Back in 2016, after six-and-a-half years spent working on puzzle-adventure opus The Witness, Jonathan Blow says he needed a break. He tells Ars that the project he started in The Witness’ wake was meant to serve as a quick proof of concept for a new engine and programming language he was working on. “It was supposed to be a short game,” that could be finished in “like a year and a half or two years,” he said.
Now, after nine years of development—and his fair share of outspoken, controversial statements—Blow is finally approaching the finish line on that “short game.” He said Order of the Sinking Star—which was announced Thursday via a Game Awards trailer ahead of a planned 2026 release—now encompasses around 1,400 individual puzzles that could take completionists 400 to 500 hours to fully conquer.
Credit: Thekla, Inc. Jonathan Blow, seen here probably thinking about puzzles. Jonathan Blow, seen here probably thinking about puzzles. Credit: Thekla, Inc.
“I don’t know why I convinced myself it was going to be a small game,” Blow told me while demonstrating a preview build to Ars last week. “But once we start things, I just want to do the good version of the thing, right? I always make it as good as it can be.”
“This huge, huge space of gameplay possibilities”
Just as The Witness was based around multiple variations of the outwardly simple concept of line-tracing puzzles, Order of the Sinking Star is built around the kind of 2D, grid-based navigation puzzles that date back to video game proto-history. From a centralized starting point in the middle of a sprawling map, players can choose to wander in four cardinal directions to explore four distinct variations on that basic concept.
In one direction, “the hearty heroes of hauling” use D&D-esque abilities to compulsively push and pull carefully arranged blocks in specific patterns. In another direction, the “Mirror Isles” let players position looking glasses to teleport and/or clone themselves across the screen at different angles. Then there’s a whole set of puzzles focused on skipping stepping-stones across water to build paths, and another built around an exoskeleton that gains new abilities in the path of a moveable energy beam.