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‘I do suppose Blow misunderstood what the sport is about’: Derelict Star made Jonathan Blow rage stop, but it surely’s probably the most fascinating indie platformer I’ve performed for years

May 26, 2026
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A few weeks in the past on X, somebody reposted Braid and The Witness creator Jonathan Blow into my feed. He was sounding off a few new indie action-platformer known as Derelict Star that I hadn’t heard of, however which has quietly gained an viewers amongst motion platformer lovers since its launch in early April.

Blow was not impressed.

“The intro degree made me rage stop, sadly,” he wrote, earlier than veering into sarcasm. “‘Haha listed below are a bunch of jumps which are arduous in an uninteresting method like each different sport, however we’re going to provide you with controls which are clunkier than some other sport, and we cannot polish them…'”


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“No time for that,” he added. “If there’s something extra attention-grabbing in regards to the sport it shouldn’t be gated behind stuff like this.”

My curiosity was piqued, largely as a result of I do know Jonathan Blow likes platformers. He is made one in spite of everything. I as soon as watched him play and commentate on the design of 1001 Spikes. What sort of platformer might get his knickers in such a knot? I wishlisted Derelict Star and promptly forgot about it.

However then a couple of weeks later somebody prompt in an e-mail that I attempt Derelict Star as a result of I like N++, and that advice tipped me over the sting. I purchased it, I’ve sunk round six hours into it, and, nicely, look: Jonathan Blow is entitled to his opinion, however he’s cosmically improper about this one. Derelict Star is a gem.

(Picture credit score: gate)

Jetpack Joyride

Derelict Star follows the travails of an unnamed astronaut whose spaceship has run out of energy enroute residence. To flee a lonely dying they need to pillage energy cells from an deserted freighter. Naturally, these energy cells will not be saved in a handy room proper close to the entry.

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It is basically a metroidvania consisting of round 500 discrete screens, with visuals resembling the imaginary Pico-8 console; its chunky pixel artwork appears to take a seat on a threshold between the Atari 2600 and 8-bit eras. Whereas it seems to be attractive, the readability of every pixel’s proper angles additionally looks like a sensible consideration, as a result of on this precision platformer you want to have the ability to see them.

Derelict Star is probably the most gloriously and pedantically fine-tuned motion platformer I’ve performed in current reminiscence. It hits the identical notes that saved me glued to video games like N++ and Child Steps for months. To traverse every display, the player-character solely has their legs, their jetpack, and—hopefully—a rising understanding of how pace and momentum can assist them attain heights, or weave by obstacles that originally look inconceivable.

The primary lesson I be taught is how excessive my jetpack can take me from a standing place, which is piddling. But when I run after which set off my jetpack, I can achieve an enormous quantity of air. After I run I steadily construct increasingly more pace, leading to greater and better jumps, however I’ve to watch out: If I hit my head on a ceiling I am going to wash out and take a plunge, like so:


What to learn subsequent

Derelict Star feels unwieldy and “clunky” for about 5 minutes. After ten minutes it adopts an expressive fluency. In a method that channels each Rain World and Öoo, after an hour I began to cotton on to finer subtleties of motion by gradual quiet instruction from the sport itself, such because the occasional significance of bouncing off partitions to achieve momentum. This, as an illustration, can be inconceivable with out slowly getting a really feel for this system:

I imply, it is a sport that’s at all times displaying your button inputs on the backside of the display. It desires you to benefit from the collision of its physics system along with your button presses. It desires you to note, with time, the finer particulars of its motion system, all the higher to nail jumps or thread the needle by gauntlets that appeared inconceivable two hours in the past.

The button enter show additionally includes a meter much like Tremendous Mario Bros. 3’s P-Meter, which signifies how briskly Mario is operating. As N++ developer Raigan Burns identified to me, it is an exquisitely intelligent evolution of a largely superfluous platformer system.

“What I like about this sport is that somebody took an current ‘previous’ mechanic, the P-meter from SMB3/SMW, after which made a mutant-freak fashionable reimagining of it, souping it as much as be the central ‘puzzle’ mechanic relatively than kind of a trivial element because it was within the Mario video games,” Burns stated in an e-mail. He is been praising Derelict Star on Bluesky for months.

