Killer Sudoku takes the familiar 9×9 Sudoku grid and swaps most of its starting digits for arithmetic. Every row, column, and 3×3 box still needs the digits 1–9 exactly once, but the extra structure comes from dashed “cages”: groups of cells, each labelled with a target sum that its digits must add up to, with no digit repeated inside the cage.
Because the cages do the work that given digits normally do, the higher difficulties can start with very few clues, or none at all. Every board here is generated fresh from a random seed and is guaranteed to have exactly one solution, so no guessing is ever required. The seed lives in the page URL, so you can bookmark or share a specific puzzle. Pick a difficulty above to begin.
Because cages carry so much of the puzzle’s information, difficulty here comes from how much you can infer from a sum before you ever place a digit: a two-cell cage summing to 4 can only be {1,3}, but a five-cell cage summing to 20 admits far more combinations, and the higher difficulties lean on exactly that gap: fewer starting digits, but cages arranged so their sums still narrow the possibilities enough to get moving.

Killer Sudoku hands the uniqueness proof over to cage sums as soon as the digit count allows it: Expert boards aim to clear every leftover digit and let the cages alone carry the weight. Before any of that ships, the generator’s solver has to come up empty hunting for a different grid the same cage sums would also satisfy; a cage’s target is never decorative here, it’s load-bearing for whether the board counts as solved.
Cage size is the other difficulty lever: Easy and Normal keep every cage to 2–4 cells, while Hard and Expert allow cages up to 5 cells, and the given-count floor drops from 30 on Easy to 18, then 8, then all the way to 0 on Expert. None of those floors is a promise the dig loop rushes toward: it only stops emptying cells once no further removal would still leave the board provably unique.