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Welcome to the ootss wiki! Also see Maps, Stalker 2, Supraworld, SupraTools, Subnautica, and Sokoban wikis.
The map features all 105 levels from Stage 2 Demo (Jun 19 2026).
- Web: https://joric.github.io/ootss/
- Source code: https://github.com/joric/ootss
Uses Sysinternals Process Monitor (filtered by CreateFile) to get level names, uses 16k virtual display to capture the map.
I used my own numbering back then and it was way off, so I thought I'd rather use map names from the game engine.

YouTube video with arbitrary numbering. Courtesy of YouTube, https://youtu.be/lOzOaELzQ_Q
I don't know any cheats or console commands to load the levels. The names are just to identify the levels properly. The general idea for the map was to use the original naming. Wasn't worth it, names are kind of random and don match the order.
There are a few solutions in Autohotkey rle format, see file here: https://github.com/joric/ootss/tree/main/data/solutions.txt
- Install Autohotkey. Run player.ahk. Press Ctrl+E to select level to solve, Alt+E to solve and go to next level, ESC to stop.
- To record a solution, use AHK2-Macro-Recorder, F2 to record, F3 to open, paste to file, run rle_encoder.py to convert.
You can also try to type those keys manually, e.g. d2xa4xa6w means ddxaaaaxaaaaaaw, but it's a lot to type.
Added image gallery (swiper lib). Now it's easier to find map location by image. You click on the image in the marker popup to open gallery, select map image in the gallery, click on it and it brings you to location.
There are no tools for that game just yet, the engine is totally custom, let alone custom compiler, so it's all human labour.
Launch game, launch Sysinternals Process Monitor. Add filters Process Name - is - sinking_star.exe, Operation - is - CreateFile, Path - contains - levels. Load the level in the game, you will see all the file names the game reads.
On the 1920x1080 overhead screenshot the grid size is precisely 10 pixels with map center at 860,740 but the resolution is low. Download Universal Virtual Display Driver. Unpack to C:\IddSampleDriver. Edit option.txt, add 16384, 9216, 30. Do not install .inf from explorer, use Device Manager - Action - Add legacy hardware - Display Drivers - Have disk. Set virtual display resolution to 16384x9216, run the game, open map, press Win+Shift+Right to move the game to Virtual Display, press PrnScr, paste image into editor. I tried to capture at 8192x8192 but apparently the game doesn't like square geometry (cuts the map). Meshes are broken, because the map draws in lowest LOD. Local maps (Q) can't be used because of perspective projection.
Used the same tech as in Subnautica 2 (raster map traced with rasterio and cleaned up with mapshaper. Regions appear to be slightly off in the demo, e.g. heroes2_10 level does not belong to any region boundaries.
The cage in the center of the map is at 80,69 and Y grows up (you can find player's coordinates in memory).

Shortly after start, in the introductory world there's a plaque with number 069,104. Looks like location on the map.

After centering the overworld map at 80,69, the point at 69,104 is to the left of heroes region, nothing fancy there.

In the introductory world (there's a map item above the exit, to zoom out), 069,104 is in the credits hall.

Also see #1.
- https://www.reddit.com/r/OrderOfTheSinkingStar/comments/1uaotqz/order_of_the_sinking_star_interactive_map_with/
- https://youtu.be/lOzOaELzQ_Q My Mirror Isles solutions from Demo Phase 1
- https://youtu.be/H01krPef69U Demo Phase 1 speedrun in 32 minutes
- https://github.com/qiekn/ootss Wiki-like notes of Order of the Sinking Star