{"id":9006,"date":"2025-12-12T03:05:40","date_gmt":"2025-12-12T03:05:40","guid":{"rendered":"https:\/\/readtrends.com\/en\/jonathan-blow-order-sinking-star\/"},"modified":"2025-12-12T03:05:40","modified_gmt":"2025-12-12T03:05:40","slug":"jonathan-blow-order-sinking-star","status":"publish","type":"post","link":"https:\/\/readtrends.com\/en\/jonathan-blow-order-sinking-star\/","title":{"rendered":"Jonathan Blow Announces Order of the Sinking Star, a 250\u2011Hour Puzzle Epic"},"content":{"rendered":"<article>\n<h2>Lead<\/h2>\n<p>Jonathan Blow, the designer behind Braid and The Witness, revealed a new puzzle game, Order of the Sinking Star, during The Game Awards 2025. The isometric, grid\u2011based title promises roughly 1,000 discrete puzzles and an estimated 250 hours of playtime for a typical run (up to 500 hours for completionists). The game layers multiple movement and interaction mechanics across a branching overworld and is being built by a larger team than Blow\u2019s prior projects. Blow also said the project will showcase a proprietary engine and language that he plans to release as open source after launch.<\/p>\n<h2>Key Takeaways<\/h2>\n<ul>\n<li>Announcement: Order of the Sinking Star revealed at The Game Awards 2025 by Jonathan Blow.<\/li>\n<li>Scope: Developer estimates ~1,000 individual puzzles and about 250 hours to complete; completionists may spend 500 hours.<\/li>\n<li>Design: Grid\u2011based isometric puzzles in a branching overworld that unlocks new regions as players solve rooms.<\/li>\n<li>Mechanics: Characters have distinct interactions (e.g., a thief who pulls objects, a wizard who swaps places with objects in line\u2011of\u2011sight).<\/li>\n<li>Complexity: Puzzles stack mechanics \u2014 mirrors teleport objects based on distance, hostile adjacent enemies, beams that phase through walls, and clone control via mirrors.<\/li>\n<li>Tools: Rewind feature returns players to earlier steps to encourage experimentation rather than full restarts.<\/li>\n<li>Technology: Built on a new proprietary engine and programming language, intended to be open\u2011sourced shortly after release.<\/li>\n<li>Release window: Targeted for 2026 on PC, other platforms to follow at an unspecified later date.<\/li>\n<\/ul>\n<h2>Background<\/h2>\n<p>Jonathan Blow first gained broad recognition with Braid (2008) and more widely with The Witness (2016), both titles known for conceptual puzzle design and minimal hand\u2011holding. Those games established Blow\u2019s approach of teaching players through carefully staged encounters rather than explicit tutorials; Order of the Sinking Star continues that lineage while expanding scale and team size. Puzzle design has diversified since 2016, with recent experiments such as roguelike deckbuilding hybrids showing new directions for the genre.<\/p>\n<p>Blow has described this project as more ambitious on paper than his previous work, citing both an expanded team and a bespoke engine and language. The decision to open\u2011source the engine after release echoes broader industry debates over tools, modding, and community development. At the same time, the sheer size\u20141,000 puzzles and hundreds of hours\u2014raises both design and accessibility questions that the team will need to address.<\/p>\n<h2>Main Event<\/h2>\n<p>The demo shown at The Game Awards presented a grid\u2011based, isometric adventure built around rooms that act as standalone puzzles embedded in a larger overworld. Early puzzles act as micro\u2011tutorials: simple block\u2011pushing mazes introduce character roles like the thief (who pulls objects) and the wizard (who swaps positions with objects in his line of sight). The game teaches mechanics by example rather than text, letting players infer rules from short, contained challenges.<\/p>\n<p>As the demo progressed, designers layered mechanics to create compound problem spaces. Examples shown include mirrors that teleport a character or object across a gap equal to the mirror\u2019s distance, enemies that kill if you move to adjacent squares, and energy beams that allow phasing through walls. Rooms grow in size and complexity, frequently requiring players to plan multiple moves ahead and to combine character abilities in sequence.