Jonathan Blow Unveils Order of the Sinking Star at The Game Awards 2025
#order_of_the_sinking_star #the_game_awards #puzzle_game #indie_development #video_games
Jonathan Blow Unveils Order of the Sinking Star at The Game Awards 2025
Renowned indie developer Jonathan Blow, creator of *The Witness* and *Braid*, stunned audiences at The Game Awards 2025 with the announcement of *Order of the Sinking Star*. This ambitious narrative puzzle game promises over 1,000 hand-crafted puzzles, potentially spanning hundreds of hours of intricate gameplay. Unveiled via a captivating live demo and trailer, it arrives on PC in 2026 from ARC Games and Thekla, Inc.[1][2][4]
Immersive Worlds and Revolutionary Mechanics
Players explore diverse realms like heroic northern lands, soul-testing Mirror Isles, and light-filled endless caverns. A groundbreaking "Combiner" device fuses realities, blending terrains and natural laws to create surprising composite worlds. Trailers tease tense moments—charming goblins, skipping stones across water, and pushing objects through portals—hinting at deep strategic depth and narrative revelations for every solution.[1][2]
Why This Puzzle Epic Matters
After a decade in development, *Order of the Sinking Star* elevates Blow's legacy of mind-bending challenges. Expect profound storytelling intertwined with puzzles that demand patience and ingenuity, redefining the genre for dedicated fans awaiting its 2026 launch.[3][4]
About the People Mentioned
Jonathan Blow
Jonathan Blow is an American independent video game designer, programmer, and founder of Thekla, Inc., best known for creating the puzzle games Braid (2008) and The Witness (2016). These titles established him as a leading figure in the indie games movement: Braid attracted widespread critical attention and commercial success on Xbox Live Arcade, and The Witness was praised for its ambitious, minimalist puzzle design and long, meticulous development cycle[6][3]. Blow began programming early and studied computer science and English at the University of California, Berkeley before leaving to pursue game development; he worked as a contract programmer and columnist for game development publications prior to creating his own games[6][1]. He self-funded Braid and used its revenues to found Thekla and to help finance The Witness, emphasizing small teams, careful design, and rule-driven puzzles that reward player discovery rather than explicit instruction[2][5]. Beyond game releases, Blow has been influential as a public critic and thinker about game design and development practices, running workshops (including the Experimental Gameplay Workshop) and speaking widely about creative and technical issues in the industry[6][7]. He has also pursued systems-level work: since at least 2014 he has been developing Jai, a programming language aimed at high-performance game development and tailored to the needs he identifies for game programmers[3][5]. In recent years Blow revisited his earlier work with releases such as Braid: Anniversary Edition (2024) and has continued to publicly develop and discuss Jai and other technical projects, maintaining relevance as both a creative designer and a technical influencer within the games community[2][5]. His career is marked by long, deliberate projects, outspoken views on design and industry norms, and a focus on craftsmanship in both gameplay and engineering[6][5].
About the Organizations Mentioned
The Game Awards
The Game Awards is an annual, global awards show that recognizes creative and technical excellence in video games while also serving as a major platform for industry news, premieres, and cultural visibility. Founded and produced by journalist Geoff Keighley in 2014, the organization stages a televised and livestreamed ceremony that combines competitive awards (decided by a media jury and public voting), world-premiere game trailers, developer spotlights, celebrity appearances, and performances to spotlight the medium’s commercial and artistic achievements[1][2]. Historically, The Game Awards grew from Keighley’s long-form game journalism and event production background into what organizers describe as gaming’s flagship awards and promotional showcase; it assembled an advisory board of studio and platform executives to guide mission (without selecting winners) and expanded its global jury to include dozens of outlets[1][2]. Over the years the show has scaled its livestream audience—hitting record viewership milestones—and become a key calendar moment for publishers to debut trailers, updates, and release dates alongside award recognition[1]. Key achievements include establishing a widely watched, platform-agnostic livestream that reaches tens of millions worldwide and building credibility via a juried voting system paired with public voting, plus influential industry partnerships represented on its advisory board[1][2]. The event has also broadened category coverage to reflect accessibility, esports, and transmedia adaptation, signaling an expanded business and cultural remit[2][6]. Currently The Game Awards runs an annual December ceremony (Peacock Theater, Los Angeles in recent years) that continues to mix awards, premieres, and community engagement while remaining independently produced by Keighley’s team; the show’s model blends editorial juried selection (majority weight) with fan participation (minority weight)[5][2]. Notable aspects include its dual role as both awards validator and high-impact marketing stage for publishers, its founder-driven production ethos,
ARC Games
**Arc Games Inc. is an American video game publisher specializing in free-to-play MMORPGs, AA titles, and indie games, having recently achieved independence through a management buyout backed by XD Inc.**[1][2][3][7] Founded in 2008 in Redwood Shores, California, as **Perfect World Entertainment**, it served as the North American subsidiary of China's Perfect World Beijing, focusing on English-language versions of Asian free-to-play online games like *Perfect World International* (2008) and *Star Trek Online* (2010).[1][7] The company expanded by publishing titles such as *Neverwinter* (2013), *Torchlight II* (2012), and *Forsaken World* (2011), blending digital distribution with retail.[1] Key milestones include its 2021 acquisition by **Embracer Group**, rebranding to Arc Games (tied to its game launcher), and a brief stint as Gearbox Publishing San Francisco after Embracer's 2022 purchase of Gearbox—though it reverted to Arc Games in March 2024 when Gearbox moved to Take-Two Interactive.[1][2][5] Under Embracer, it broadened beyond MMORPGs to AA hits like *Remnant: From the Ashes* (2019), *Torchlight III* (2020), and *Remnant 2* (2023), plus indies such as *Have a Nice Death* (2022) and *Fellowship*.[1][2] In late 2025, **Arc Games became fully independent** after Embracer divested it (alongside Cryptic Studios) to streamline cash flow, enabling a management buyout with XD Inc. support.[2][3][4] CEO Im hailed it as a "major new chapter," poised for ambitious 2026 releases with global developer collaborations.[2] Today, Arc Game
Thekla, Inc.
Thekla, Inc. is an independent game studio led by designer Jonathan Blow that develops critically acclaimed, puzzle-focused videogames merging artistic design with technical precision.[1][4] The studio formed around Blow’s follow-up to Braid, The Witness, and grew as a collaboration of full‑time and contract developers to build that project and subsequent releases.[3][1] Thekla’s flagship title, The Witness (released 2016), is a first‑person puzzle exploration game that received wide praise for its visual design and challenging, elegantly structured puzzles; Blow reinvested profits from his earlier hit Braid into The Witness’s development, highlighting the studio’s indie‑funded, auteur approach to gamemaking.[1][3] Thekla later published projects including the Braid: Anniversary Edition (credited 2024), showing the studio’s continued involvement in both original work and preservation/updating of influential indie titles.[5] Historically, Thekla grew out of Jonathan Blow’s indie success and the collaborative team he assembled for The Witness, positioning the company as a small, artist-driven studio rather than a traditional commercial publisher.[3][4] Business profiles list Thekla as a small company (single‑digit to low‑double‑digit employees) with modest revenue typical of boutique developers, and identify its web presence at the-witness.net.[2][4] Notable aspects of Thekla include its emphasis on design-driven puzzles, cross‑platform releases, and partnerships with major industry players for distribution and tooling (credits show collaborations with companies such as Valve, Google, and Epic tools on various projects).[5] Today Thekla remains a small, independent studio focused on high‑quality, intellectually ambitious games and has maintained a niche but influential reputation in the game and tech communities.[4][5]