Jonathan Blow’s 1,400 Puzzles: A Decade-Long Journey to Redefine Puzzle Games
In 2016, following the critically acclaimed six-and-a-half-year development of the puzzle-adventure masterpiece The Witness, Jonathan Blow sought a respite. What began as a “quick proof of concept” for a new game engine and programming language quickly spiraled into an ambitious project. Blow initially envisioned a game completed within a year and a half to two years. Now, nine years later, that “short game” is nearing completion. Announced via a Game Awards trailer, Order of the Sinking Star promises a staggering 1,400 individual puzzles, potentially consuming completionists with 400 to 500 hours of gameplay. This is a deep dive into the development, mechanics, and ambition behind Blow’s latest creation.
From Proof of Concept to Monumental Puzzle Collection
Jonathan Blow, known for his meticulous approach to game design, explains that the project’s scope expanded organically. “I don’t know why I convinced myself it was going to be a small game,” he confessed in an interview with GearTech. “But once we start things, I just want to do the good version of the thing, right? I always make it as good as it can be.” This commitment to quality, coupled with a desire to explore the full potential of his new engine, led to the expansive and complex world of Order of the Sinking Star.
Building on a Foundation of Simple Concepts
Similar to The Witness, which revolved around variations of line-tracing puzzles, Order of the Sinking Star centers on 2D, grid-based navigation puzzles – a nod to the earliest days of video game design. Players begin at a central point on a sprawling map and can choose to explore four distinct variations of this core concept in four cardinal directions. This branching structure allows for a diverse and challenging puzzle experience.
- The Hearty Heroes of Hauling: This section features D&D-esque abilities focused on strategically pushing and pulling blocks in specific patterns.
- Mirror Isles: Players manipulate looking glasses to teleport and clone themselves, adding a spatial reasoning element to the puzzles.
- Stepping-Stone Paths: Constructing pathways across water by carefully skipping stepping-stones tests players’ planning and execution skills.
- Energy Beam Exoskeleton: An exoskeleton gains new abilities when exposed to a moveable energy beam, introducing dynamic puzzle elements.
Interconnected Worlds and Combinatorial Gameplay
The initial phase of the game, estimated to take 8 to 40 hours depending on puzzle-solving experience, focuses on exploring these four puzzle worlds in a relatively linear fashion. However, the game truly opens up upon discovering an “important looking gold room.” This unlocks intersections and interactions between the worlds, leading to puzzles that demand players combine skills and mechanics learned in the earlier sections.
The “Combinatorial Explosion” of Possibilities
Blow emphasizes that these combined areas are where the “magic of the game really starts unfolding.” He describes a “combinatorial explosion” of gameplay possibilities, creating a “huge, huge space” for complex and rewarding puzzle solutions. Despite the game’s size, Blow assures players that the team has meticulously designed the world. “Everything here is in its right place, in both a ritualistic fashion having to do with the fiction as the game, but also in a way that mathematically makes sense and also helps players understand where things are.”
Players can expect to reach a “first ending” after approximately 60 to 100 hours of gameplay, which Blow believes will be satisfying for many. However, the game doesn’t end there. He hints at further secrets and an endgame that unfolds in unrevealed directions, stating, “There are whole entire subjects that we’re just not even talking about right now.”
A Nine-Year Development Cycle: A Luxury Enabled by Success
Reflecting on the lengthy development process, Blow admits it was “kind of stupid” to initially expect a quick turnaround. “The game’s about a combinatoric explosion, and I know mathematically that is what generates big numbers,” he explains. This realization underscores the inherent complexity of the project and the challenges of containing its scope.
For many independent developers, a nine-year commitment to a single game is simply unsustainable. Financial constraints often necessitate shipping games “as soon as you get to the point where it’s fun and shippable,” leading to compromises in complexity. However, the commercial success of The Witness – reportedly grossing over $5 million in its first week – provided Blow and his team with the financial freedom to pursue their vision without such limitations. This allowed them to “generat[e] this giant space that’s much more complex than where you go with a typical puzzle game.”
Reconsidering Playtesting
Blow also notes that the scale of Order of the Sinking Star prompted a shift in his approach to playtesting. Previously, he was “not that big on” playtesting, fearing it could lead to “generic” games by smoothing out unique design elements. However, he now recognizes the value of fresh perspectives. “We have to playtest it because it doesn’t fit in my brain all at once, you know?”
Perfectionism, Design Research, and the Pursuit of “Something Really Good”
Some might view the extended development cycle as evidence of perfectionist tendencies. While Blow acknowledges a past inclination towards perfectionism, he believes the challenges of game development have tempered that impulse. “But I have the remnants of perfectionism,” he concedes. “I have… wanting to do something really good.”
Ultimately, Blow recognizes the need to release the game. “Even for us, this was very expensive,” he admits. “Man, I’ll be happy to get it out and have a new game making some money, because we need to make that happen at this point.”
The Future of Puzzle Games and the Legacy of Jonathan Blow
Order of the Sinking Star represents more than just a collection of puzzles; it’s a testament to Jonathan Blow’s dedication to pushing the boundaries of game design. The game’s ambitious scope, intricate mechanics, and commitment to exploring the full potential of its core concepts position it as a potential landmark title in the puzzle genre. The game is slated for release in 2026, and anticipation is building among puzzle enthusiasts eager to embark on this decade-long journey brought to life. The success of Order of the Sinking Star could influence the future of independent game development, demonstrating the value of long-term vision and the pursuit of design excellence. The game’s innovative approach to puzzle design, combined with its unique aesthetic and narrative elements, promises a truly unforgettable gaming experience. The impact of Blow’s work extends beyond individual titles, inspiring a new generation of developers to prioritize creativity and innovation in their own projects.