Jonathan Blow on AI, his 'biggest puzzle game ever' and custom programming language
IN SHORTDeveloper Jonathan Blow is releasing "The Order of the Sinking Star" on Thursday, a puzzle game he believes is the largest ever made. Blow, known for "Braid," discusses his experimental approach to game design, his skepticism towards AI's role in development, and his decision to create a custom programming language and engine for the project.
Key Numbers
1,500puzzles in The Order of the Sinking Star
500 hoursestimated completion time for The Order of the Sinking Star
2008year Jonathan Blow released Braid
2014year of the free game Mirror Isles
December 2025date Alan Hazelden distanced himself from Blow
Who's Involved
Jonathan Blow
developer of "The Order of the Sinking Star" and "Braid"
Alan Hazelden
creator of Mirror Isles and Skipping Stones to Lonely Homes
↳ Why This Matters
Jonathan Blow's dedication to creating a uniquely challenging and technically bespoke game, even at the cost of commercial practicality and a decade of development, highlights a contrarian approach to modern game design trends. His skepticism towards AI in development also raises questions about the future of programming skills in the industry.
Key facts
- Jonathan Blow is releasing his new game, "The Order of the Sinking Star," on Thursday.
- Blow believes "The Order of the Sinking Star" is the "biggest puzzle game ever made."
- The game features approximately 1,500 puzzles and could take around 500 hours to complete.
Jonathan Blow, the acclaimed developer behind the genre-defining puzzle-platformer Braid, is set to release his latest project, "The Order of the Sinking Star," on Thursday. Blow describes the game as potentially "the biggest puzzle game ever made," featuring an estimated 1,500 puzzles that could take around 500 hours to complete. He acknowledges this ambitious scope might mean most players won't finish it, but defends his design-driven approach, stating it leads to unique creations.
The game's mechanics are built upon four pre-existing free puzzle games, with their creators' permission, which Blow's team has "smashed together" to create new challenges. For instance, mechanics from Alan Hazelden's "Mirror Isles" and "Skipping Stones to Lonely Homes" are combined to generate novel puzzle opportunities.
Blow, known for his outspoken views on the gaming industry, also shared his skepticism regarding artificial intelligence in game development. He questioned the claimed productivity gains from AI and expressed concern that an over-reliance on AI coding tools could lead to a future shortage of skilled programmers. Blow stated that AI was not part of the development pipeline for "The Order of the Sinking Star."
Further underscoring his commitment to a bespoke development process, Blow revealed that he created his own programming language, Jai, and a custom game engine for the project. He explained this allowed for a highly tailored experience, though it contributed to the game's ten-year development cycle. Blow reflected that while the process was challenging, it was also rewarding, and he hopes his next project will be less demanding.