What's Happening?
Game designer Jonathan Blow has announced his latest project, 'Order of the Sinking Star,' a complex puzzle game revealed during The Game Awards. Developed by Blow and his team at Thekla, the game has been
in the making for a decade and features over 1,000 handcrafted puzzles. Described as a 'game design supercollider,' it combines elements from four distinct puzzle games into a single, expansive experience. The game is set in a vast overworld composed of six different worlds, each offering unique puzzle challenges. Players will encounter various characters, each with specific abilities, such as block-pushing or teleportation, which they must use to solve puzzles and progress through the game. The game promises a philosophical and potentially spiritual narrative, encouraging players to explore and question their motivations within the game.
Why It's Important?
The release of 'Order of the Sinking Star' is significant for the gaming industry, particularly for fans of puzzle games and those familiar with Jonathan Blow's previous work, such as 'The Witness.' The game's ambitious scope, with an estimated 500 hours of gameplay for completionists, sets a new standard for depth and complexity in puzzle games. This could influence future game design, encouraging developers to create more intricate and expansive gaming experiences. Additionally, the philosophical elements woven into the gameplay may attract a broader audience interested in games that challenge not only their problem-solving skills but also their perspectives and beliefs.
What's Next?
As 'Order of the Sinking Star' approaches its release, anticipation is likely to build among the gaming community. The game may be showcased at upcoming gaming conventions and events, providing further insights into its mechanics and narrative. Players and critics will be eager to see how the game's unique blend of puzzles and philosophical themes is received. The success of this game could lead to more projects from Jonathan Blow and Thekla, potentially expanding the boundaries of what puzzle games can achieve.








