Does the Order of the Sinking Star walkthrough include every puzzle?
No. Steam lists 1000+ handmade rooms. This page is routing and verbs until a spoiler-gated per-room wiki exists.
This Order of the Sinking Star walkthrough is a routing map: Overworld → four cardinal worlds → Gold Rooms. It is not a 1000-room spoiler dump. Steam lists more than one thousand handmade puzzles; publishing every grid would ruin the Thekla loop. 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 |
Open the Overworld first. Store copy and Jonathan Blow’s Switch 2 overview agree: the campaign looks like an anthology of four “sub games,” then the real point is that those worlds collide. You are not locked into a dungeon corridor. PC (Steam) · Steam Deck · PlayStation 5 · Nintendo Switch 2. Not Roblox, not Xbox, not macOS.
If Undo and checkpoints are still fuzzy, stop here and use the beginner guide. This walkthrough assumes you can rewind a bad grid step and that a failed sequence is not a save wipe. Demo hours carry into the full game (publisher statement) — if you still have the free slice, the demo page is the cheaper first sample.
Official copy: play the four games in any order, roam at your pace, revisit worlds. Practical meaning: the Overworld is open from minute one, but verbs still have a teaching slope. Any order is legal. Not every order is kind. The next section is the slope, not a lock.
No publisher chart forces North → East → West → South. The useful Order of the Sinking Star walkthrough order is “learn a verb until it stops teaching, then rotate.” A practical default for most first campaigns:

| Priority | World | Why this slot | Skip cue |
|---|---|---|---|
| 1 — on-ramp | North · Heroes of Hauling | Push, pull, party tools; gentlest first hour | You can swap / charm / protect without panic |
| 2 — second sample | East · Mirror Isles | Reflections and island projection; Google AC asks for this walkthrough | You can swap with a reflection on purpose |
| 3 — when ready | West · The Promise | Gems, beams, powered rooms; previews treat this as the harder exam | You can light a path without treating every gem as loot |
| 4 — water verb | South · Skipping Stones to Lonely Homes | Skip stones, lily pads, redirected rivers | You can plan a water path without drowning the next step |
| Late hinge | Gold Rooms | Six dual-world combination spaces (Steam-era copy) | You can name two world verbs out loud |
Mirror Isles is the other common first sample after Hauling. The Promise is the one official preview language treats as a serious challenge. If East clicks faster than North, start East. If West immediately feels like a beam exam, leave — that is the walkthrough working, not a fail state.
Diagonal gold tiles show up after progress. Do not detour into a Gold Room because the tile looks like a boss door. Details live on Gold Rooms. Next: the four verbs without a per-room dump.
Matched by build plan, shared topics, and guide progression — not random related links.
Each cardinal teaches one family of rules. Learn the family; do not memorize room numbers. World blurbs and map fog sit on worlds. Verb collisions sit on mechanics. Hero abilities sit on characters — Steam archetypes (queen, thief, warrior, wizard, talking boat) are confirmed; demo crew names stay TBA.

Sokoban-style grid work with a moving-company crew. Steam names warrior / thief / wizard among playable identities; they are complementary puzzle powers, not RPG jobs. Demo-era notes also list push (Valens), pull (Tif), line-of-sight swap (Isidore), charm (Bard), and adjacent protect / hazard immunity (Priestess). Treat those demo names as TBA until in-game UI wins.
Walkthrough goal: get a crate where it belongs without painting yourself into a corner. If a “fight” appears, it is a placement puzzle (charm, protect, redirect a hazard) — there is no DPS rotation to look up.
A trader navigating an archipelago: swap with your reflection, project that reflection onto a distant island, then walk the new geometry. Autocomplete wants a Mirror Isles walkthrough; this page only teaches the verb. A shortest-path dump of every island is P1 wiki work, not this routing article.
An explorer in deep caverns using giant gems to power colored beams. Previews describe colors that can walk through walls or smash boulders, plus other powered-room verbs — this page does not publish an ability count. Rooms can be powered or dark — if an ability “does nothing,” check power before you assume a bug. Steam still lets you enter West first; leave if it feels like a beam exam.
A marooned sailor, stones that skip across water, lily pads you can ride, rivers you can redirect. Plan the landing before the throw. Lily pads are path tools, not pets. North × South is one of the confirmed Gold Room pairings later — do not merge stones with the hauling crew until both verbs feel boring.
If you cannot yet name those four verbs, stay on this page. If you can, the next question is when gold tiles are actually on the critical path.
Gold Rooms are the hinge, not hour one. Steam-era copy talks about six combination spaces where two worlds’ systems collide. Confirmed pairings in public notes: Explorer beams + Trader mirrors (West × East), and the hauling crew + skipping stones (North × South). Press has also named a North × East “Heroes and Mirrors” pairing once gold tiles open Overworld diagonals. The rest stay unpublished — this walkthrough will not invent names.

