Push’em all Mod Apk 1.47 [Unlimited Coins]

| Name | Push’em all |
|---|---|
| Updated | 17 Jun 2026 |
| Version | 1.47 |
| Category | Action > Games |
| Size | 106.5 MB |
| Requires Android | Varies with device |
| Developer | VOODOO |
| Google Play | com.ohmgames.smashthemall |
| ApkModCT Downloads | 81 |
Mistiming a shove by half a second means the player character stumbles forward, overshoots the platform edge, and drops into the void while the enemies just stand there. Push’em all builds its entire rhythm around that margin for error, where the goal is to knock every opponent off narrow walkways before they return the favor. The setup is simple: trace a path through each level, use a stick to shove enemies into pits, and avoid getting launched by the ones that move faster or hit harder. But the game adds giant enemies that don’t budge on the first hit and speed types that close distance before the player can line up a second swing.
The Stick Works Like a Single-Tap Battering Ram
Tap the screen, the character swings, anything in range flies backward. Most enemies topple with one hit, but the larger variants need two or three shoves to actually move, and by the second swing they’re already counter-shoving. The fast enemies sprint straight at the player, cutting the reaction window down to almost nothing. And traps show up as floor switches or collapsing tiles, and the game expects players to bait enemies into walking over them instead of relying on direct hits. Spacing each shove wrong means the knockback carries the player character off the edge alongside the target.
Coins Unlock Skins That Don’t Change Stats
Levels gate progression behind star requirements, and stars come from replaying stages to hit score thresholds. Coins unlock character skins and stick designs, none of which change how the game plays. The base version drip-feeds coins slowly enough that unlocking more than a handful of cosmetics means grinding the same early levels or sitting through rewarded video ads. Push’em all Mod Apk hands over unlimited coins from the start, so the entire catalog opens without the ad gauntlet. But the visual effects lean hard on bright particle bursts whenever an enemy falls, which gets visually noisy by the tenth level but keeps the feedback loop tight. Levels start stacking multiple enemy types in tight corridors by world three.



