Step-by-Step Sudoku Solver

Type or paste your sudoku, and this solver works through it one step at a time. Each step names the technique it used, shows the cells involved and says what changed, whether a digit was placed or candidates were removed. Ask for one hint when you are stuck, step through the whole solve, or let it run to the end.

Enter your puzzle

  • Tap a cell, then a digit on the number pad. On a keyboard, click a cell, type the digits, move with the arrow keys and clear a cell with Backspace or Delete.
  • Or paste the whole grid into the Paste a puzzle field. It reads 81 cells, a digit for each given and a dot or a 0 for each blank, and it ignores spaces, line breaks and grid lines, so a puzzle copied from a forum post or a spreadsheet works as it is. If it finds more or fewer than 81 cells, it tells you how many.
  • Copy share link gives you a link that opens the same grid for anyone you send it to.
  • If you have a medium game in progress on this site, Load my current game copies its starting digits onto the grid.

Checked before it solves

The first time you press Hint, Next step or Solve all, the solver checks the givens. It stops and tells you if two equal digits share a row, column or box, naming both cells, if the puzzle has no solution, or if it has more than one. It solves only a puzzle with exactly one solution. With two or more, the grid has no single answer for a step to lead to.

Hint, Next step or Solve all

Before its first step, the solver fills every empty cell with its candidates, the digits it can still take, unless you start from your own pencil marks. That fill is the first entry on the timeline.

  • Hint shows the next step on the board and in the step card without applying it. Press Apply this step when you are ready.
  • Next step applies one step per press, so pressing it again and again takes you through the puzzle step by step.
  • Solve all runs to the end, or until no technique applies. Solve up to stops before the first step from a harder family, so you can try that part of the puzzle yourself.
  • Edit puzzle takes you back to typing. Reset puzzle puts the board back to the givens and clears the timeline. Clear log empties the timeline and leaves the board as it is.

Start from your own pencil marks

If you already have candidates marked on paper, tick Start from my own pencil marks before you begin. After the check, add your marks cell by cell, then choose a step, and the solver works from your marks instead of filling in its own. Cells you leave empty get every digit they can still take, and a mark that clashes with a digit already placed in the same row, column or box is dropped.

If a cell's marks leave out the digit the solution needs there, the solver will not start. It names the cell and the digit, for example "This note removes the solution's 6 at R1C1", and offers to put the missing digits back or to use its own candidates instead.

Reading a step

Each step is titled with the technique's name, the same name the techniques guide uses, and links to the lesson that teaches it once that lesson is written. Every step goes on a timeline. Click any earlier step and the board goes back to how it looked at that moment, candidates included. The left and right arrow keys move between steps.

For most techniques, the How tab walks through a step in short phases, such as Phase 2 / 4, with the cells highlighted on the board. The up and down arrow keys move between phases. The Why tab explains the logic and ends with What changed. When the timeline holds more than one family, chips let you hide a family from it. The Summary view counts the techniques used, the values placed and the candidates eliminated, and Export copies the puzzle and the numbered list of steps to your clipboard as plain text.

The techniques it uses, simplest first

Before each step the solver tries its techniques in a fixed order that starts with the simplest, and takes the first one that works. These are the families, in the order the Solve up to menu lists them:

A hidden single, for example, is a digit with only one possible cell left in its row, column or box. A pointing pair is a digit whose only two cells in a box share a row or column. One of them must hold the digit, so any other cell in that line, which sees both, loses it.

What a medium puzzle looks like

We ran the solver on 41 medium puzzles the site served. It finished all 41 with its techniques alone, in 58 to 68 steps after filling in the candidates. Singles did most of the work, and in 28 of the puzzles they were all it needed. Pointing pairs came up in 11 puzzles, claiming groups in 4, naked pairs in 3 and a W-wing in 2. Fish, chains and ALS moves never appeared, so the later chapters of the techniques guide are for harder grids than these.

When no technique applies

The solver knows the techniques listed above and no others. On a few famously hard puzzles, such as Easter Monster, none of them applies even at the first step. When that happens, the solver says so: this puzzle needs a technique the solver does not have yet. It does not place a digit without telling you. It offers Solve all instead, which fills the remaining cells from the solution and says that those cells have no technique behind them.

Learn the moves yourself

Each technique linked above has its own lesson with worked boards, and the sudoku techniques guide puts them all in solving order. When a step confuses you, open its lesson, then come back and step through it again.