
Divide By Sheep
Cute enough to disarm you, dark enough to make you pause mid-puzzle wondering why you just strategically drowned six sheep. Over 120 levels of surprisingly deep number-wrangling wrapped in the warmest possible apocalypse.
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About Divide By Sheep
My first instinct when I loaded this up was to dismiss it as a mobile port dressed in Steam clothes, and technically that instinct is not wrong. The touch-device DNA shows up in the UI, there is no resolution toggle, and the tutorial illustrations do a middling job of explaining new mechanics. But then the puzzle logic clicked, and I lost an evening. The setup is simple in the best way: a lonely Grim Reaper has flooded the world to make friends, animals are stranded on tiny islands, and each level hands you three rafts with specific passenger quotas to fill. Moving a whole group of sheep from one island to the next sounds trivial until you realize islands have fixed capacity. Overflow the tiles and the surplus drowns. That straightforward overflow rule is where the arithmetic lives, and the game is smart enough to keep building on it without ever feeling like a classroom drill. Wolves enter the mix next: they eat any sheep that land on their island, then become too stuffed to move. Half a sheep from a laser trap can feed two wolves, which means a single laser crossing doubles as both a division operation and a wolf-management tool. Later worlds layer in trampolines, exploding islands, platforms that swap positions, and the fourth world introduces portals, frying pans, and death totems. Each mechanic arrives with a short introductory level that eases you in, though some of those ease-in stages are so gentle they briefly kill the pacing. That is the one real friction point: difficulty is not always linear within a world, and the occasional random spike can leave you staring at a puzzle while easier ones sit just ahead. The aesthetic earns genuine affection. The isometric art starts looking like a children's cartoon and then gradually darkens in a way that feels intentional rather than gratuitous. There is an optional blood toggle, which is a thoughtful inclusion whether you are sensitive to the splatter or just want to lend the game to a younger sibling. The soundtrack is the quiet standout: unobtrusive enough that you do not consciously clock it, but reviewers across the board note that it never wore out its welcome across a full run, which for a puzzle game looping the same few tracks is no small achievement. Three-star completion per level unlocks the next world, but you can advance on a single star if you are stuck, so no one gets permanently bricked behind an unsolvable-feeling stage. That small design kindness matters more than it sounds. The audience question is genuinely interesting. This sits in the gap between a casual mobile time-killer and a proper puzzle game for people who want to feel clever. Both groups will find something here. The early worlds are breezy; the later worlds require actual planning, working backwards from the raft quotas through every available tool on the board. If you have ever enjoyed the old fox-rabbit-cabbage river problem, that style of constraint-solving is the core loop, dressed up in wool and cartoon gore. The port-from-mobile origins mean the PC version lacks some polish you might expect at even a budget price, but the puzzle design itself was built with enough intention that it rises above the platform. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Unsupported. Playable on Linux with some workarounds. Based on 45 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7/8/9
- Memory
- 2 GB RAM
- Storage
- 256 MB available space
- Graphics
- Dedicated Card
- Processor
- 2.5
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Reviews & Ratings
Game Info
- Developer
- Victor Solodilov
- Publisher
- tinyBuild
- Release Date
- Jul 2, 2015