Stephen's Sausage Roll

A simple 3d puzzle game.

Stephen's Sausage Roll is a puzzle, indie and difficult game developed and published by increpare games.
Released on April 17th 2016 is available in English on Windows, MacOS and Linux.

It has received 1,670 reviews of which 1,591 were positive and 79 were negative resulting in an impressive rating of 9.0 out of 10. 😍

The game is currently priced at 28.99€ on Steam.


The Steam community has classified Stephen's Sausage Roll into these genres:

Media & Screenshots

Get an in-depth look at Stephen's Sausage Roll through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows XP+
  • Processor: 1.8 GHz
  • Memory: 2 GB RAM
  • Graphics: DX9 / SM2-compatible card ( generally everything made since 2004 should work )
  • DirectX: Version 9.0
  • Storage: 500 MB available space
MacOS
  • OS: OSX 10.8+
  • Processor: 1.8 Ghz
  • Memory: 2 GB RAM
  • Graphics: SM2-compatible card ( generally everything made since 2004 should work )
  • Storage: 500 MB available space
Linux
  • OS: Ubuntu 16.04 and Ubuntu 18.04, SteamOS+
  • Processor: 1.8 Ghz x64 architecture with SSE2 instruction set support.
  • Graphics: OpenGL 3.2+, Vulkan capable.
  • Storage: 500 MB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
I'll try to avoid spoilers. Stephen's Sausage Roll is probably the greatest game I've ever played. The titular Stephen Lavelle is one of the most prolific and distinct developers out there, and this is his greatest work. There are no "freebie" puzzles. Each level requires that you have a lateral knowledge of the puzzle landscapes and mechanics to solve it, and are designed in such a way to make brute force fruitless. Also, they are ruthlessly elegant, no element goes unused. The puzzles feel truly impossible until you find out how they aren't, which sounds redundant, but that's truly how it feels to play this. Each new mechanic is not NEW, per se. They are logical extensions of what you already know, you just never were in the exact circumstances to make it happen. Though they make logical sense, there are still so many nuances that I could have never guessed when I played. It's insanely dense. Even beyond the gameplay, the aesthetics, while simple, are very clear, both visually and audibly, and have a very sweet, kind feel to them. This game makes me oddly happy. Regardless, this is more than a "simple 3d puzzle game." This is my favorite game that I've ever played. Go in blind, don't google the solution to any puzzle, and know that it's normal to feel kinda dumb when you play this sometimes.
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Sept. 2024
Probably the best puzzle game I have ever played. Every new mechanic emerges totally naturally but still surprises you. Dont let the minimalistic graphics fool you, this is a masterpiece
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June 2024
What is it? A very difficult 3D Sokoban game where you grill sausages by rolling them around with a giant barbecue fork. Ok, but why is it good? There is a mathematical beauty to Stephen’s Sausage Roll. It’s axioms are the interactions between player, fork, sausage, grill, and how they move in a three dimensional grid. Its puzzles are theorems that the player must construct proofs for. Every level is a surprising new result, yet still a direct conclusion of the game’s axioms. Most other Sokoban games, even the really good ones, eventually feel like the level designer is adding new contrivances and mechanics to add variety to the puzzles. In SSR, The player’s journey echoes that of the developer – a growing understanding of a rich and confounding world, borne of a few simple rules. Anything else? The visuals are...not as elegant as the level design, to put it mildly. They communicate the different puzzle elements well enough though, and I came to appreciate the somewhat surreal, constantly changing colour palette over time. There's a very small amount of story here told over a dozen or so text logs. For what it is, I think its quite good and adds a lot to the game. Like the puzzles, its better if the player discovers it for themselves. So should I play it? If you enjoy the slow burn of self-led discovery, and find it deeply relaxing to stare at a tricky puzzle for hours, then SSR is the most beautiful zen garden you could ever hope to rake. On the other hand, if you prefer games that are eager to explain all their mechanics and frequently nudge you in the right direction, then this game will be more frustrating than mowing a football field with a pair of nail scissors. Actually I finished this game, what should I do now? If you like this game, I recommend getting a maths degree next, pretty similar vibes.
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May 2024
10+/10 Fork, sausage, grill; a simple idea pushed to the max in one of the hardest games ever. You find yourself on an island, next to a shipwreck, with nothing but a big fork in your hand, and no clue about what you have to do. You see what looks like brown cubes, two plaques, and… some ghosts? You roam around a bit, read the two plaques, one of which has the only help you're going to get, that you can use WASD to move (thanks, but too late, you already had to figure that out to reach it) and Z to undo. Maybe you’re clever enough to try to align with a ghost, and discover the actual levels. Good luck figuring out what you have to do! With some trial and error, maybe you discover that you have to cook the sausages on 4 spots, just once, no overcooking, and then return to the starting spot. Fork, sausage, grill. Such a simple thing, yet every level is unique in some way, forcing you to discover new ways to maneuver the sausages. Each level seems either impossible, or misleadingly obvious. Fork, sausage, grill, but they can interact in so many ways! And after many hours of maneuvering sausages, you manage to solve each and every one of the levels on this island and get an