About the Game

From legendary director Jonathan Blow (Braid, The Witness) comes Order of the Sinking Star, a massive puzzle adventure featuring more than one thousand hand-crafted puzzles designed to put your intellect to the test. You are transported to a realm of curious magic, dangerous contraptions, and vicious monsters. Explore four distinct worlds, each with its own mechanics, characters, and stories, and then watch as they all collide. As the worlds merge, and characters meet one another, puzzle systems intertwine, creating surprising new gameplay possibilities. Explore at your own pace, revisit worlds and return to challenges as you see fit. Discover unique playable characters, master evolving gameplay mechanics, and decipher the deep mysteries of a sprawling, interconnected game world. Blending exploration, storytelling, and ever-progressing mechanics, Order of the Sinking Star invites you into a mysterious, living puzzle unlike anything you've played.

Embark on an innovative puzzle adventure with dozens of game mechanics and hundreds of hours of unique gameplay. Each puzzle builds on the last, introducing new game mechanics that reward curiosity and persistence.

Explore four mysterious worlds, each with its own characters, rules, dangers, and secrets waiting to be uncovered. Come and go as you like, you are free to take on the puzzles you discover at your own pace.

A queen, a thief, a warrior, a wizard, and a talking boat are just some of the heroes of this tale. Each character wields complementary abilities and has captivating stories to tell.

