Jonathan Blow, the architect of Braid's intricate time-bending worlds, has returned with Order of the Sinking Star — a PlayStation 5 puzzle game of almost philosophical scale, offering some 500 hours of content and the hardest platinum trophy the console has yet produced. In a genre long associated with brief diversions, Blow is asking whether depth and difficulty, sustained across an almost monastic span of time, can constitute a new kind of artistic statement. The game's early reception suggests players are willing to take the question seriously.
Jonathan Blow Creates 500-Hour Puzzle Opus in 'Biggest Puzzle Game Ever'
500 hours of puzzle content, the hardest platinum trophy PS5 has seen
So Jonathan Blow made a puzzle game with 500 hours of content. That's a real number, right? Not marketing speak?
That's what's being reported, yes. It's called Order of the Sinking Star, and it's on PS5. The five-star ratings and the platinum trophy difficulty seem to back up that there's genuinely a lot of game here.
But we should be careful. "500 hours of puzzles" could mean different things. Is that the main path? Is that if you solve every single puzzle? Is that if you're stuck on one puzzle for three hours? The source material doesn't actually specify.
Fair point. So we know it's long and hard, but not necessarily the exact shape of that length.
Right. What we can confirm is that it's earned the hardest platinum trophy rating on PS5, which is a measurable thing. That's not subjective—it's a platform record.
That's solid. But again, "hardest platinum trophy" means hardest among PS5 games. It doesn't tell us if it's harder than platinum trophies on other systems, or if the difficulty is distributed evenly or front-loaded.
So the story is really about Blow's ambition and the scale of what he's attempted, more than the specifics of how difficult it is.
Exactly. He's the creator of Braid, which was already known for being intellectually demanding. This is him taking that philosophy and stretching it across an enormous amount of content.
And that's the real news—not that a game is hard, but that someone built a 500-hour puzzle game at all. That's unusual.
Has anyone actually finished it yet?
The source material doesn't say. We know it's been released and reviewed, but we don't know if anyone has completed the entire thing.
That's a good question for later reporting.
El Pulso
- Blow has staked his reputation on a puzzle game so vast — 500 hours of content — that it dwarfs even the most generous competitors in the genre by a factor of five or more.
- The game has already claimed PS5's hardest platinum trophy distinction, signaling that completion is less a leisure activity and more an endurance feat demanding exceptional skill and patience.
- Five-star reviews from early players and critics suggest the scale has not come at the cost of quality — a tension that haunts every ambitious long-form creative project.
- The central unresolved question is whether the game's extraordinary length will sustain genuine engagement or eventually collapse into frustration for all but the most dedicated players.
Jonathan Blow, the architect of Braid's intricate time-bending worlds, has returned with Order of the Sinking Star — a PlayStation 5 puzzle game of almost philosophical scale, offering some 500 hours of content and the hardest platinum trophy the console has yet produced. In a genre long associated with brief diversions, Blow is asking whether depth and difficulty, sustained across an almost monastic span of time, can constitute a new kind of artistic statement. The game's early reception suggests players are willing to take the question seriously.
Jonathan Blow, the designer behind 2008's celebrated Braid, has spent years constructing what he calls the largest puzzle game ever made. The result, Order of the Sinking Star, arrives on PlayStation 5 carrying roughly 500 hours of puzzle content — a figure that places it in a category almost entirely its own.
The game has landed to serious attention. Early players and critics have awarded it five-star ratings, and it has already earned a notable distinction: the hardest platinum trophy achievement on the PS5 platform to date. Earning a platinum requires unlocking every trophy a game offers, a task that typically demands either rare skill or extraordinary patience. Here, the bar appears higher than anything the console has previously asked of its players.
Blow's philosophy, established with Braid, has always centered on intellectual challenge over spectacle. Order of the Sinking Star extends that commitment to an almost extreme degree — not merely in the difficulty of individual puzzles, but in their sheer accumulation. Where a typical puzzle game offers 20 to 40 hours and even generous adventure games rarely exceed 100 for completionists, Blow is proposing something closer to weeks of sustained, focused effort.
Whether that scale translates into lasting engagement remains the open question. Difficulty without clarity of design becomes frustration, and length without consistent quality becomes attrition. The early reception suggests Blow has navigated both risks — but Order of the Sinking Star is plainly not built for casual play. It is a specialized challenge, and its arrival asks whether puzzle gaming, so often reduced to mobile diversions, can carry the weight of serious, sustained creative ambition.
Jonathan Blow, the designer behind Braid, has spent years building what he describes as the largest puzzle game ever made. The result is Order of the Sinking Star, a PlayStation 5 release that contains roughly 500 hours of puzzle content—a scale that positions it as something genuinely unusual in a genre not typically known for sprawling, marathon-length experiences.
The game has arrived to considerable attention. Early players and critics have given it five-star ratings, and it has already claimed a distinction on the PlayStation platform: the hardest platinum trophy achievement the console has seen to date. A platinum trophy on PS5 requires a player to unlock all of a game's trophies, a feat that typically demands either exceptional skill, extraordinary patience, or both. In Order of the Sinking Star's case, the bar appears to be set higher than anything that has come before it.
Blow's previous work, Braid, established him as a designer willing to build games around intellectual challenge rather than reflexes or narrative spectacle. That game, released in 2008, became known for its intricate time-manipulation puzzles and its willingness to demand genuine problem-solving from players. Order of the Sinking Star appears to extend that philosophy to an almost extreme degree—not just in the difficulty of individual puzzles, but in the sheer quantity of them.
The 500-hour figure is striking partly because it represents a commitment to depth that most games, even long ones, do not attempt. A typical puzzle game might offer 20 to 40 hours of content. Even generous adventure games often cap out around 100 hours for completionists. Order of the Sinking Star is proposing something closer to the length of a full-time job spread across weeks of play.
What remains to be seen is how that scale translates to actual player experience. A game can be long without being engaging throughout, and difficulty can become frustration if it is not paired with clarity of design. The five-star ratings suggest that Blow has managed to maintain quality across the entire span, but the platinum trophy difficulty also signals that this is not a game designed for casual engagement. Players who pursue it to completion will be undertaking something closer to a specialized challenge than a mainstream entertainment product.
The release of Order of the Sinking Star marks a moment where puzzle gaming, a genre often associated with mobile apps and browser-based diversions, is being positioned as a vehicle for serious, sustained creative ambition. Whether other designers follow Blow's lead toward this kind of scale remains an open question.
Citas Notables
Blow describes the game as the 'biggest puzzle game ever'— Jonathan Blow, game designer