Structured Entity Codex

Order of the Sinking Star Database & Codex

Comprehensive catalog of all 10 verified entities in Order of the Sinking Star. Search by name, filter by operational category, and inspect detailed parametric stats and synergy combinations.

10 ENTITIES
Playable Heroes

The Queen

Sovereign Trigger & Royal Key

The sovereign leader in Order of the Sinking Star. Acts as the party anchor and the exclusive hero capable of activating ancient royal star shrines to complete puzzle chambers.

Class Archetype Sovereign Leader
Movement Type Orthogonal Grid Stroll
Special Function Activates Master Star Shrines
Playable Heroes

The Warrior

Heavy Kinetic Displacement

The heavy vanguard archetype derived from Jonah Ostroff's Heroes of Sokoban. Commands immense physical force capable of pushing heavy multi-tile monolithic blocks forward.

Class Archetype Heavy Vanguard
Movement Type High-Friction Deliberate Stride
Special Function Shoves Heavy Stone Monoliths
Playable Heroes

The Thief

Grappling Hook Retraction

The agile specialist derived from Heroes of Sokoban. Utilizes a grappling hook to drag movable blocks and objects backward out of dead ends and tight corners.

Class Archetype Agile Infiltrator
Movement Type Narrow Corridor Step
Special Function Backward Grappling Pull
Playable Heroes

The Wizard

Chasm Levitation & Optical Tuning

The mystical scholar capable of levitating across low-lying chasms and broken pits. Interacts with floating prismatic crystals to direct subterranean light beams.

Class Archetype Mystical Scholar
Movement Type Chasm Phase Levitation
Special Function Bypasses Open Ground Chasms
Playable Heroes

The Talking Boat

Aquatic Transport & Water Ferry

A sentient aquatic transport vessel capable of ferrying terrestrial heroes across deep ocean straits, coastal canals, and subterranean lakes.

Class Archetype Aquatic Vessel
Movement Type Waterway Channel Navigation
Special Function Ferries Land Companions Across Water
Environmental Logic Elements

Stepping Stone

Waterway Bridging & Path Creation

A flat stone block derived from Alan Hazelden's Skipping Stones to Lonely Homes. When thrown or pushed into water, it sinks to form a permanent traversable stepping tile.

Entity Class Projectile & Path Block
Physics Rule Straight Line Flight Over Water
State Transition Sinks to Create Permanent Footpath
Environmental Logic Elements

Inversion Mirror

Axial Reflection & Duplicate Swapping

A reflective boundary element derived from Alan Hazelden's Mirror Isles. Inverts player movement commands to control a mirrored counterpart across island divides.

Entity Class Optical Boundary Element
Physics Rule Opposite Axis Cardinal Inversion
State Transition Enables Consciousness Swapping
Environmental Logic Elements

Light Emitter Crystal

Continuous Photonic Ray Projection

A fixed subterranean quartz crystal derived from Sean Barrett's Promesst. Projects an uninterrupted linear beam of light to activate photosensitive gate receptors.

Entity Class Active Optical Source
Physics Rule Infinite Linear Ray Projection
State Transition Powers Distant Star Receptors
Environmental Logic Elements

Optical Prism

Right-Angle Beam Deflection

A rotatable refractor crystal that bends incoming light rays at sharp right angles, allowing laser paths to weave through labyrinthine cavern chambers.

Entity Class Passive Optical Refractor
Physics Rule Ninety-Degree Ray Deflection
State Transition Rotatable Turntable Base
Environmental Logic Elements

Heavy Stone Monolith

Inert Kinetic Mass & Shadow Occlusion

A massive stone obstacle derived from Heroes of Sokoban. Blocks pathing, occludes light beams, and requires the Warrior's specialized strength to displace.

Entity Class Inert Kinetic Obstacle
Physics Rule High Mass Threshold
Interaction Requirement Warrior-Only Forward Push