Campaign is the packing puzzle: the score is the volume of the box around your stack, so sprawl and air both cost you. Cascade takes the time away — cargo falls on its own and a filled tier ships out. Tower is the other way round again — no bay, no manifest, just gravity and how high you dare go.
The envelope is the smallest box containing every slot you used — width × depth × height taken from the outermost coordinates. A stray container parked away from the pile widens the box on every tier, so it costs far more than the slot it sits in.
Par is a perfect zero-waste pack of the same manifest. Gold is within 10% of par, silver 30%, bronze 60% — some missions loosen that where a rule makes a clean tiling genuinely hard.
A few missions run the other way: the goal is the biggest envelope you can make, not the smallest. Two boxes pushed together barely widen the box around them; the same two dragged to opposite corners of the bay, one on the floor and one stacked high, multiply it. Gold there means filling most of the bay's own volume, not staying close to par.
The campaign with the deliberation taken out: 3D Tetris, played with the same containers. One unit at a time is released at the top of a 4×4 bay and falls a tier at a time on its own. Steer it while it comes down; when every one of the bay's sixteen slots on a tier is filled, that tier ships out and everything above it settles down a level. The run ends when there is no room left to release the next container.
The arrows slide it, R turns it, Shift held makes it fall fast, and Space drops it now. The arrows are read against the camera, so ◀ always means left on screen no matter where you have orbited to. With a mouse, hovering aims and a click drops; on a phone the first tap aims and a second tap on the same spot commits.
Points come from every container set down, faster from the ones you drop yourself, and mostly from tiers shipped — worth more each level, and more again for consecutive clears. Emptying the bay completely is worth a great deal more than the tier that did it.
A separate game with the same containers. There is no grid holding anything up — every unit has mass, friction and a centre of gravity, and a stack stands only because it balances. Height counts once the tower stops moving; one collapse ends the run and the best is kept.
Placing to within a fingertip is not good enough for a tall stack, so the toolbar carries an X/Y/Z console. Aim roughly, then step the container over in whole slots, raise the height it is released from, and commit with Drop. On a keyboard that is the arrow keys, Shift with them for height, and Space to let go. On a phone the first tap aims and a second tap on the same spot drops, which leaves room to nudge in between.
No grid, no rules, no score. Spawn anything anywhere, unload the train, change the weather, X-ray the boxes.
Two machines, one keyboard — pick 🚜 Stacker or 🏗️ Crane and it takes the controls. WASD drives, Q/E works the boom or the hoist, and Space grabs or releases. The gantry crane spans the rail tracks and can lift a container straight off a flatcar.
Contracts turns the sandbox into a job board: timed delivery orders with a payout, a reputation score and upgrades to buy. Move cargo into the marked zone before the clock runs out — cargo already parked there does not count.