$29.99Order of the Sinking Star A Thousand Puzzles, Four Colliding Worlds
Play a queen, a thief and a talking boat through a strange open world, bending light and swapping places to untangle a mystery that keeps changing its rules.
Is Order of the Sinking Star worth it?
Order of the Sinking Star is worth it if…
- you love puzzles that teach one clean rule, then spend a thousand variations on it
- you want a game measured in months, not evenings
- you like wandering an open world where the wandering is itself a puzzle
- you enjoyed Braid or The Witness and want something far bigger
- you don't mind a game that goes quiet and lets the thinking fill the silence
Screenshots
A thousand puzzles, each one built by hand
This is a puzzle game in bulk without the filler. More than 1000 puzzles, all hand-crafted, each one teaching a rule or twisting one you thought you knew. The teaching is patient: a new mechanic shows up in a bare, almost empty room, you poke at it, and the trick clicks. Later puzzles stack those tricks until your first "this is impossible" becomes routine.
The reward is the click itself. There are no timers and no fail states to fear; a wrong move just means stepping back and thinking again. And when a puzzle refuses to yield, the world is open enough that you can walk away, solve something else, and come back with fresh eyes. Plenty of puzzles give up their answer the moment you stop staring at them.
Four worlds that refuse to stay separate
You explore four distinct realms, each with its own rules, characters, dangers and secrets. One is built around skipping stones across water to make paths. One plays with mirrors that swap you with your reflection. One is a grid of light beams and the properties they grant. One hands you heroes with different strengths and asks you to push blocks like it's a science.
Then the worlds start merging. Characters meet, and the puzzle systems intertwine: stones meet mirrors, beams meet heroes, and combinations appear that no single world could have shown you. The overworld itself is one giant puzzle box, and watching its pieces snap together is half the game.
Heroes with very different ideas about walking
The cast is a queen, a thief, a warrior, a wizard and, yes, a talking boat. Each hero moves and pushes in their own way: the strong one shoves whole rows of blocks, the thief pulls, the bard meddles with the space around them. Their abilities complement each other, which matters once puzzles start demanding two of them at once.
Each character carries their own story, told through dialogue and notes you gather as you go. The tale is a strange one, set in a realm of curious magic and vicious monsters, and it untangles piece by piece as the worlds collide. Fair warning: the early game is chattier than the later stretches, where quiet does most of the talking.
What should you know before starting?
How hard is it, really?
It's genuinely difficult, but fair. Every new mechanic is introduced in a stripped-down puzzle where you can figure it out by experimenting, and later challenges build on what you discovered yourself. Some stretches run easier than others, and a few puzzles reward sleeping on them more than grinding at them. If you get stuck, the nonlinear world lets you go solve something else and return later.
Is there a story, or just puzzles?
There's a real one: a queen, a thief, a warrior, a wizard and a talking boat, each with stories to tell, plus notes to collect in a realm full of secrets. But the puzzles are the main event, and the dialogue thins out as the game goes on. Come for the mystery, stay for the puzzles, and don't expect the story to carry you through them.


















