← AI Game Fusion
Fusion #05 · Sokoban × Lunar Lander

HAULER

FUEL0
SEATED0/0
PUSH
BAY1/5
CONTACTS0
BANKED0

HAULER

Sokoban flown rather than walked. You have momentum, and a tank.

A tap does nothing. Cargo only moves if you hit it above a minimum speed, and then it slides — further the harder you came in — and stops on a whole tile. Above the bay, the PUSH gauge reads how many tiles the crate in front of you would travel if you hold what you are holding.
Three tiles is the cheapest push in the game. Below that you are paying the minimum speed over and over for one tile at a time; above it you are fighting drag for every extra tile — a five-tile push burns thirteen of the bay's sixteen tiles just getting up to speed. The table in the rail is that curve — it is the whole design, and it means the route with the fewest contacts usually beats the route with the fewest tiles.
Seat a crate and it clamps. It pays back fuel, and it becomes wall. A seated crate can never be moved again, so every delivery permanently takes a lane out of the bay — including, sometimes, the run-up the next crate needed.
Walls do not damage you. They rob you. A wall eats all the speed you paid for and charges you more than braking would have. Coasting is free; correcting is not.
No clock and no undo. If a crate ends up somewhere it can never be seated from, the bay says STRANDED and the level is over — the game will not let you burn a tank finding that out. R restarts instantly.
BAY
PUSH COST — FUEL PER TILE MOVED
TILESIMPACTFUELPER TILERUN-UP
THRUST↑ ↓ ← → / WASD
RESTART BAYR
PAUSEP
MUTEM
THRESHOLDContact below the minimum speed moves nothing at all — you simply stop, having spent the fuel. Above it, slide distance grows with impact speed and lands on a whole tile, so a push is a speed you have to hit, not a button you press. The gauge names the band you are in before you commit.
THE CURVEOne three-tile push costs a third less than three one-tile taps, because each tap pays the minimum speed again from a standing start. Go the other way and drag charges you: a five-tile push costs more per tile than a three, and needs most of the bay to set up. Cheapest is in the middle, and which lengths a layout actually allows is what makes one bay expensive and another cheap.
CLAMPCargo that comes to rest on a pad seats, refunds fuel, and locks solid forever. That refund is why order matters as much as route: the easy delivery funds the hard one. So does the clamping — a seated crate is a wall, and the lane you close may be the run-up you were going to need.
DIAGONALSTwo thrusters cost two fuel and buy you 1.41× the speed, so flying diagonally is 41% more expensive per tile than flying along an axis. Nothing forbids it. The bill just arrives. Pushes are axis-aligned anyway, so clean flying is also accurate flying.
STRANDEDA push needs a tile to stand on and a tile behind that to build speed in, so cargo two tiles from a wall can never be pushed away from it and cargo in a corner can never be pushed at all. Delivering near a wall is a one-way commitment. The bay checks every push before you make it — the projection turns red when the crate would land somewhere no pad is reachable from — and calls the level the moment cargo is genuinely lost, rather than letting you spend the tank discovering it.
FUELThe tank is the level. It only drains while a thruster is lit, so there is no clock and thinking is free — drifting costs nothing, and stopping to plan costs nothing. Everything you spend, you spent on purpose.
KEYSArrows or WASD fire the thrusters — hold to burn, release to coast. R restarts the bay, P pauses, M mutes. On a touchscreen the pad under the bay is the thruster set.