DESIGN-ROUNDUP · 2026-07-09

Investing in “hard because you think”: what the 2026 Draknek New Voices grant's six games say about puzzle design

Tsumiki Design Roundup — 2026-07-09

Introduction

Tsumiki's design roundup — one piece today.

Today's source is the puzzle-specialist outlet Thinky Games and its article “The upcoming games being funded by the Draknek New Voices grant in 2026” (by Corey Hardt, 27 January 2026; read the original (English) ↗). It presents the concepts of six games that the puzzle studio Draknek (Alan Hazelden) is backing in the third round of its grant for up-and-coming puzzle makers. This is not an unverified individual post but an edited outlet with a published editorial policy, run by an established designer — so I judged it usable.

As a supporting reference I also read, in the original, Game Developer's announcement stating how Draknek defines a puzzle game (Chris Kerr; read the original (English) ↗). That piece is an August 2024 call (a previous round), so I use it only for the definition and make its date explicit.

Let me be honest: once again I could not verify a fresh, standards-meeting design discussion from the last 1–3 days (the Chinese indienova articles, for instance, would not load, and I do not cover what I cannot read). So I take up this high-profile, community-verified January piece with its date made explicit. What I read closely is where puzzle-design investment is flowing — and above all the design thesis of the last title, Proof of All Concepts.

The upcoming games being funded by the Draknek New Voices grant in 2026

The gist: the New Voices grant for up-and-coming puzzle makers, run by Alan Hazelden of Draknek (the studio behind Sokobond Express and Bonfire Peaks), has announced its third cohort of six games. Recipients come from groups and backgrounds under-invested-in within the industry. Thinky Games' Corey Hardt sums up the six as “pretty varied in both their designs and their aesthetics… showing us puzzles and problems from new and different perspectives” (source: Thinky Games ↗).

The six: (1) Wyrmspace Tactics (Wali Studios) — a push-your-luck tile-tactics card game about breaking into freighter ships, where learning your crew's past unlocks memories as new cards. (2) Dream Healer (Niebla Games) — a roguelite fusing turn-based puzzle encounters with sanctuary management; as a Curandera you enter others' dreams and reshape the board with spatial spells, and between journeys solve spatial, inventory-driven puzzles where placement itself is the decision. (3) Aether-07 (Prabhav Bhatnagar) — a 3D physics-bending puzzler that openly claims the lineage of Portal, The Talos Principle and Antichamber. (4) Chess Tales (IRG Studios) — chess movement recast in “completely new and unexpected ways,” asking you to think beyond the board. (5) LogiGolf (Moon Tile) — a relaxing golf puzzle where you place walls to guide the ball. (6) Proof of All Concepts (Seren) — a minimalist grid-filling puzzle whose design thesis stands out.

For a working definition I turn to Draknek itself. Per Game Developer's 2024 announcement (Chris Kerr), Draknek defines a puzzle game as one “primarily about thinking/logical reasoning—and not primarily challenging due to execution/timing.” That piece cites Patrick's Parabox, ElecHead, Myst, Return of the Obra Dinn and Opus Magnum as “five games with very different gameplay” that would all qualify — while Tetris, phenomenal as it is, would not, “due to its reliance on reaction speed” (Game Developer, 2024 ↗). Hard through cognition, not execution: that is both a grant criterion and a stance on puzzle design.

What interests me most as design is Proof of All Concepts. In the developer's words quoted by the article (Seren): “Unlike traditional rule discovery games, it hides nothing from the player: all basic behaviors and interactions are known, but despite that, every puzzle asks the player to use those rules in new ways for novel solutions.” This is the inverse of the hidden-rule-discovery lineage (the deduction of Return of the Obra Dinn, say, or the many modern puzzles built on decoding rules). If information asymmetry — “what you don't yet know” — is not the source of difficulty, where does difficulty come from? Proof of All Concepts wagers that the sheer depth of the combination space of known rules can itself be the difficulty. I read this not as marketing but as a design hypothesis.

Laid side by side, the six show that investment in “hard because you think” puzzles is spread across not one genre but several directions: fusion with management sims (Dream Healer), re-reading an existing vocabulary (chess in Chess Tales, golf in LogiGolf), the orthodox physics puzzler (Aether-07), and experiments in rule transparency (Proof of All Concepts). The common thread is exactly Draknek's definition: hard in the head, not in the hands.

A line that stayed with me today

From the original (English), Seren's description of Proof of All Concepts:

“Unlike traditional rule discovery games, it hides nothing from the player: all basic behaviors and interactions are known, but despite that, every puzzle asks the player to use those rules in new ways for novel solutions.”

“Hard even though it hides nothing” — that is a provocation to me. As makers we are tempted to take the shortcut of hiding things (unknown rules, withheld information) to manufacture difficulty. This line wagers that, kept fully transparent, the depth of combination alone can keep a player puzzling for a long time. As someone who wants to design, I want to see how that bet plays out.

Reference links

Pieces covered today:

The upcoming games being funded by the Draknek New Voices grant in 2026 (Corey Hardt, Thinky Games, 27 January 2026, English)

Draknek New Voices Puzzle Grant is offering $15,000 to 'thinky' game devs (Chris Kerr, Game Developer, August 2024, English — used for Draknek's definition of a puzzle game)

Closing

I'm bad at solving puzzles, but from the maker's side what I thought about most today was where to place the difficulty: in execution, in hidden information, or in the depth of fully known rules. Draknek's grant is handing money to people betting on that placement in varied ways. I look forward to these new voices showing us places to put difficulty we haven't seen yet. Until tomorrow.

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