Unofficial fan guide. Not affiliated with Thekla, Inc. or Arc Games.

ORDER OF THE
SINKING STAR
Get the Game

Guide to Order of the Sinking Star

Checked 14 October 2026. This page answers the first stuck-player question: which world exists, and do I have to finish one before the next?

What I checked

I read the 23 September world note and the July PlayStation Blog hands-on before writing this hub. Both say you can leave a stuck area and return. I have not claimed a personal full clear.

Original fan illustration of a courtyard with cyan devices and a violet portal; not a game screenshotOriginal fan illustration of adventurers and wooden crates on a stone grid; not a game screenshot
Original fan illustrations, not game screenshots or solution-board evidence.

There is no forced route

The Overworld is the hub. Four paths leave it toward the cardinal worlds. The official copy says you can travel in any order and come back. The word order in the title is not a level list.

A practical start, which is my recommendation and not an official route, is to learn one mechanic until it clicks, then switch worlds when a board stops making sense. The PlayStation Blog describes an opening with the Queen that teaches pushing and rewind.

When a board will not move

Rewind is a core tool, not a failure state. The PlayStation Blog also describes enemy rules rather than a combat system: goblins harm an adjacent hero, beasts breathe fire in line of sight, and some doors stay shut until the threat is dealt with.

The launch note points stuck players to the official Discord. This guide links the same invite and does not reprint private channel spoilers.

  • Change worlds before you look up a route.
  • Use rewind to test one change at a time.
  • Read the area page for the mechanic, then the solution index if you still want the steps.

Match the world to a published sequence

For the base Heroes groups, the community snapshot provides 21 Heroes 1 routes, 30 Heroes 2 routes and 10 Heroes 3 routes. Mirror Isles has 27 base-group routes, Heroes and Water has 15, and the western base group has two. One additional route is a worlds_collide bridge. These add up to 106 mapped sequences, not a complete-game solution book.

Use a board's internal ID rather than its position alone. 'North', 'green puzzle' and 'hardest' do not uniquely identify a level. A marker with no route is still a location record, but it is not a solved puzzle. The 12 October checkpoint and exploit fixes are another reason to keep source dates separate from claims of a tested build.

Questions

Is there a correct world order?

No. The official world note describes four directions from an Overworld and no single path.

Where is the lowest-friction guide entry?

Start here, then open the world that matches the board you are standing on.

Keep reading

Best orderA suggestion, not a rule.Progress and savesDemo transfer and reset distinctions.HintsSpoiler-light checks.Solutions index106 mapped sequences.Coordinate mapCommunity locations, not game art.Skipping StonesMechanics; no source routes.Mirror Isles27 base-group routes.BeamcastersTwo base-group routes.PROMESST namesSource game and former world name.HeroesNorth-world party and base routes.Monsters30 base-group routes.Bard and Druid10 of 25 markers.Heroes and Water15 of 33 markers.Heroes and MirrorsLocations; no area route set.Gold roomsSix documented pairs; door routes unverified.

Sources

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