Quick answer: Push an undo record each move that captures the player's old position and, if a crate was pushed, that crate's old position; on undo, restore both.
Undo is essential in Sokoban because a single wrong push can deadlock a level. If undo only walks the player backward and leaves crates moved, your undo entry is missing the crate state. Record what the move actually changed.
How to fix it
1. Record crate movement with each move
Build an undo entry per step containing the player's prior cell and, when a push occurred, the crate's prior and new cells. Store entries on a stack.
2. Restore both on undo
Popping an entry should move the player back to the stored cell and, if a crate was pushed, move that crate from its new cell back to its old one.
3. Cap or clear the stack per level
Reset the undo stack when a level loads so undo never crosses level boundaries, and optionally cap depth to bound memory on long sessions.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.