The short version
- Jonathan Blow has released The Order of the Sinking Star, a puzzle game containing approximately 1,500 challenges estimated to require 500 hours to complete.
- The project utilized a custom-built programming language and engine rather than commercial tools, reflecting Blow's preference for design-driven development over business practicality.
- Blow expressed skepticism regarding artificial intelligence in game creation, warning that over-reliance on the technology could reduce the pool of skilled programmers.
Jonathan Blow, an American developer known for defining the modern independent gaming movement with titles like Braid and The Witness, has released his latest project after a ten-year development cycle. The new title, The Order of the Sinking Star, arrives on Thursday and represents a significant departure in scale from previous works. Blow describes it as potentially the largest puzzle game ever constructed, containing roughly 1,500 distinct challenges. He estimates that fully completing the experience would require approximately 500 hours of gameplay, a duration that suggests most players may not reach the conclusion.
The design philosophy behind the game prioritizes creative ambition over commercial practicality. Blow acknowledges that his approach often results in what he terms bad business decisions because he allows the design process to dominate other considerations. He argues that this method ensures the final product remains unique, even if it is not accessible to the majority of consumers. The game’s promotional material describes it as a design supercollider, combining mechanics from four different free puzzle games created by other designers with their permission.
These underlying mechanics are merged to generate novel problem-solving scenarios. For instance, elements from Alan Hazelden’s Mirror Isles, which involve using reflections to swap positions, are integrated with systems from Skipping Stones to Lonely Homes, where players create paths by throwing stones into water. This combination produces new puzzle opportunities that did not exist in the original standalone games. The result is a complex environment viewed from an overhead perspective across four distinct worlds.
The development process was notably arduous due to Blow’s decision to build his own programming language, Jai, and a custom game engine from scratch. Rather than using commercially available engines like Unity or Unreal, he chose to create software specifically tuned to the needs of this project. This choice contributed significantly to the decade-long timeline, transforming what began as a simple design experiment into a massive undertaking. Blow has described the difficulty level of this production as nightmare mode, noting that future projects will likely be less technically demanding.
Blow’s views on the broader gaming industry have become increasingly vocal in recent years. He has previously criticized popular titles for their design choices and expressed concern that the drive to create new experiences has been sidelined as the industry has grown. In December 2025, Hazelden publicly distanced himself from Blow, citing concerns about Blow’s stance on diversity efforts and political affiliations. Blow has not responded to these specific critiques in public forums, stating instead that he prefers to focus on game development rather than engage in political arguments with other developers.
The role of artificial intelligence in game development is another area where Blow holds strong opinions. He was skeptical of the technology during the creation of The Order of the Sinking Star, ensuring it played no part in the production pipeline. While he acknowledges AI as an interesting advancement, he questions the claims of increased productivity often made by its proponents. He argues that if developers were truly ten times more productive using AI, they should have completed decades worth of work in just a few years, yet such output has not materialized.
Blow warns that the industry faces an uncertain future regarding how it integrates these tools. He expresses concern that newer creators may rely too heavily on AI for coding tasks, potentially failing to learn the fundamental skills required to program effectively. This trend could lead to a shortage of programmers capable of building high-quality software if AI cannot handle every aspect of development. The reliance on automated systems might obscure the underlying complexity of game creation, making it difficult for developers to troubleshoot or innovate beyond what the technology allows.
Despite the challenges and controversies surrounding his public statements, Blow remains committed to his vision of game design as a form of artistic expression rather than a purely commercial endeavor. The release of The Order of the Sinking Star serves as a testament to this approach, offering a dense, intricate experience that demands significant time and effort from players. As the industry continues to evolve with new technologies and shifting cultural norms, Blow’s work stands as a counterpoint to trends favoring rapid production and broad accessibility.
The game’s launch marks the end of a long period of isolation for Blow, who has chosen to step back from public debates to concentrate on his craft. Whether this massive puzzle collection will resonate with players or remain a niche curiosity remains to be seen. However, its existence highlights the ongoing tension between creative ambition and market realities in the modern gaming landscape. Blow’s next project is expected to be less technically intensive, suggesting a potential shift in strategy after completing such a demanding endeavor.
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- BBC Technology↗Braid-creator Jonathan Blow on making the 'biggest puzzle game ever'