
Playing with a field of bits on the magical sandlight. A puzzle, it solved neatly.
Modeled estimate, not a reported figure. How we estimate →
About
Sepapu is a set-packing puzzle game set in a quiet world of sand, stones, light, and strange patterns.
Out of the shifting sands appear solid stones and patterns, arranged into 64 authored puzzles.
The rules are not explicitly stated and must be inferred from interaction and observation. Understand the structure, then guide the stones into place neatly.
Sepapu is designed as a short and focused experience, featuring a fully animated cursor, interactible backgrounds and soothing ambience and sounds.
“Let the bouncing light flow free among the rocks, and then at last, the egg will split. 0 to 8.”
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +91 more
Reviews
[b]7/10[/b] A set-packing puzzle game with the most elegant UI I have ever seen. Beware! Very pricey for what the puzzles provide. [b]What is it:[/b] Art? Puzzles? The moment you start Sepapa, you can tell this game is different. A grey haze spreads out over your screen, it darkens with a small dot pulsating in the middle. Click on it and your mouse cursor transforms into a small glowing personage which becomes your avatar throughout the entire game. Move the mouse slowly and it walks, speed it up and Mister Glowy takes flight. Every action with your mouse is accompanied with a cute animation from mister glowy. The dev states, “Over time, the tech I used to build [Sepapu] evolved. This game is a 4 year, slow-cooking side project that at the end, became my main focus.” The tech is definitely on display here. I am accustomed to bare-bones puzzlers where every ounce of energy is instilled into the puzzles themselves. Sepapu is different. The storefront states the puzzle rules aren’t explicitly stated and must be inferred from interaction - this can also go for navigating the interface to find these puzzles. It took me much longer than expected just to figure out how to find and play a puzzle but the beautifully designed menu pulled me through the struggle. I spent about an hour just playing around with the menu, watching Mister Glowy fly around and pick up stuff. There is this pulsating energy that emanates from the borders of the start screen. As it moves over the background towards the center of the screen it looks like waves washing over a fine dune-like sand. If you hold down the left mouse button and move your character, you can draw images into this “sand” that slowly disappear. I don’t know what the dev did to make this interactive eye-candy, but gol-darn if the puzzles themselves were designed with the same love, I would need a new category to rank this game. This isn’t to say the puzzles were a wash. [b]How hard is it:[/b] ★★☆☆☆. Easy to moderate - with a huge caveat that I can’t wait to unpack. The game says “set-packing” puzzles which I have never heard of before. The dev further describes these puzzles as similar to “8 Queen Puzzle” which only left me further confused. In my own words, you pick up tablets, each with their own characteristics, and place them on a grid so that each section of the grid is colored a dark grey. If the effects of more than one tablet take place over the same section, you’ve destroyed that section and must start over. You know what, I am going to stop here. Describing how the game functions almost seems like a disservice to the dev’s artistic vision. Understanding how everything works was probably the hardest part. There are 8 sections with new tablet types being introduced in each section until the end where all the tablet types are combined into what were supposed to be harder puzzles. What I experienced was something different. I found the puzzle difficulty to escalate nicely all the way through section 7. Once I entered section 8 and was asked to solve puzzles using all tablet types, everything felt a little easier. But before I dive into this section 8 caveat, I must also say that I noticed a pattern I’ve seen in other dev’s first commercial foray - some sections had a design flow where the first 5 or so puzzles are designed to introduce the new mechanic and test the players understanding of it, then suddenly the final 3 puzzles are used to introduce yet another mechanic. However it never really clicks because the intro puzzle is purposely simple to help the player understand the new mechanic, and the second puzzle amps the difficulty up only a little, with only one puzzle used to truly challenge the player’s intuition. It feels shoehorned in, never really presenting a challenge. I would prefer that both new mechanics were introduced in the first 1-3 puzzles, with 2 more puzzles stress-testing the players intuition, and the final 3 taking things to the max. Now onto section 8. I was able to solve the final puzzle without using the intuition I had built up throughout the whole game. Some people may call this “brute-force”, but what I actually did was consult a database rich with geometrical knowledge i.e. I cheated. Now, you may be asking yourself why I decided to cheat. I chose to cheat because what the puzzle was asking me to solve did not require I draw from my “Sepapu” database and combine all its unique rules in a novel way, in other words, it didn’t require I think in a way that I’ve become addicted to with most puzzle games. It asked me to use only one of Sepapu’s basic rules in a geometrically complicated way. I felt like it suddenly wanted me to be a physicist, not a puzzler. It could have been an expert-level puzzle for the first section - not a puzzle to capstone the whole game. I went through the entire game, built up this understanding of the game’s unique world and didn’t use most