Arc Games • 2026 • Nintendo Switch 2, PC (Microsoft Windows)

Arc Games • 2026 • Nintendo Switch 2, PC (Microsoft Windows)
Yes, if you want a big, thoughtful game that pays you back with real aha moments. Order of the Sinking Star looks most worth it for people who enjoy sitting with hard problems, wandering away from one wall to solve another, and feeling the world open as rules start overlapping. The big draw is the density of its puzzle design. Early demo feedback is especially strong on how many rooms feel hand-built and how fair the challenge stays thanks to generous undo and restart tools. The tradeoff is easy to see too. This is not breezy background entertainment, and it does not look like the writing is the main reason to show up. If story chatter annoys you or you want quick, low-focus fun, wait for a sale or skip. If you also worry about performance, waiting for fuller launch impressions is smart. But if brainy puzzle journeys are your thing, this looks like a strong full-price buy.
Players consistently praise the steady stream of fresh ideas, hero ability combinations, and hand-built rooms that avoid the copy-paste feeling common in huge puzzle games.
Deep rewind and quick resets let you test wild ideas without losing much progress, so difficulty feels more like problem solving than punishment, even in longer rooms.
A recurring complaint is that character chatter and story beats do not match the quality of the puzzles, making some players wish the game trusted its design more.
Reports mention crashes, startup issues, and frame drops, especially around the overworld or on less optimized hardware. Many players are hopeful, but caution is reasonable.
Some players love how much the game throws at you once worlds, story, and hero rules begin overlapping. Others find that same density exhausting in shorter sessions.
Built for flexible sessions but a long overall journey. Rooms make good stopping points, yet the bigger map and rule web stick around between sessions.
Mostly calm hands, very busy brain. You'll spend long stretches tracing positions, testing ideas, and holding several room rules in memory at once.
Easy to control, hard to truly read. It teaches through clever rooms, then slowly mixes rules until simple tools start behaving in surprising ways.
More head-scratching than heart-pounding. The pressure comes from stubborn rooms and mental fatigue, then pays off with sharp bursts of relief.
Games with a similar rhythm and feel, even if they look different