<\/p>\n<p>One room chained character\u2011switching gates with object manipulation: the wizard\u2019s swap rule could trap him behind a locked gate unless another character pulled a block into position from across the map. Another puzzle used mirror chains to create simultaneous clones, forcing players to coordinate multiple avatars at once. The overworld is non\u2011linear: players can head in cardinal directions to attempt connected clusters of puzzles, and completing certain puzzles opens new map sections.<\/p>\n<h2>Analysis &#038; Implications<\/h2>\n<p>Scale is the defining variable for Order of the Sinking Star. A thousand puzzles and an average playtime of 250 hours make this project atypically large for a studio known for tightly authored experiences. That breadth gives players freedom to approach content in many sequences, but it also elevates the challenge of sustaining a coherent learning curve across an expansive map. Blow and the team appear aware of this tension and are weighing gentle guidance mechanics.<\/p>\n<p>Gameplay complexity builds from combinatorics: distinct character rules multiplied by environmental interactions can produce a very high solution space. The rewind tool mitigates frustration by enabling iterative exploration rather than repeated restarts; however, player retention could hinge on how well the game preserves and signals prior knowledge after long breaks. Visual cues in room design\u2014intended to be instructive\u2014will become critical for both onboarding and long\u2011term comprehension.<\/p>\n<p>On a broader level, the plan to open\u2011source the game engine and language could have lasting effects if the tools are accessible to creators. Making the engine public may encourage modding, academic analysis of puzzle design, or community\u2011built levels, expanding the title\u2019s lifespan. Conversely, releasing tooling raises questions about support, documentation, and community governance that the team will need to address post\u2011launch.<\/p>\n<h2>Comparison &#038; Data<\/h2>\n<figure>\n<table>\n<thead>\n<tr>\n<th>Title<\/th>\n<th>Approx. Playtime<\/th>\n<th>Notable Puzzle Count<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Braid (Blow)<\/td>\n<td>~6\u201310 hours<\/td>\n<td>Dozens<\/td>\n<\/tr>\n<tr>\n<td>The Witness (Blow)<\/td>\n<td>~20\u201350 hours<\/td>\n<td>~650 puzzles (varied)<\/td>\n<\/tr>\n<tr>\n<td>Order of the Sinking Star<\/td>\n<td>~250 hours (typical), up to 500<\/td>\n<td>~1,000 puzzles (developer estimate)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/figure>\n<p>The table contextualizes how Order of the Sinking Star scales relative to Blow\u2019s prior work: it is an order(s) of magnitude larger by both time and stated puzzle count. That places it closer in ambition to long\u2011form RPGs in terms of sheer hours, while retaining puzzle\u2011centered design. The comparison highlights the logistical and design demands of delivering consistent quality across a far larger content base.<\/p>\n<h2>Reactions &#038; Quotes<\/h2>\n<p>IGN\u2019s coverage and the demo emphasized both the inventive mechanical combinations and the potential for players to feel overwhelmed by a sprawling map. The reception among observers at the reveal mixed admiration for the design ambition with caution about accessibility.<\/p>\n<blockquote>\n<p>&#8220;We\u2019re aiming to offer around 1,000 puzzles and a playtime near 250 hours for a typical run,&#8221;<\/p>\n<p><cite>Jonathan Blow, game director (The Game Awards 2025 reveal)<\/cite><\/p><\/blockquote>\n<p>Blow also spoke to guidance\u2014he\u2019s considering hint systems or limited nudges but is cautious about creating a crutch. The design leans on environmental cues to teach rules implicitly.<\/p>\n<blockquote>\n<p>&#8220;We want the rooms themselves to teach you, but we\u2019re discussing subtle hints to help players who get stuck,&#8221;<\/p>\n<p><cite>Jonathan Blow, post\u2011reveal comment<\/cite><\/p><\/blockquote>\n<p>Hands\u2011on impressions highlighted the rewind tool and the satisfaction of solving multi\u2011layer puzzles; players noted both the elegance of emergent solutions and concern that the overworld\u2019s scale may intimidate some audiences.<\/p>\n<blockquote>\n<p>&#8220;The layering of mechanics makes for gratifying solutions, but the map can feel overwhelming at a glance,&#8221;<\/p>\n<p><cite>IGN hands\u2011on reporter<\/cite><\/p><\/blockquote>\n<h2>\n<aside>\n<details>\n<summary>Explainer: Core Mechanics<\/summary>\n<p>Order of the Sinking Star uses a grid\u2011based system where characters and objects occupy discrete squares. Each playable character has unique interaction rules\u2014examples include pulling objects, swapping positions with objects in line\u2011of\u2011sight, and specialized movement. Environmental devices (mirrors, gates, beams) modify position or state and can chain together to produce complex effects. The rewind function lets players step backward through moves, enabling experimentation without full restarts. The overworld connects rooms non\u2011linearly, allowing exploration and progression through puzzle completion.