As playable characters begin to meet and worlds collide, the mystery untangles. Through gameplay and notes you collect you learn more about this enigmatic realm. Piece by piece and clue by clue, you’ll uncover the secrets of the Order of the Sinking Star.
History, Foundation & Design Contributions
Order of the Sinking Star has been in the making for nearly a decade since the release of The Witness, born from a desire to push puzzle game design past its traditional limits to create the largest and greatest puzzle game ever made. With Order of the Sinking Star, the development team created a "game design supercollider" – smashing together the ideas from multiple puzzle game designers to create a puzzle landscape that's much more intricate and vast than what has come before.
The foundation of Order of the Sinking Star is built upon these four brilliant titles:
Skipping Stones to Lonely Homes by Alan Hazelden: A serene puzzle game about throwing stones into water to create stepping paths.
Mirror Isles by Alan Hazelden: A clever top-down game focused on swapping places with reflections across islands.
Promesst 1-3 by Sean Barrett: An abstract grid-puzzler about exploring a cave filled with mysterious beams of light.
Heroes of Sokoban (1, 2, & 3) by Jonah Ostroff: A fantasy-themed puzzle game where you manage distinct hero classes (like warriors and mages) with unique movement and pushing mechanics to reach the exit.
While these games inspire and comprise the very beginning of Order of the Sinking Star and lay the foundation of its gameplay, the game as a whole explores the endless, unexpected possibilities of merging these worlds together.
The game also showcases design contributions from Zach Polansky (Enigmash), Patrick Traynor (Patrick's Parabox), Marc ten Bosch (Miegakure), and several others – including design contributions from Twitch followers over the years.
The Thekla, Inc. team is incredibly thankful for all the support they’ve had for the game over the course of development!
Screenshots
19 imagesVersion Information
Steam Patch Notes
Official update history
Add initial support for Arm64 Windows, ie SnapdragonX CPU / Adreno GPUs.
Fix transmuted stuff being visible in end level if you leave the level and come back.
Fix an overworld exploit which allowed skipping a large portion of an ending
Other changes:
- Fix mismatch between voice and subtitles in audiolog near Lily Beam Rotation.
- Music volume balancing for consistency across levels
- Fix black level previews (nexus shots) for a few levels.
- Make "dirty" gem flashing much more noticable in levels featuring gem flashing in the overhead map
- Fix fog of war clearance sometimes not persisting into save files.
- Further improvements to endgame signs.
- Prevent exploits in several levels
- Prevent falling through the floor in a level by using Double Beam
- Prevent a Warrior jailbreak on the overworld
- Improved various Overworld unlock particle effects.
- Improved Endpoint beam teleport failed particle effect.
- Bake lighting in various levels.
- Polish art in end games.
- Fix small art issues in various levels.
Other changes:
- Add "content" to the two empty signs in the overworld.
- Added a new "-graphics" command line option to override the graphics mode set in the menu (in case it got set to a value that crashes on startup for some reason).
- Fix particle prewarming - fixes particle systems in various levels, eg waterfalls no longer start with no water for some frames...
- Revise strings in some end game signs.
- Fix a missing audio file in an audiolog by Goblin Turning.
- Fix timing of subtitles to voices in all remaining audiologs.
- Fix a number of typos, or mismatches between voice and subtitle in English subtitles.
- Music volume balance pass.
- Add missing trader companion to a mirror level
- Fix time discontinuity in spotlights
- Never checkpoint a dead guy!
- Prevent bad checkpointing in a Bard/Thief/Endpoint Beam level
- Fix bad checkpoint in second skipping stones level
- Fix an exploit in the third Skipping Stones level
- Fix an exploit in an early Mirrors and Stones level
- Prevent a cheesy solution from cascading into a bad checkpoint in Skipping Stones to Lonely Homes
- Many fixes to endgame levels to improve level readability and reduce visual noise and bugs
- Made unvisited level entry centers darker to be more identifiable
- Art, collision, or exploit fixes to various other levels and overworld.
Award achievements on load if they haven't already been awarded, to fix demo players missing achievements.
Fix a wizard jailbreak in overworld - if you find yourself inside a wall due to this change, you can use undo to get back to a valid position.
We believe we have found the "E_INVALIDARG" crash that proton players (Linux and Steam Deck/Machine) have been experiencing. The fix will be in the next update, hopefully later today!
Other changes:
- Replace placeholder double beam blocked/ teleport failed particle effect with a proper one.
- Fixed an issue where Dragons continued to play sound after being transmuted by Druid
- Fix voiceovers continuing to play when starting a new, or loading a different, campaign.
- Fix timing of subtitles to voices in all remaining character VO (some audiologs still to go).
- Fix overworld area names rendering incorrectly if language changed from latin <-> non-latin after the name is displayed.
- Fix minor memory leak in ocean drawing code.
- Water gridding pass across numerous levels and overworld screens.
- Fix z fighting on vault of beamcasters screen
- Fix dropping an object through a river without diverting it.
- Fix skipping stone not landing correctly on object quickly moving under it.
- Eliminate visual discontinuities when crossing the world wrap boundary in fast travel
- Prevent pushing Rocks or Guys out of bounds in some Heroes+Through beam levels
- Improve the readability of Crystals vs Mirages in some dark Heroes+Water levels
- Improve readability of Goblin transmuted to Crystal in final Heroes 3 level
- Reduce fringing around objects in front of clouds when MSAA is enabled
- Polish up art in a theif Heroes and Depth level
- Overworld, tinted large level entry star solved colors further towards white to avoid confusion about the level being solved.
- Adjust camera to avoid seeing an out of bounds area in a Skipping Stones level
- Fix a bad checkpoint in the third Skipping Stones level
- Fix Jesse Seiterä's name in the credits!
- Fix character clips into Environment Art while falling in a Vertical Endpoints level
- Fix an exploit in a Heroes+Stones level
- Fix an exploit and a bad checkpoint in Skipping Stones to Lonely Homes
- Fix exploit in a Reflected Beams level
- Fix exploit in a Stones Illuminated level
- Fix exploit in a Heros and Stones level where you could outrun the stone
- Add a Fence so you can't read the Mirror Isles sign when drowning in intro.
- Lower falling speed in monster_drop from 0.65 to 0.6 to work around bug
- Roll back a bad exploit fix to one Stones+Mirrors level
- Fix small issues across many levels
Various minor fixes including:
- Fix R2 to speed up time not working after your first puzzle solve if you do skipping_stones first.
- Fix a spire remaining behind when the magistrate disappears after his monologue...
- Fix a camera issue with local area view and endpoint beams in wrapping levels
- Fix unlock and smash beam icons being visible in wrapping when they shouldn't be
- Fix z-fighting issue in promesst2
- Fix inability to undo while on a Rover sometimes
- Fix some bad checkpointing in a few Skipping Stones level
- Fix aspect ratio issues in a few levels
- Small art fixes to a number of levels
- Various fixes that seem too spoilery to put in patch notes...
Current Release
Build 25882299
Uploaded Oct 12, 2026
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System Requirements
How to Install
sinking_star.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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