of it to solve this final puzzle, as if I was being asked to solve something from a different game that just happened to share a similar base rule to Sepapu. The experience put “puzzle-solving” onto a new plane of analysis for me. If one without any experience playing your game (the database I consulted) can solve one of your most difficult puzzles, what kind of puzzle have you actually created? Most importantly, what kind of experience have you set your players up to have? Luckily, for Sepapu, it was only 2 of the total 64 puzzles that missed the mark, and, as the dev stated, “I studied puzzle design from some people I really admire. While I am nowhere near as skilled as those people, I think I was able to execute some good ideas,” I can say you did. The reason these final levels caused such a juxtaposition was because everything leading up to them was so well designed. So I guess it wasn’t luck. Dev, you made a visually stunning game with 62 puzzles that show you have what it takes to make something equally intellectually stunning. I hear you have plans post-launch for Sepapu - I cannot wait to see what they are. [b]How long is it:[/b] 64 levels, divided between 8 sections, the first 7 of which introduce a tablet with a unique mechanic. Took me a little less than 5 hrs to complete. Other people less distracted by beautiful UI could do it in half that. [b]Level design:[/b] See “How hard is it” [b]Quality:[/b] Just one thing - I would love the game to have a way to exit built into it. During my playthrough I closed the game by alt-tab force-shutting it down. Maybe this functionality actually exists as the game’s ultimate puzzle - behind a myriad of menu curtains that only those called by the puzzling gods can solve. [b]Worth the price:[/b] No. And I am being very intentional here. As of July 28th, 2026, the game is 12 USD. I have spent 100+ hours of puzzling amazingness on cheaper games. Only pay full price if you [b]value supporting indie games[/b] and would like to experience [b]the unadulterated vision of a fledgling solo puzzle dev[/b] - before the weight of reality inevitably forces compromise. If you are a puzzle addict that needs hours upon hours of hard-as-nails puzzling fun - [b]wait for a discount[/b]. I would say that the pure puzzle to price ratio here is about 3-5 USD. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
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Although I am not an expert on the 8 Queen puzzle, this is a very nice little puzzle game, with lots of little pieces, each with a different rule that you must arrange correctly, taking into account that the order you place them in has its importance. There is no dialogue or tutorial, it simply presents the puzzles in a graudually complex way. It may not be very clear at first glance what each of the pieces do, so careful analysis is required (I usually get it after using it for one or two levels). Difficulty is not too high; I'm getting stuck at times but I'm not very good at these puzzles, yet I didn't need a walkthough or help (for now). Also, the art direction is really nice! You choose a level the same way you play it: by taking and placing little runes in the right place. The sand effect is nice, and your cursor is a little guy that walks and rolls around the sand when you click! :D One small request: I couldn't find a Quit button in the menu. It's either not there, or too well hidden. Alt+F4 works fine, but it's a somewhat "rough" way of exiting a game (and you're never quite sure if a game will save your progress correctly when you do that).
A cozy, somewhat trance-inducing puzzle game. The aesthetics of the game are very intentional, and focused on not breaking your immersion from the meditative sand-garden: there are no explanations or tutorials, and the main menu is diegetic. In that sense, the puzzle-ethos runs through every aspect: "figure it out yourself". Also, your cursor is a little dude! I have not been able to find a "quit game" button. Beware: clicking "Stop" in steam erased my progress. Alt+F4 works fine however.
10/10. Beautiful, peaceful, and an ingenious main menu.
Beautifully zen and meditative game with clever puzzle design
一款很有创意的解密游戏 理解规则之后流程在一到两小时左右 推荐打折的时候入手
Satisfying and atmospheric puzzle game with lots of fun surprises along the way!
One of the best puzzle games i have played in years, short and sweet with a great vibe :)
Watched Thinky Games play this and I knew I had to buy it after seeing the cursor character and zero game explanation. This game does not hold your hand. it was fun figuring out the game and the rules as you go, trial and error. Enjoyed the ending and [spoiler] the secret puzzle to unlock the ending[/spoiler]
High production quality, great vibe / atmosphere, pleasingly tactile and clever puzzles that are tough but not too tough. Worth the asking price for certain, doubly so if it goes on sale. It does lock you into one puzzle at a time - I'd prefer if you could at least look ahead in each "series" by half the number of puzzles you've solved (a balance between sequentially forcing the easier learning puzzles and allowing choice among the harder exam puzzles, so to speak). The puzzles have a certain chess puzzle feel to them, in a good way: you're moving one piece at a time to change the board, meaning the order of the moves matters. This isn't an obfuscated nonogram or minesweeper variant, in other words. Will update after getting farther into or finishing the game. UPDATE: It is somewhat short. Not unsatisfying (better than overstaying its welcome or padding with filler), not changing the recommendation, but worth knowing it's about a three-hour experience.
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