Hint-based route guide
Cobb Can Move Walkthrough - Route Guide, True Ending & All Endings
A hint-based route guide for Cobb Can Move. This build does not use an endings-tracker system; the route map below is built around the chapters and the choices that drive them. The full build is on the play page.
This is a fan-built companion page for Cobb Can Move. The walkthrough is hint-based - it explains how the routes split and what each route tends toward, without writing out step-by-step choices. The playable build itself is loaded from the developer's mirror at https://game.kingdomofmarionettes.net/game/index.html.
Cobb Can Move Route Overview
Below is the route map for Cobb Can Move. This build does not use a per-ending tracker; the route map describes the chapter flow and the kinds of choices that shape it.
No tracked endings for this build. The route map below will populate as the game updates.
How to read this page. Each route group above contains endings that share a similar shape - the same kind of choice at a similar moment in the story. The endings within a group are not identical; they are the endings that tend to read similarly on the page. The exact ending you land on depends on the small choices you make in the scenes that lead into the late game. The endings tracker below lets you tick off each ending as you find it.
How To Think About The True Ending
This build does not separate a true ending from the other endings. The route map above covers every closing the build can reach.
A clean first run will not see every ending. The endings tracker below is the most reliable way to keep track of which endings you have found and which routes are still ahead of you.
Key Choice Types That Shape The Route
The endings of Cobb Can Move are not determined by a single choice — they are determined by a pattern of choices across the build. The features below are the parts of the game that most reliably shape that pattern.
Logic Puzzle First, Action Second
The controls are simple. The late levels are about planning several moves ahead, not about reflexes. Watch how this feature responds to your choices in the late game; it is part of what determines the route.
Brain-Teaser Late Levels
The first ten levels are a warm-up. The late-game rooms are the kind of puzzle you will come back to between other things. Watch how this feature responds to your choices in the late game; it is part of what determines the route.
Pixel Art, Restrained Aesthetic
Small pixels, a quiet colour palette, and a looping track that does not get in the way. The art serves the puzzle. Watch how this feature responds to your choices in the late game; it is part of what determines the route.
Instant Restart Per Level
Push a box into a corner? You can restart the level with a single key, no menus, no loading screen. Watch how this feature responds to your choices in the late game; it is part of what determines the route.
How The Branches Tend To Behave
Cobb Can Move does not use an endings-tracker system in the build covered here. The route map for this game is built around the chapters themselves rather than around closing screens.
Advice Before You Start Looking For Endings
- Play your first run on the route the game suggests. The point of a first run is to see what the game does, not to chase a checklist.
- Save manually at the obvious branch points. The route you take in the first half tends to constrain the route you can take in the second half.
- Read the late-game scenes at the pace the game is written for. The horror is in the small choices, and rushing them removes the build.
- Use the endings tracker below to mark what you have seen. The tracker is saved in your browser; you can reset it if you want to start fresh.
- Treat this page as a map of the territory, not as a script. The endings you find will land differently depending on how you read the game.
Walkthrough Questions
This page is a hint-based walkthrough for Cobb Can Move. It explains how the routes split, what each route tends to land on, and how to think about unlocking the true ending — without writing out step-by-step choices. The full build is on the play page.
This build does not use an endings-tracker system. The route map for this game is built around the chapters themselves rather than around closing screens.
This build does not separate a single true ending from the other endings. The endings are weighted by tag-class (Good / Escape / Bad) rather than by a single canonical close.
The true ending is locked behind a specific route. Most players find it by playing through the late game with one direction in mind, then replaying after they have seen at least one of the other endings. The endings tracker below marks which endings you have found; the End-tagged ending is the true one.
Yes. Most players see 1-3 endings per run, and covering every ending usually takes 3-5 runs. The endings tracker saves your progress across runs in your browser.
No. The branches are not all signposted, and the late game commits you to a route based on the small choices you make in the first half. Replay is part of how the game is designed to be played.
The endings tagged Escape and Remember are usually the most reachable on a first run. The endings tagged End (the true ending) and Yield are usually the hardest to reach without planning.
No ending in Cobb Can Move is permanently missable. The endings you do not see on one run are still reachable on subsequent runs; the endings tracker below is the most reliable way to keep track of which ones you have left to find.
Now go play Cobb Can Move
The full build of Cobb Can Move is on the play page. The walkthrough is the map; the play page is the territory.
Open Cobb Can Move in your browser