overworld sausage which allows you to reach the second island, and get introduced to the only new mechanics you’ll get until the last part: walls and stairs to climb them! The levels get a lot bigger and harder, and you realize that the first chapter, which seemed impossibly hard, were just the tutorial levels! Those that braved the levels so far usually get spooked by The Great Tower, in which you get a 4 levels high tower of sausages. And that's just the second chapter! Fork, sausage, grill. Yet every level teaches you something new you can do, and also what not to do. Don’t step on a grill, it’s useless. Until that becomes needed. Don’t stab a sausage, or you won’t be able to get it off. Until you can. Don’t step on a sausage, or you won’t be able to get off. Until you discover the conditions that allow you to get off. Don’t drop your fork. Until you need to do just that. Don’t put a sausage on your head, or you won’t be able to get it off. Until that becomes possible and part of the solution. Never stab a sausage through the long part or you really won’t have a way to solve the level. Until the one impossible level that can only be solved by doing just that. Fork, sausage, grill, and yet so many things you can do with them. Every level is perfectly designed, an exploration of a new way the few basic elements interact with each other. Nothing is wasted, nothing is accidental or haphazardly thrown in. If there’s a ladder with no obvious purpose, try to figure out what its purpose is. If there's a dragon statue that seems to be put there just as a decoration, it is the most essential part of the solution, try to figure out how it can be useful. Any little piece of grill is useful. Even the number of sausages and their placement is relevant. And while most other games throw a lot of different mechanics at you to keep a game fresh for more than a dozen of levels, Stephen’s Sausage Roll doesn’t need portals, trapdoors, spikes, buttons, enemies and the rest, just fork, sausage, grill. Until you get the first level without a grill and really start to question everything you thought you knew about the game! “A simple 3D puzzle game” is how it describes itself. It is a simple 3D game, in the sense that the graphics are simple, crude pixelated objects and backgrounds. The mechanics are simple, in the sense that there are few types of objects. The levels are simple, in the sense that they rarely have more than 3 sausages in a small area. But all this simplicity hides a lot of complexity. Even the graphics, though simple, are actually far from basic. There are different types of terrains, each with its footstep sound, and complex weather with sun and fog and snow, big monuments and statues and tall buildings, and there are small differences and imperfections, a flower here, a crooked tile there, a patch of moss growing on tgat columb, that make it look like a lived in environment, not just an abstract grid of uniform tiles. The sounds are nice, and a bit of eerie, calm music. And there’s a tragic story too, in a simple game about cooking sausages. Where did they come from? Why are they being grilled? Who’s making those chomping noises at the end of the level?? Why are you all alone, and what will happen at the end??? Overall, a really polished experience. You can’t call yourself a puzzle master if you didn’t try this one. If some games are gems, this is the perfect diamond of puzzle games, the standard against which I compare all other puzzles when judging the level designs. How hard is it: Starts very hard, and only gets harder. If it seems to get easier, it's just because you got smarter. How long is it: 86 levels split in 6 chapters, plus navigating the overworld. All levels in a chapter are unlocked at once, but getting access to the next chapter requires solving all of the current chapter. At least 20 hours of playtime, up to many years. Level design: The best there is. Quality: Excellent puzzles, very good presentation, decent QoL. The only thing I’d like is achievements. Steam cloud saving, and 3 save slots. Fast and responsive. Non-configurable controls, but decent as they are. Unlimited undo, even across restarts, and even through different levels and the overworld, you could undo all the way to the moment you started the game. Decent settings. Worth the price: Expensive for a puzzle game, but worth every cent. Most positive aspect for me: Excellent puzzle design. Most negative aspect for me: No achievements, but otherwise the game is perfect. Also consider: [url=https://store.steampowered.com/app/1052990/A_Monsters_Expedition/?curator_clanid=25928931]A Monster's Expedition , open world puzzler with very simple mechanics yet a lot of hidden, tough secrets. [url=https://store.steampowered.com/app/1747510/An_Architects_Adventure/?curator_clanid=25928931]An Architect’s Adventure , open world puzzler with sticky blocks. [url=https://store.steampowered.com/app/1295320/Can_of_Wormholes/?curator_clanid=25928931]Can of Wormholes , very hard open world snake-inspired puzzler, with similarly varied mechanics emerging from simple items. [url=https://store.steampowered.com/app/2791620/Delicious_Donut/?curator_clanid=25928931]Delicious Donut , puzzler with even fewer items yet equally, or even harder levels. For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group . Follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems for more reviews like this one.
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April 2024
Really good puzzle game, not actually as hard as they say. Very elegantly designed. Becomes a little bit tedious towards the end though.
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Last Updates

Steam data 19 November 2024 19:10
SteamSpy data 21 January 2025 17:51
Steam price 22 January 2025 20:47
Steam reviews 21 January 2025 01:52
Stephen's Sausage Roll
9.0
1,591
79
Online players
9
Developer
increpare games
Publisher
increpare games
Release 17 Apr 2016
Platforms