Technology

Braid-creator Jonathan Blow on making the 'biggest puzzle game ever'

Order of the Sinking Star is due out on Thursday and has roughly 1,500 puzzles for players to try

AAdmin
October 6, 2026
3 min read
Braid-creator Jonathan Blow on making the 'biggest puzzle game ever'

Image source, Thekla, Inc., Arc Games By Laura Cress Technology reporter Published 3 hours ago For ten years, Jonathan Blow has been working with a small team on what he believes is "the biggest puzzle game ever made".

The American developer is renowned as one of the fathers of the modern indie game movement, creating the genre-defining puzzle-platformer Braid in 2008.

Now, a decade on from his last project, The Witness, The Order of the Sinking Star is due to be released on Thursday - a game with roughly 1,500 puzzles that he estimates could take around 500 hours to complete.

So why make something the majority of players may never get even halfway through, let alone finish?

Image source, Thekla, Inc., Arc Games "Some people decide what to make based on what's practical or what makes business sense," Blow says. "It's never been the way that I think."

"I sort of make bad business decisions in a sense...because I let the design dominate that process. But then because we did that, we always have something unique," he says.

The game's blurb likens itself to a "game design supercollider" - four worlds viewed from overhead, built on the mechanics of four pre-existing free puzzle games from other designers (with their permission to do so).

These ideas are then "smashed together" to create brand-new brainteasers.

For example, one world's mechanics, based on those from the free 2014 game Mirror Isles by Alan Hazelden, sees players use mirror reflections to swap places across islands.

When combined with the system of another free game created by Hazelden, Skipping Stones to Lonely Homes - where players throw stones into water to create paths - brand-new puzzle opportunities suddenly arise.

Image source, Thekla, Inc., Arc Games How an AI was tricked into breaking its own rules

Risk and reward Taking a risk on making something more experimental is what appears to ultimately drive Blow, who says that as the industry has grown, the culture for developers has also changed.

"Somewhere along the way...this idea that the best designers were trying to always make new experiences...just sort of got dropped by the wayside," he says.

The outspoken designer is renowned for his frank takes on the industry - previously calling social media games such as Farmville "evil" and World of Warcraft's quest design "unethical".

In December 2025, Hazelden publicly distanced himself from Blow - writing in a post on Bluesky , external that he was "dismissive of diversity efforts" and "pro-MAGA".

Blow, who has not responded to these critiques publicly, tells me he instead decided to "sit down and focus on the games".

"What the players want from developers is good games," he says.

"They don't want us to be arguing, especially with each other, about political stances."

Image source, Jonathan Blow Image caption, Blow says the industry faces an uncertainty in how it approaches AI

Blow says he is sceptical of AI, which was "not part of the pipeline at all" for Order of the Sinking Star, even though he recognises it as an "advancement" and an "interesting technology".

Of the benefits often cited by those who use the tech, such as increased productivity, he asks: "If you're saying you're ten times as productive and it's been 3 years, you should have been able to do thirty years of work."

"So where's this output of 30 years of work?"

Despite rejecting the tech, Blow says the industry faces an "uncertain time" i…