Is there a downloadable Order of the Sinking Star world map?
No official public map dump yet. In-game fog plus the four Steam routes (North Hauling, East Mirror Isles, West The Promise, South Skipping Stones) is the verified layout.
Order of the Sinking Star world map: Overworld hub, four cardinals (Hauling, Mirror Isles, The Promise, Stones), fog and gold tiles. Route without a dump.
Switch 2 overview of the four cardinal realms.
~9 min read
This Order of the Sinking Star world map page is the Overworld (the Realm) plus four cardinal routes — not a downloadable PNG and not a 1000-room atlas. Fog lifts as you solve. Overworld · Heroes of Hauling · Mirror Isles · The Promise · Skipping Stones to Lonely Homes. 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 |
The Order of the Sinking Star world map is a hub you drop out of, not a dungeon corridor you are locked into. Jonathan Blow’s Switch 2 overview: you explore a big Overworld and drop into different “sub games.” It starts as an anthology of four games; the real campaign is that those worlds collide.
| Map fact | What it means in play |
|---|---|
| Center | Overworld / Realm — orientation, fog, later gold diagonals |
| Four routes | North, East, West, South — Steam names below, open from minute one |
| Order | Official: play the four games in any order; roam and revisit |
| Scale | Steam: 1000+ handmade puzzles. This page will not number them |
| Fog | Lifts as you solve. Preview: a tiny visible map surrounded by fog of war |
| Revisit explored areas | Store: roam and return. A named fast-travel menu is unpublished — do not combinatorially clear the hub first |
| Abilities on the hub | Some character tools affect Overworld exploration (wiki later, not hour one) |
| Platforms | PC (Steam) · Steam Deck · PlayStation 5 · Nintendo Switch 2 |
There is no weapon vendor, no codes menu, and no raid queue. Hazards on the map are still placement puzzles. If you came here looking for a downloadable world map dump, official public files do not exist — in-game fog plus the four-route table is the verified layout.
If Undo is still fuzzy, use the beginner guide before you tour all four doors. Next: the four Steam names, with verbs only.
Steam and the overview trailer agree on four cardinal realms. Learn the family of rules; do not memorize room IDs. Designer lineage (Jonah Ostroff’s Heroes of Sokoban, Alan Hazelden, Sean Barrett’s Promesst) is flavor — the in-game HUD wins.

| Cardinal | Steam world | Who you play | Verb to learn | Not this |
|---|---|---|---|---|
| North | Heroes of Hauling | Moving-company crew. Steam identities include warrior / thief / wizard; extra HUD names stay TBA | Push, pull, line-of-sight swap, charm, adjacent protect | DPS jobs or a combat town |
| East | Mirror Isles | Wealthy trader on an archipelago | Swap with a reflection; project it onto a distant island | A stealth combat game |
| West | The Promise | Explorer in deep caverns | Gems power colored beams; rooms can be dark or powered | Looting gems as RPG currency |
| South | Skipping Stones to Lonely Homes | Marooned sailor | Skip stones into water paths; ride lily pads; redirect rivers | A pet / mount grind |
Sokoban-style party work. Overview: a band of fantasy heroes who started a moving company and ran into trouble. Demo-era notes also list push (Valens), pull (Tif), line-of-sight swap (Isidore), charm (Bard), and adjacent protect (Priestess) — treat those names as TBA until the HUD wins. A “fight” is still a placement puzzle.
In a blink, mirrors swap the trader with his reflection. Project that reflection onto a far island, then walk the new geometry. Google autocomplete wants a Mirror Isles dump; this world map page only places East on the compass. Per-island shortest paths are P1 wiki work.
Giant gems power beams. Previews describe colored beams that can walk through walls or smash boulders, plus other powered-room verbs — this wiki does not publish an ability count. If an ability “does nothing,” check whether the room is powered before you assume a bug. Steam still lets you enter West first; previews often treat it as the harder exam.
Throw a path, ride a lily pad, redirect a river. Plan the landing before the throw. North × South is a confirmed Gold Room pairing later — do not merge stones with the hauling crew until both verbs feel boring.
Hero lookup: characters. Verb collisions: mechanics. Next: which door is kind for hour one.
Matched by build plan, shared topics, and guide progression — not random related links.
Official copy: any order is legal. Practical copy for this Order of the Sinking Star world map: not every order is kind. Sample two routes. Do not finish a region in the first hour.

