Cook every sausage. Use a fork and a grill. Do not burn them. Do not drop them in the sea. It is simple in theory.

Stephen has a fork. He has sausages. He has grills. He needs to cook every sausage exactly once on each side without burning them, dropping them in the sea, or leaving any uncooked. That is the entire premise. It is one of the hardest puzzle games ever made.

Stephen's Sausage Roll is a 3D grid-based puzzle game in which Stephen moves around islands pushing sausages onto hot grill tiles with his two-sided fork. The mechanics are immediately legible: push sausages, cook both sides, do not overcook. What emerges from these constraints is a system of extraordinary depth. The fork occupies two grid squares. Stephen occupies one. The sausages interact with the fork, with the grills, with each other and with the geometry of the island in ways that take dozens of puzzles to fully understand and hours of concentrated thought to exploit. Jonathan Blow, creator of Braid and The Witness, praised it before release. Bennett Foddy compared it to Dark Souls. The Guardian called it harder than The Witness. The game costs $['29']['99'], has no hint system, no undo limit and no hand-holding — and its Metacritic score of 90 reflects what happens when pure puzzle design is executed at the highest possible level. Made entirely by Stephen Lavelle, who has released hundreds of free experimental games under the increpare.com banner and created the open-source PuzzleScript engine used by countless other developers.

Key Features: • Minimalist Sokoban-style sausage cooking: cook every sausage exactly once on each side • Mechanics immediately legible, depth near-infinite - no undo limit • Multiple interconnected islands • Solo developer Stephen Lavelle (increpare)

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