<\/p>\n<\/details>\n<\/aside>\n<\/h2>\n<h2>Unconfirmed<\/h2>\n<ul>\n<li>Exact platforms beyond PC and their release windows are not yet confirmed; console and other platform timing remains unspecified. <\/li>\n<li>Details of the open\u2011source license, documentation, and timeline for the engine and language release are still to be announced. <\/li>\n<\/ul>\n<h2>Bottom Line<\/h2>\n<p>Order of the Sinking Star is an ambitious expansion of Jonathan Blow\u2019s puzzle design philosophy, marrying the teach\u2011by\u2011example approach of his earlier games with a dramatically larger scope. The combination of distinct character rules, layered environmental mechanics, and a branching overworld promises deep, emergent puzzle experiences for players who enjoy multi\u2011step planning and systems thinking.<\/p>\n<p>At the same time, the game\u2019s scale is its central risk: designers must balance player guidance, retention of learned mechanics, and map readability to prevent frustration. How Blow\u2019s team implements optional hints, visual cues, and save\/progression clarity will likely determine whether the project feels inviting or intimidating to a broad audience.<\/p>\n<p>For now, the key facts are clear: announced at The Game Awards 2025, ~1,000 puzzles, ~250 hours typical playtime, targeted for PC in 2026, and an engine that Blow intends to open\u2011source after launch. Further details\u2014platform timing, tooling license, and final scope\u2014remain to be confirmed as the team moves toward release.<\/p>\n<h2>Sources<\/h2>\n<ul>\n<li><a href=\"https:\/\/www.ign.com\/articles\/the-witness-and-braid-creator-jonathan-blow-announces-new-250-hour-puzzle-game-order-of-the-sinking-star-the-game-awards-2025\" target=\"_blank\" rel=\"noopener\">IGN \u2014 Media report and hands\u2011on coverage of The Game Awards 2025 reveal<\/a><\/li>\n<li><a href=\"https:\/\/thegameawards.com\" target=\"_blank\" rel=\"noopener\">The Game Awards \u2014 Official show site (official announcement venue)<\/a><\/li>\n<\/ul>\n<\/article>\n","protected":false},"excerpt":{"rendered":"<p>Lead Jonathan Blow, the designer behind Braid and The Witness, revealed a new puzzle game, Order of the Sinking Star, during The Game Awards 2025. The isometric, grid\u2011based title promises roughly 1,000 discrete puzzles and an estimated 250 hours of playtime for a typical run (up to 500 hours for completionists). The game layers multiple &#8230; <a title=\"Jonathan Blow Announces Order of the Sinking Star, a 250\u2011Hour Puzzle Epic\" class=\"read-more\" href=\"https:\/\/readtrends.com\/en\/jonathan-blow-order-sinking-star\/\" aria-label=\"Read more about Jonathan Blow Announces Order of the Sinking Star, a 250\u2011Hour Puzzle Epic\">Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":9003,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"rank_math_title":"Order of the Sinking Star: Jonathan Blow's 250-hour puzzle | IGN","rank_math_description":"Jonathan Blow revealed Order of the Sinking Star at The Game Awards 2025 \u2014 a 1,000\u2011puzzle, 250\u2011hour isometric puzzler with layered mechanics, rewind tools and an open\u2011source engine plan.","rank_math_focus_keyword":"Jonathan Blow,Order of the Sinking Star,puzzle game,The Game Awards 2025,250 hours","footnotes":""},"categories":[2],"tags":[],"class_list":["post-9006","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-top-stories"],"_links":{"self":[{"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/posts\/9006","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/comments?post=9006"}],"version-history":[{"count":0,"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/posts\/9006\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/media\/9003"}],"wp:attachment":[{"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/media?parent=9006"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/categories?post=9006"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/readtrends.com\/en\/wp-json\/wp\/v2\/tags?post=9006"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}