| If you want… | Open | First-hour goal | Leave when |
|---|---|---|---|
| The gentlest verbs | North · Heroes of Hauling | Push, pull, party placement | You can swap tools without panic |
| The other common sample | East · Mirror Isles | A swap that lands where you meant | You can name “reflection” in one sentence |
| Beams later | West · The Promise | Not the on-ramp unless North/East already click | A beam does nothing — check power, then leave |
| Water later | South · Skipping Stones to Lonely Homes | After a land verb is boring | You are planning throws instead of reading tiles |
| Dual systems | Gold Rooms (between worlds) | After two verbs have names | The gold tile looks like a boss door |
Full campaign routing lives on the walkthrough. Demo owners should sample the free Steam slice first — publisher: progress carries — details on the demo page. If East clicks faster than North, start East. If West immediately feels like a beam exam, walk back to the Overworld. That is the map working.
Next: how fog and travel actually change the picture you are staring at.
Fog of war is the public map. Preview coverage: you begin with a tiny visible patch; solving rooms peels the fog. Steam copy says you can revisit worlds and return to challenges. A named fast-travel UI is unpublished. Neither fog nor backtracking is a skip code.

Hands-on previews describe Blow watching how often a player backtracks. Returning to a room with a new tool is the loop, not a fail. Official FAQ language cites 500+ hours for dedicated solvers; Steam lists 1000+ puzzles. This world map page does not define “campaign complete.”
When gold tiles show on diagonals, that is the next map question — not a reason to invent room names.
Between worlds, not inside a starter dungeon. Steam-era copy: six dual-world combination spaces. Confirmed public pairings only: Explorer beams + Trader mirrors (West × East), hauling crew + skipping stones (North × South), and a press note of North × East “Heroes and Mirrors” once gold tiles open Overworld diagonals. Remaining names stay unpublished.
| Map cue | 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 six-room spoiler chart |
| Fog still thick around a cardinal | Finish teaching rooms there first | Assume the missing fog is a Gold Room |
| Characters meeting across worlds | The campaign hinge — see Gold Rooms | Invent extra world names |
Do not hunt Gold Rooms as hour-one content. Unlock notes without invented titles: Gold Rooms. Story budget for this page: a mysterious organization called the Order of the Sinking Star is doing the world-combining — that sentence is enough.
Next: the short list of map mistakes that burn evenings.
Scan this before you paste a Witness island overlay onto a different compass.
| Mistake | Fix |
|---|---|
| Waiting for a downloadable map PNG | Play: fog + four Steam names are the verified layout |
| Opening all four worlds at once | Sample two. North and East are the kind pair |
| Treating West as the tutorial | Legal to enter first; kinder after North or East have names |
| Hunting Gold Rooms as a first boss | Name two verbs — then Gold Rooms |
| Numbering 1000 rooms from a pastebin | This world map will not. Use walkthrough for route only |
| Xbox / Mac install path | Not listed. Steam, PS5, Switch 2 only |
| Looking for a codes menu on the hub | None. This is not Roblox |
| Demo crew names as gospel | Valens / Tif / Isidore stay TBA; HUD wins |
| Clearing Overworld combinatorics first | Fog lifts with play; leave hub puzzles and come back later |
| Inventing the unpublished Gold Room titles | Six spaces, three named pairings. Stop there |
Before you open a new cardinal, ask: can I name the last world’s verb in one sentence? If no, stay. If yes, rotate. After the compass is boring, either merge on Gold Rooms or ask humans on Discord without requesting a full solution in public.
Next: read Gold Rooms before you step on a gold tile, then keep routing on the walkthrough. First-hour controls stay on the beginner guide.
No official public map dump yet. In-game fog plus the four Steam routes (North Hauling, East Mirror Isles, West The Promise, South Skipping Stones) is the verified layout.
No. Official copy: play the four games in any order. North is the gentlest on-ramp; East is the other common first sample.
You can. Realm preview language treats West as a serious challenge. Most solvers sample North or East first.
Gold Rooms — six dual-mechanic combination spaces in Steam-era copy. Confirmed pairings only; remaining names TBA.
No. Fog lifts as you solve. Returning to explored worlds is designed in. Remaining fog is unsolved work.
Not listed on the store page this wiki tracks. PC (Steam / Steam Deck), PS5, Nintendo Switch 2.
October 8, 2026.
Matched by build plan, shared topics, and guide progression — not random related links.