The glittering sky of mystery, magic, and head scratching enigmas is becoming much larger – Order of the Sinking Star is arriving on PlayStation 5 later this year. Developed by Jonathan Blow’s independent studio Thekla, it should come as no surprise that this stablemate of Braid and The Witness is a puzzler… but with a fair few differences to differentiate it from its priors.
In fact, it’s fair to say that those two titles created the foundation that Order of the Sinking Star sits on, not just because of its many, many puzzles, but also with its intriguing blend of characters, an unfolding story, and its stylish aesthetic.
Introducing this new star
While Order of the Sinking Star’s story is more explicit than that found in Braid or The Witness due to its immediate presence of talkative, controllable characters, there’s still a strong ethos of discovery. Even in the demo I played, exposition is delivered in small, sporadic chunks, all secondary to introducing the gameplay mechanics.
This is entirely by design. The subtle environmental storytelling introduces a world of obstacles and divergences, where people are displaced in their surroundings. The first character, the Queen, is lost in what appears to be a strange palace at first, before it opens out into the game’s overworld. It serves as a quick intro to pushing blocking objects around the grid-like locations to progress, as well as understanding the invaluable rewind/undo mechanic in case you get stuck during a puzzle and need to revert to an earlier point in time.
Hearty heroes and more
It’s an essential mechanic, too, given the introduction of the game’s other characters, who come with their own puzzle-driven abilities. Given the choice of three different areas to tackle after the tutorial section, I sent the Queen northwards to begin The Hearty Heroes of Hauling section, which initially stars the warrior Valens, Tif the thief, and Isidore the wizard. Initially separated, each character can manipulate obstructive blocks and crystals in one specific way – Valens can push them, Tif can only pull them, and Isidore magically swaps places with them on line-of-sight.
Guiding the Queen Westwards instead opens up The Promise, where I controlled an explorer who has to work his way through a maze-like mine using the power of gems to emit different coloured beams to perform abilities. While the grassy Mirror Isles to the East dropped me into the sandals of a wealthy trader using mirrors to swap places with his projected reflection in order to navigate a waterlogged archipelago.
A nesting doll of puzzles
Just as the story reveals its intriguing wrinkles through voice over dialogue and narration, the Sokoban-like puzzles start off simple but escalate very quickly. In The Hearty Heroes of Hauling, the trio eventually meet up, meaning I had to use a combination of all their abilities to progress. Later, a druid who could transmute blocks joined their ranks, and so the game’s complexity evolved further.
Did I mention there are monsters, too? Puzzle purists don’t need to worry – there’s no fighting in the game. But dealing with goblins who will kill your character if they’re on an adjacent square, or beasts who shoot fire on line-of-sight meant the puzzles switched up once more, especially as some gates could only be deactivated once the enemies were vanquished. Thankfully, monsters can be manipulated to attack each other, while another new character, the bard, could charm them with an area of effect ability. And later in the game, a priestess is entirely immune to their attacks, enabling her to protect any adjacent peers.
Order of the Sinking Star prides itself on the gradual layering of new characters, elements, and environments the further you travel. Early on in the demo, the Queen was forced to use the other characters’ abilities to access more of the overworld, smartly leaning on my familiarity with their powers to overcome increasingly difficult challenges.
And then, several hours in, things changed in a way that turned the entire game on its head…
When worlds collide
As if the three different worlds’ worth of puzzles and an overworld with its own batch of enigmas and brainteasers wasn’t enough, Order of the Sinking Star’s big turning point is when the characters from the different worlds begin to interact in order to solve puzzles they couldn’t alone. At one late point I was having to switch between the merchant and wizard across realms, thinking about their abilities in different ways.
It speaks to the ethos of Order of the Sinking Star that this switch is still early in a game which has hundreds of hours of gameplay, built on the back of over a thousand puzzles. And while there’s a clear narrative progression, the freedom to choose the order of how you tackle some of them meant I could still move on when I hit a wall.
And on top of all of this, a whole fourth Southern area, Skipping Stones to Lonely Homes, was unavailable in my demo, but promises to ramp things up further with a marooned sailor in a world of giant stones, lily pads, and rivers she can redirect.
Following the star’s light
It’s been ten years in development via a modest team of around 20 people, but with its 900+ levels, multiple endings, and constantly evolving gameplay, even after several hours in the demo it’s clear there’s literally worlds worth of discovery left in Thekla’s enchanting puzzler. We’ll even find out what’s truly behind the mysterious title itself…
Expect more to surface from Order of the Sinking Star when it releases on PS5 later this year.
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