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Related essays
Mirror Isles / Skipping Stones to Lonely Homes (2014-2015) — How Two Free Jam Games Became Two Different Escape Islands, a Decade Later
In 2014 and 2015, London puzzle designer Alan Hazelden wrote two free PuzzleScript jam games, Mirror Isles and Skipping Stones to Lonely Homes. By his own account on his website, the former is the spiritual ancestor of his 2020 commercial release A Monster's Expedition, and both games are also credited as one inspiration and starting point for Jonathan Blow's new game Order of the Sinking Star, whose demo appeared in 2026. This piece traces, using only the developer's own words, how two weeks-long free experiments fed into two very different commercial puzzle games over more than a decade.
Hitman GO (2014) — The Year an Assassin Became a Board-Game Piece
In 2014, after its console Hitman project collapsed, Square Enix Montreal shipped Hitman GO, a turn-based puzzle played across a board of nodes and lines. Born from paper prototypes, this "distilling" design method spawned Lara Croft GO (2015) and Deus Ex GO (2016), and eventually reached Steam. This piece traces the lineage of a method that turned a AAA brand into a board-game piece.
Monument Valley (2014) — Walking Impossible Architecture in Mobile's Golden Hour
Released for iOS on April 3, 2014, Monument Valley was made by a six-person team spun out of a London design agency, who turned Escher's impossible figures into architecture you could walk. Arriving when freemium apps dominated the App Store, it sold millions by betting on the opposite: paid, short, and dense. I re-read it as both a record of mobile gaming's golden hour and a node in the lineage of perspective puzzles.

