- Arrow keys or WASD — the same movement
- Z or U — undo the last move; R — reset the room
- Push every crate onto a goal square to clear the room
- Crates can only be pushed, never pulled
Tips & tricks
- Never push a crate into a corner unless the corner is a goal. It can never come out, and this single rule accounts for most unsolvable positions.
- Be careful along walls too. A crate flat against a wall can only slide along that wall, so it must reach a goal on that same wall or it is lost.
- Undo freely. There is no move counter penalty and no clock, so exploring a line and taking it back with Z is the intended way to play, not a failure.
- Solve the goals furthest from the entrance first. Crates parked on near goals block the corridors you need for the far ones.
- If the game tells you a crate is wedged, reset rather than continuing. From room three onward the rooms are tight enough that one stuck crate makes the whole layout unsolvable.
- Think in terms of where you need to stand, not where the crate needs to go. Because you can only push, reaching the correct side of a crate is usually the harder half of the problem.
Frequently asked questions
- How many rooms are there?
- Five, escalating from 3 crates and 10 pushes up to 5 crates and 22 pushes.
- Can I undo a mistake?
- Yes. Z or U undoes the last move and R resets the room. There is no timer, so nothing is lost by experimenting.
- Can crates be pulled?
- No, only pushed. That is what makes a crate in a corner permanently stuck — the game will warn you when this happens.
- Is Neck Warehouse free?
- Yes, free in the browser, and fully playable on the keyboard without a camera.
- Is my camera video uploaded?
- No, face tracking runs locally on your device.