Where are Order of the Sinking Star puzzle solutions listed?
They are not, here. Use Undo, leave the room, then graded hints later. A 1000-room paste is out of scope.
Order of the Sinking Star puzzles: push/pull, mirror swaps, gem beams, skipping stones, Undo. Learn one verb, then Gold Room merges. No 1000-room dump.
Mirrors, beams, and grid verbs in the overview trailer.
~8 min read
This Order of the Sinking Star puzzles page names the verb families: push/pull, mirrors, gem beams, skipping stones, and Undo. Steam: each handmade puzzle builds on the last, then Gold Rooms smash systems together. It is not a 1000-room solution dump. Buy on Steam Verified October 8, 2026.
| Fact | Detail |
|---|---|
| Platform | PC (Steam) · Steam Deck · PlayStation 5 · Nintendo Switch 2 |
| Genre | Narrative puzzle adventure · grid exploration |
| Mode | Single-player |
| Price | $29.99 USD (check live store) |
| Release | October 8, 2026 |
| Developer | Thekla, Inc. |
| Publisher | Arc Games, Gamirror Games |
| Steam Deck | Steam Deck support listed on the Steam store page |
| Xbox / Mac | Not listed — ignore those autocompletes |
| Verified | October 8, 2026 |
You explore an Overworld and drop into four “sub games,” then those worlds collide. Scale: more than a thousand handmade puzzles, dozens of mechanics, each room meant to show something unique — not hardness for its own sake. Order of the Sinking Star puzzles are grid experiments, not combat encounters.
| Layer | What you are learning | What you are not doing |
|---|---|---|
| Grid step | One tile per action; diagonals are two cardinals | Free-run FPS strafing |
| World verb | One family per cardinal (haul, mirror, beam, stone) | A weapon skill tree |
| Undo / checkpoint | Cheap experiments and labeled safe times | A Roblox skip code |
| Gold Rooms | Two families in one space | A raid boss with HP |
| Overworld | Fog lifts; returning to explored worlds is designed in | A combinatorics homework set in hour one |
Official: play the four games in any order. Practical: North then East is kinder than opening West beams or a gold tile first. Route, not solutions: walkthrough. Next: the Sokoban family.
Heroes of Hauling is a moving-company crew on a Sokoban grid. Push and pull are not the same crate rule. Party placement (who is active, who stands adjacent) is the third verb.

| Verb | Use it when | Fails when |
|---|---|---|
| Push | The crate must move away from the active hero | The far tile is blocked or is scenery |
| Pull | The crate must move toward the active hero | You treat it as a second push facing the wrong way |
| Line-of-sight swap | A body or crate is in sight and the landing is legal | A corner, fog, or ally blocks the view |
| Charm | A creature must change state, not “die” | You open a weapon bar that does not exist |
| Adjacent protect | A neighbor tile is about to be illegal for that ally | You wait for a heal over time |
Steam identities include warrior, thief, and wizard as complementary puzzle powers. Demo notes map push / pull / swap / charm / protect onto Valens, Tif, Isidore, Bard, Priestess — TBA names, stable verbs. Roster: characters.
Experiment: push one crate, Undo, pull instead. If you cannot name the new tile, you are planning too far ahead. Next: glass.
Mirror Isles: a trader on an archipelago. In a blink, mirrors swap him with his reflection. Stepping back from the glass projects that swap farther onto distant islands.

| Move | What to check | Undo immediately if |
|---|---|---|
| Swap with reflection | You can see the landing, and it is walkable | You splash, clip a wall, or swap into a hazard |
| Project farther | You stepped back; the far island is the intended landing | You swapped locally when you needed distance |
| Move the body first | The reflection only exists relative to glass and stance | You are brute-forcing angles without a sentence |
A legal swap is a teleport with a witness. If the landing is water or solid, the room is teaching stance, not asking you to mash. Overview later asks what happens when a wizard-style teleport-swap sees something in a mirror, or when you mirror a fire-breathing dragon — that is Gold Room combinatorics, not East’s first hour.
East is the common second sample after North. If the glass stops teaching, walk out. Next: colored light.
The Promise: an explorer of deep caverns uses giant gems to power beams of light. Colors change what the beam does. Recaps: open a path, walk through a wall, smash a boulder, or feed one of a larger set of abilities — overview language says twelve in all. Rooms that are not powered can mute those verbs.