| If you see… | Do this | Not this |
|---|---|---|
| Gold tile, two verbs still fuzzy | Return to the weaker cardinal | Treat gold as a raid boss |
| Gold tile, two verbs named | Enter, learn the collision, leave if stuck | Demand a full six-room spoiler chart |
| Beam + mirror in one room | West × East merge — see Gold Rooms page | Invent extra gem types |
| Party + water path | North × South merge | Call lily pads a mount grind |
| Wizard swap through a mirror | Combinatorics, not a new class tree | Paste a Witness maze onto it |
| Dragon / beam-on-monster tease | Note it; do not hunt a fake boss HP bar | Write a dragon-puzzle dump here |
Fog lifts as you solve. Gold tiles appearing on diagonals is map progress, not a 100% flag. Official FAQ cites 500+ hours for dedicated solvers; Steam lists 1000+ puzzles. This walkthrough does not define “campaign complete.” Achievements exist on Steam with names TBA — chase them on achievements after the route, not instead of it.
Full pairing table and unlock notes: Gold Rooms. Next: the leave-the-room rule that keeps this walkthrough honest.
Thekla’s loop wants small experiments. Undo a move. Some restarts can also be undone. If a room stops teaching — you are repeating the same five steps, or you cannot state the rule in one sentence — leave. The Overworld is the intended back button.
| Symptom | Action |
|---|---|
| Same five steps, no new information | Undo to last clean checkpoint, then leave the room |
| Ability does nothing in The Promise | Check whether the room is powered before rotating worlds |
| Mirror swap puts you in water / a wall | You used East’s verb without a landing — reset, do not brute-force |
| Gold Room uses a verb you never sampled | Return to that cardinal; do not search a 1000-room paste |
| You want “the” solution for room N | Stop. This walkthrough will not number that room |
Checkpoints exist so a failed sequence is not a save-file wipe. A true softlock would be a state you cannot Undo out of — report that, do not invent a skip code (this is not Roblox). Most “softlocks” in first-week threads are rooms the player should have left. Rotate cardinals, then come back. That is the whole Order of the Sinking Star walkthrough in one sentence.
No per-room solutions for the 1000+ handmade puzzles. No Braid time-reverse paste. No Witness maze overlay. No invented Gold Room names beyond the pairings above. No achievement title dump until Steam overlays exist. No Xbox or Mac install path. No codes menu.
Story: a mysterious organization called the Order of the Sinking Star is doing the world-combining. Preview copy says you may uncover its secrets if you get far enough. That sentence is the spoiler budget for this page.
Need a verb table instead of a route: mechanics. Need the free slice: demo. Need humans: official Discord (invite on Steam socials — channel names TBA).
Next: read the worlds map so the four blurbs match the Overworld, then Gold Rooms before you step on a gold tile. Demo players should finish the demo page first.
No. Steam lists 1000+ handmade rooms. This page is routing and verbs until a spoiler-gated per-room wiki exists.
No. Official copy: any order, roam at your pace. Practical default: North, then East, then West when ready, South when you want the water verb, Gold Rooms last.
You can. Official realm preview language treats West as a serious challenge. Most solvers sample North or East first.
After you can name two world verbs. Steam-era copy: six dual-world combination areas. Pairings: beams+mirrors, haul+stones; other names TBA.
No. Shared director, different verbs. Undo here is a puzzle tool, not Braid’s rewind campaign.
Official FAQ cites 500+ hours for dedicated solvers; Steam lists 1000+ puzzles. There is no published “main story” timer on this walkthrough.
October 8, 2026.
Matched by build plan, shared topics, and guide progression — not random related links.