Order of the Sinking Star Worlds & Puzzle Mechanics Explained

Updated 2026-09-30 · Game vPre-release (Next Fest demo, June 2026)

Order of the Sinking Star is built from four worlds, each with its own protagonist and its own puzzle rule set, joined by an overworld and by hybrid Gold Rooms. This page explains what each world asks of you, based on the June 2026 Next Fest demo and the September 2026 previews. Exact level counts and later mechanics will be added after launch on October 8, 2026.

The shared foundation

North: The Hearty Heroes of Hauling

Characters A fantasy party running a moving company: Warrior, Thief, Wizard, Bard, Cleric, Druid
Core mechanic Object manipulation with character-specific abilities: pushing, pulling, stacking, teleporting
Feel Classic block-pushing, but you switch between characters whose moves differ

The trick in the North is that no single character can do everything. The demo shows a trio where one character pushes, one pulls and one teleports objects, so the puzzle is really about which character stands where before the move happens.

East: Mirror Isles

Character A Trader crossing an archipelago
Core mechanic Magical mirrors that swap the character (or an object) with its reflection
Feel Position-planning puzzles: the mirror reflects you based on your distance from it

Mirrors do not simply teleport you. The reflected position depends on how far you stand from the mirror, so most East puzzles come down to lining up a distance, then swapping. Boulders can be placed around islands to block or create paths. The demo’s East region has 23 levels in the community solution video we cite on the demo walkthrough.

West: The Promise

Character An Explorer in underground caverns
Core mechanic Giant gems that channel colored light beams
Beam colors seen in the demo Green: walk through walls · Blue: push boulders · Yellow: destroy rocks and robots

The West is where the demo gets hard. Each gem redirects a colored beam, and standing in a beam grants its color’s power. Later rooms ask you to chain two or three beams. Players in the Steam discussion point out two things worth knowing before you start:

  1. You can soft-lock yourself. Grabbing a gem with a clever trick can quietly make the rest of the level unsolvable, and you may play on for twenty minutes before noticing. When a room stops making sense, undo further back than feels necessary or reset the level.
  2. The intended solutions are usually simpler than the trick you found. If your plan needs an exotic maneuver, you have probably missed a plain one.

The demo’s West region has 20 gems to collect.

South: Skipping Stones to Lonely Homes

Character A Sailor moving between islands
Core mechanic Water: planning routes, redirecting rivers, controlling lily pads, predicting where a skipped stone lands
Feel Route planning more than block pushing

The South was the least shown region before launch. Previews describe it as the world about reading water: rivers can be redirected, lily pads moved, and stones skipped across the surface to land where you need them.

Gold Rooms

Six Gold Rooms sit between the regions. Each one connects two worlds and mixes their rules, for example beams from the West with mirrors from the East. Press coverage says they “change the game’s structure”, which we read as: they are where the four separate rule sets become one game. We will document each Gold Room after launch.

How to approach a new puzzle

  1. Walk the whole room before touching anything. Note every gem, mirror, boulder and exit.
  2. Identify which rule the room is teaching. Rooms almost always introduce exactly one new idea.
  3. Try the plain solution first. Tricks exist, but they are also how you soft-lock.
  4. Use undo early. Resetting a room costs nothing except pride.

Track your progress per world with the puzzle tracker. Release details, platforms and price are on the release date page.

Not affiliated with Thekla, Inc., Arc Games or Gamirror Games.

FAQ

What kind of puzzles are in Order of the Sinking Star?

Grid-based movement puzzles seen from a semi-overhead view. Each world adds its own rule set on top of that shared grid, from pushing and pulling objects to redirecting light beams, mirrors and water.

Is Order of the Sinking Star like Sokoban?

Several regions play like Sokoban with extra rules, especially the North (moving company) and West (gem and beam) worlds. Players in the demo discussion describe the West puzzles exactly that way.

Is there an undo button?

Yes. Undo exists and is the intended safety net for moves that would otherwise trap you, according to players discussing the demo.

Can you soft-lock a puzzle?

Yes. In the West world, collecting gems with advanced tricks can leave a level unsolvable, and you may not notice for a while. Undo or a level reset fixes it.

What are the Gold Rooms?

Areas that connect two regions and combine their mechanics. Press previews describe six of them.