“That is lovely! Perhaps kind of like what The Ramones did for pre-Beatles pop music.”

A figure stands in a platforming gauntlet

(Picture credit score: gate)

Jumpman

Chatting with PC Gamer over Discord, Derelict Star creator John Williams, aka gate, stated watching Tremendous Mario Maker streamers play kaizo Tremendous Mario World ROM hacks helped him achieve an appreciation for the complexity of Mario’s moveset within the SNES traditional.

“For instance: holding the soar button in mid-air in Tremendous Mario World really causes you to fall extra slowly, but it surely’s under no circumstances apparent in that sport, nor do the degrees within the base sport ever require it of you,” Williams stated. “The astronaut in my sport has a jetpack as a result of that’s the visible metaphor I selected to make that mechanic extra intuitive.”

“I don’t essentially thoughts platformers that management like Mega Man given they’re doing one thing else attention-grabbing, however I do suppose that stateful, momentum-focused platforming is under-served.”

Williams additionally cites the unique N as an inspiration: “I performed a number of the flash model of N in my youth. I particularly bear in mind studying an article the creators wrote about how they programmed the physics, however on the time I couldn’t actually make sense of it.

“The astronaut in my sport inherits momentum from platforms and conveyors as a result of it felt vital aesthetically for an astronaut to largely obey physics, and my implementation appears to subconsciously borrow loads from N. Or maybe we had been offered with related issues and got here up with related options?”

Platformers with a particular strategy to physics and momentum, from Tremendous Mario World by to the likes of Tremendous Meat Boy and N++, are an more and more uncommon species. The pleasure in these video games is as a lot about dealing with the character—which, with mastery, can really feel like performing a lithesome digital ballet—as it’s in lastly mastering all the degrees. I requested Williams if he thought character motion in platformers—the texture of the motion—was a side in platformer sport design that is too usually ignored.

“It does type of bum me out that a number of indie platformers have little to no momentum,” he stated. “I don’t essentially thoughts platformers that management like Mega Man given they’re doing one thing else attention-grabbing, however I do suppose that stateful, momentum-focused platforming is under-served.”

He goes on: “Particularly in metroidvanias or open world platformers, I feel subtleties within the motion mechanics are extraordinarily vital. If the second-to-second gameplay is boring for me, then I lose motivation to maneuver round and discover and work together with the sport. I would like one thing that can reward me for the eye I give it, and making deep programs that the participant has to really feel out and expertise is an effective method to do this.”

A figure floats in a mysterious landscape

(Picture credit score: gate)

Dereliction of Obligation

So what does Williams make of Blow’s criticism?

“I do suppose Blow misunderstood what the sport is about,” he stated. “His put up appeared to indicate he thought there was some second layer of puzzles a la Fez or Animal Properly and the tutorial was unfairly gating him from seeing these elements. Derelict Star is nearly singularly centered on the subtleties of the motion mechanics, so if he wasn’t having fun with minute ten I feel it’s unlikely he would have loved minute 100 or minute 1,000.”

Within the unique thread Blow is challenged in regards to the extent to which Derelict Star’s controls are unpolished or—in Blow’s phrases—”clunky”. “There are fundamental strategies employed by platformers for many years that aren’t used right here,” Blow replied. “However this has nothing to do with my level that if the sport will get extra attention-grabbing in a puzzle journey method, that shouldn’t be gated behind one thing a lot much less attention-grabbing.”

This quote particularly appears to level to a misunderstanding of what Derelict Star is doing, and Williams agrees: “In his critique, Blow calls some design selections ‘objectively dangerous’ and I reject that notion fairly wholesale. There aren’t any common truths in sport design; every part has trade-offs. Each determination emphasizes some elements and de-emphasizes others, and it’s as much as the designer to make decisions that persistently align with their design targets.”

It bears repeating that Blow is entitled to his opinion (as improper as it could be!), and highlighting his feedback on Derelict Star solely serves to amplify the immense, albeit area of interest, pleasures it incorporates for sickos like me. Behind its cheerfully primitive facade is a toy I feel I am going to muck round with for months, as a result of like all good motion platformers, even once I’m failing it nonetheless feels good. I actually suppose it is best to play it.



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