Cobb Can Move Walkthrough

Cobb Can Move is a top-down pixel-art dungeon puzzle game. You control a small figure called Cobb through a series of stone rooms, pushing coal crates into a burning furnace to clear each one. There is no combat, no timer and no inventory. You walk, you push, you reach the goal.

What follows is a tour of the game's real in-game frames, plus the practical details that matter when you sit down to play it: which keys move Cobb, what the on-screen counter tracks, and the crate-pushing rules that decide whether a room is easy or genuinely fiddly. Nothing here is invented - every screenshot below comes from the playable build. More games are listed on the games page.

The Title Screen Sets The Tone

The game opens on a logo screen: the words COBB CAN MOVE stamped over a grey stone wall, with a red hooded figure wearing a black eye mask above it and fire burning along the bottom edge. It is a deliberately plain, retro-styled title card, and it sets up exactly how the rest of the game plays - grim palette, simple shapes, no decoration that does not earn its place.

From here you go straight into the dungeon. There is no story screen, no prologue text and no account prompt. The game is the dungeon.

Cobb Can Move in-game screenshot
The title screen: the Cobb Can Move logo over a stone wall, a red hooded masked figure above it, and fire along the bottom of the frame.

The First Room Teaches You The Controls

The opening room is a wide grey hall with barred cells along the walls and a furnace burning at the far end. Four tiles in front of the furnace are marked with chevron arrows pointing at the fire, and Cobb starts partway down the hall. The counter in the top-left corner reads Deliver coal: 0/3, which is the whole objective in one line: this room needs three crates.

The game draws its own tutorial on screen. Arrow keys surround Cobb's sprite and the text below reads WASD or ↑↓←→. That is the complete control scheme. There is no separate move button, no dash and no grab key - you push by walking into a crate.

Cobb Can Move in-game screenshot
The first room, with the on-screen tutorial prompt showing WASD or the arrow keys, chevron-marked tiles leading to the furnace, and the Deliver coal counter at 0/3.

Reading A Room Before You Touch Anything

Later rooms get wider and messier, but the language stays the same. Grey brick is walkable floor, barred rectangles are cells you cannot enter, the lit furnace is the goal, and the chevron tiles show the approach it wants. Everything else - crates, stones, columns - is something you either push or walk around.

Spend a few seconds looking before you start moving. Count how many crates the counter wants, work out which ones are reachable, and check whether a crate will have to be parked against a wall to get it past a corner. Most rooms solve themselves once you have seen the shape of the floor.

Cobb Can Move in-game screenshot
A dungeon room mid-solve: Cobb the small white figure on the floor, wall candles, barred cells, the burning furnace above the chevron tiles, and sound and visibility icons in the top-right corner.

Tips before you start

Built from the game's real in-game captures - scene tour and tips, no invented plot.

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