It’s a rare occasion when Jonathan Blow unveils a new game, an event that can be likened to a celestial alignment in the gaming universe. Anticipation builds among his followers, especially with his latest endeavor, Order of the Sinking Star, which has been a topic of discussion for years. Initially conceived as a modest engine test for Jai, Blow’s bespoke programming language, this project has gradually evolved into a full-fledged game, capturing the imagination of fans and industry insiders alike.
Game Design Supercollider
At its core, Order of the Sinking Star is a Sokoban-style puzzle game, a genre that has not enjoyed the same level of popularity as its roguelike counterparts. While titles like Baba is You and A Monster’s Expedition have found success, many Sokoban-inspired games remain hidden gems or niche projects. Blow’s own introduction to Sokoban came through a different medium—navigating boulders in Pokémon Blue—demonstrating the genre’s intuitive mechanics.
However, Blow has not merely crafted another Sokoban clone. He describes his creation as a “game design supercollider,” merging the foundational elements of four lesser-known freeware puzzle games: Sean Barrett’s Promestt, Jonah Ostroff’s Heroes of Sokoban, and Alan Hazelden’s Mirror Isles and Skipping Stones to Lonely Homes. This eclectic mix is chosen for its “combinatoric potential,” setting the stage for a unique gaming experience.
Unlike his previous title, The Witness, which unfolded on a singular island, Order of the Sinking Star invites players to traverse multiple worlds. In its opening phase, players explore the overworld’s four cardinal directions, each leading to a distinct realm that reflects the name, characters, and mechanics of its corresponding puzzle game. As players master these mechanics, they unlock new pathways, allowing for a rich interplay between the parallel worlds and their inhabitants. Blow describes the gameplay as a journey of “wandering from screen to screen, solving puzzles to explore further,” with layers of complexity waiting to be uncovered.
Set against a fantastical backdrop, the game’s narrative follows a deposed queen who narrowly escapes execution, finding refuge in a world between worlds. Early challenges include navigating neon crystals, while later levels introduce goblins and dragons, adding depth and variety to the gameplay. “We aim to keep things engaging by incorporating diverse realms, each with its own aesthetic,” Blow notes. Yet, he emphasizes the importance of clarity in puzzle design, ensuring that players can focus on solving challenges without being overwhelmed by intricate graphics.
As the game progresses, players will encounter a variety of characters, each with unique abilities that challenge traditional Sokoban mechanics. The Hearty Heroes of Hauling, a group inspired by Dungeons & Dragons archetypes, exemplify this innovation. The Warrior can push obstacles in a line, the Wizard can teleport objects, and the Thief introduces a twist by pulling boxes instead of pushing them. While these mechanics may echo Ostroff’s Heroes of Sokoban, they serve a greater purpose: to encourage players to explore how these abilities synergize without disrupting the puzzle’s integrity.
Blow’s design philosophy extends beyond mere puzzle-solving; he seeks to illuminate the underlying mechanics that govern player interaction. “Professional game designers recognize the value of creating elements that interact and complement each other, yet the reasons behind their effectiveness often remain elusive,” he reflects. Order of the Sinking Star is a manifestation of this exploration, repurposing Sokoban’s rigid rules to investigate emergent complexity within gameplay. The environmental objects are not just obstacles; they are tools that facilitate player objectives.
In keeping with Blow’s previous works, moments of revelation are woven throughout Order of the Sinking Star. Players will encounter three distinct endings, each offering surprises that unfold gradually as they navigate the game’s expansive landscape. A glimpse of the overworld reveals a vibrant tapestry of interconnected screens, each brimming with puzzles waiting to be solved.
Blow’s approach to storytelling diverges from conventional gaming narratives. He believes that traditional storylines often clash with player choice, leading to a disjointed experience. In Order of the Sinking Star, player agency is expressed through exploration, while narrative elements emerge organically through character interactions and audio logs. This method, while straightforward, presents a complex challenge as players juggle multiple worlds and their respective characters.
As a prominent figure in the indie gaming scene, Blow acknowledges the evolving landscape since his rise to fame. “We’re collaborating with a publisher for the first time, a necessity in today’s noisy internet environment,” he admits. Despite Thekla’s self-sufficient ethos, the challenges of a saturated market are undeniable. With the tenth anniversary of The Witness on the horizon, Blow’s legacy continues to resonate with puzzle enthusiasts as they eagerly await the arrival of Order of the Sinking Star.