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.