| Check | If yes | If no |
|---|---|---|
| Is the room powered? | Aim color; treat the beam as a tool | Do not mash the explorer verb — find power or leave |
| Does this color match the job? | Path, wall, boulder, or another listed ability | You are using the wrong gem, not a DPS gem |
| Is the gem RPG loot? | Never — it is a puzzle object | Do not vendor it |
| West as first world? | Only if North/East already click | Official tease: a serious challenge until you are ready |
“It does nothing” is the West beginner trap. Confirm power, then color, then line. Beams on monsters is a late question (overview), not a starter farm. Next: water paths that are also not pets.
Skipping Stones to Lonely Homes: a marooned sailor, stones that skip across water, lily pads you can ride, rivers you can redirect. Throws build paths. Pads are terrain. Neither is a mount grind.
| Tool | Job | Not |
|---|---|---|
| Thrown stone | Lay a walkable skip across water | Ammunition or a weapon |
| Lily pad | Rideable terrain | A pet / companion |
| River redirect | Change where water (and later paths) go | A fishing minigame |
| Haul crew on water | A Gold Room merge, not a South tutorial | Hour-one content |
A bad skip is cheap if Undo is in your hand. A long planned route with no rewind is how South stalls. If you are counting lily pads like inventory, you are playing the wrong genre. Next: the meta that makes every family above cheap to test.
Thekla’s loop: a bad idea costs a button, not a save. Use this decision table instead of a spoiler paste.
| Situation | Action |
|---|---|
| Last tile taught you the rule is wrong | Undo one step |
| You need a state from ten tiles ago | Hold Undo / scrub (PC demo footage) |
| The layout is noise and the rule is still unknown | Restart — lab reset, not punishment |
| The pre-reset layout was actually useful | Undo the restart (preview/demo agree some restarts rewind) |
| A sequence is clean | Checkpoint — a labeled safe time, not a skip code |
| A timing window | Slow-time modifier on PC footage; consoles print the verb |
| You cannot name the rule in one sentence | Walk out to the Overworld |
| West verb does nothing | Check power, then leave if still mute |
| Gold tile, two fuzzy verbs | Return to the weaker cardinal |
| Someone pasted 1000 room IDs | Close it. This page will not mirror that list |
Silence in the score is on purpose. Pause. The puzzle does not expire. Then either one experimental tile or leave. First-hour habits: beginner guide. Next: when two families share a floor.
Matched by build plan, shared topics, and guide progression — not random related links.
Overview: worlds collide, characters meet, objects from each world interact. Combinatorics are why the count crosses a thousand puzzles. Gold Rooms are the named hinge — six dual-world spaces in store-era copy.
| Tease (public) | Families | Do this first |
|---|---|---|
| Wizard teleport-swap through a mirror | Haul swap × East glass | Name both verbs solo |
| Mirror a fire-breathing dragon | East glass × a creature tile | Treat the dragon as a puzzle object |
| Colored beams on monsters | West light × a creature tile | Confirm power, then color |
| Explorer beams + Trader mirrors | West × East | Gold Rooms page, not a dump |
| Hauling crew + skipping stones | North × South | Push/pull and throws separately first |
They are dual-mechanic bridges. Unlock notes without spoiling grids: Gold Rooms. If you cannot say “this is push” and “this is a reflection swap” out loud, you are early. Debut map: worlds.
Searching Order of the Sinking Star puzzles should land on verbs and Undo, not a grid dump. A 1000-room answer list ruins the Thekla loop. This wiki will not publish one on launch day.
Need a first hour: beginner guide. Need a cardinal order: walkthrough. Need humans: Discord — ask for a hint, not a grid.
Next: see where each puzzle verb debuts on the worlds map, then only open Gold Rooms after two families have names.
They are not, here. Use Undo, leave the room, then graded hints later. A 1000-room paste is out of scope.
Push/pull and party tools (North), reflection swap and projection (East), colored beams in powered rooms (West), skipping stones and lily pads (South), plus Undo/checkpoints.
No. Official copy: any order. North then East is the kind pair. West is flagged as a serious challenge until you are ready.
Demo and preview coverage agree some restarts can be undone. Treat restart as a lab reset.
No. Gems emit or redirect light. Stones build water paths. Lily pads are terrain.
Check whether The Promise room is powered, then whether the gem color matches the job. Then leave if it still teaches nothing.
No. Creatures are placement objects. No weapon bar, not Roblox.
October 8, 2026.
Matched by build plan, shared topics, and guide progression — not random related links.