
Welcome to Mt. Holly, where every dawn unveils a new mystery. Navigate through shifting corridors and ever-changing chambers in this genre-defying strategy puzzle adventure. But will your unpredictable path lead you to the rumored Room 46?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 9.86/day in the week to Aug 23 → 14.29/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 20.1Kreviews | 86% | — | $17M |
| $17.99−40% | 12.6Kratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1329 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a difficult game to review. The first half is 10/10, no notes. The second half quickly becomes an exercise in soul crushing frustration if you don't have the exact brain of the puzzle designer. In the beginning, the game presents you with problems, and those problems have an immediately apparent path to the solution. You don't know the [i]answer[/i], but if you consider what you [i]do[/i] know, you have a pretty good idea where to look to find what you need. For example, you find a blocked path. From the blocked path, you can see another entrance to the area. By the time you've gotten there you've probably already found a few likely candidates that could logically hide an entrance. Investigating those will in turn point you toward their own solutions. If you're struggling, there are hints throughout the house that might nudge you toward something you might have missed. Those puzzle feel immensely satisfying to solve. Exploring the house is [i]fun[/i] and every run presents you with new information, new threads to pull. In the second half, the design flips. The game stops presenting you with puzzles. It presents you with coded hints and tasks you to [i]find[/i] the puzzles. These hints could mean any number of things. They often mean [i]different[/i] things for different puzzles. Some puzzles have multiple hints, and the quantity of hints available seems to have no correlation to how difficult the puzzle is. After hours and hours of trying to roll the correct RNG to open a hidden area you'll find your 7th hint for a puzzle that you solved 20 hours ago simply by seeing a breakable wall and thinking 'hey maybe i can break that wall'. Conversely, some hints apply to multiple puzzles. Sometimes only part of a hint applies. That means you can never, at any point in the game, delete a hint you've already used, because you don't know for sure that it won't [i]also[/i] be critical to solving another puzzle. By the end of the game you're staring at a stump and running line by line through your notebook trying to invent ways that the hundreds of vagueposts might obliquely refer to said stump, with no idea if you have all the information you need to solve the puzzle, or if the stump is even really part of a puzzle to begin with. The inputs for some puzzles are intentionally obscured so you don't find them by accident, meaning you can [i]know the answer to the puzzle[/i], sweep your cursor over the interactable and be convinced you misinterpreted something because no interaction point popped up. In the most egregious example, and I'm not going to spoiler this because the devs deserve to be tried at the Hague for designing it: one puzzle implies that you maybe have to solve a riddle and find a particular object. There's a place right next to the riddle where a specific object could go to accomplish something. There's no interaction point, but interaction points don't appear unless you have the necessary item in hand, so that's nothing unusual. You can search for hours for this object and find nothing, because the [i]actual[/i] solution involves waiting [b]40 real-world minutes[/b] of the only life you have on this earth staring at a concrete wall. That's it. You just have to throw out any preconceived notion that the devs don't actively hate the player and try it. Maybe it will work, maybe you're hallucinating, the only way to know is to try [i]e v e r y t h i n g.[/i] When you finally do stumble on the answers, you don't feel smart, you don't feel satisfied, you just feel like you finally guessed the number the dev was thinking of. In terms of mechanical design, the tight resource balance also falls apart in the latter half. You can gain piles and piles of allowance giving you near infinite money to spend on food you don't need, while you always have to fight tooth and nail to find gems and keys. The house doesn't get meaningfully easier to navigate even after you've solved 90% of it. You end up having to spend one whole day hoping you find rooms that let you start the next day with resources, then hope you get the specific RNG you need on the [i]next[/i] day to do what you actually need to do to test a theory. For a mid-game example, to get all the [spoiler]classrooms[/spoiler], you need to roll a certain room in the [spoiler]outside room[/spoiler]. Each of these requires a gem so you most likely have to start the day with a whole pile of gems or else you'll run out of gas. So you spend a whole day trying to accumulate gems and hoping to find the rare [spoiler]freezer[/spoiler] to bank them for the next day. When the next day comes, you have a choice. Do you hope to randomly roll the room you need in the one shot you have? Or do you explore the house a little first and try to find some dice? Enough dice would guarantee you could get the room you need, but you're using up space, gems, keys and steps in the process, meaning you're less likely to be able to finish out the house once you do pull it. And once you finally, actually do it, [spoiler]surprise timed pop quiz, hope you have your notes in order or else you have to do it aaaaaall over again.[/spoiler]. This is a dance you'll have to do over and over and over again even after you conclusively know what to do just to execute the solution. If Blue Prince stayed even remotely consistent throughout it would have easily been my game of the year, but the unraveling second half just left me with a bitter taste in my mouth. Which is probably an oblique reference to the number of almonds in a recipe in the kitchen when it's drafted in a corner at 2:15 on a Tuesday that contains a hint if you read every second letter converted through a rot-8 cipher.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Same day: best AU #50, worst UK #79 · 4 markets collected
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $29.99 |
| 3.4Kratings |
| 76% |
| — |
| not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game has a very original design and a great atmosphere. The way the rooms work is interesting and it is fun at the beginning. However, it requires too much grinding and relies too much on RNG. Also, there are no real puzzles in most of the runs, because simple tasks like darts or the three boxes do not feel like true puzzles. After a while, the game becomes repetitive, boring and frustrating. It is a pity because this game had a lot of potential to be much better.
Too repetitive, grindy and boring to play.
You will be only just intrigued enough by this game to go past the point where you can't refund it anymore, and then it forces you to slowly walk through the same rooms over and over and over again. In a twist of cruel irony, the RNG gimmick that makes it more than just another exploration puzzle game is also the gimmick that prevents it from being fun to play. Strip the gimmick away or speed it all up to improve it and it is still just an utterly mediocre, dull puzzle game. I don't understand how this got so overrated in the first place. I will give credit to world building and atmosphere, though even there the game falters in many aspects with immersion-breaking anachronisms and oddities. I suppose it might all be explained in-universe if you can be bothered to torture yourself until RNG solves the puzzle for you but i tapped out after only 5h. Judging by other negative reviews, it seems like some end game puzzles were not even possible to solve without brute forcing / data mining. I'm glad i didnt waste more of my time on this.
as a puzzle game with drafting mechanics, I love it. But a combination of getting robbed on a great run. (not much of a spoiler, more a recomendation:[spoiler] opening the door to room 46 ends the game the 1st time. spend your steps/keys/items before you do! [/spoiler]) And then there's a bug or two that will make you sit and wait and do nothing for 20 minutes, multiple times. (appearently this is a bug, if your system is in US time zone this should be better?...) [spoiler] The time lock safe in the shelter is b.s. I'm typing this as I'm waiting for am/pm guess number 3.. just make me enter the date and lock me out for 5 minutes if it's wrong.... [/spoiler] It's a lovely game, fun puzzles, great feeling of progress. But this game does not respect your time.
its a real thinker. only buy this game if you: a) like to think b) have time to think c) have excess mental bandwidth do think with
Rogue-like puzzle game. Sounds good, but unfortunately writing is not engaging at all. And you have to wade trough a lot of it. It also can be frustrating to have to try multiple times to solve something, because of bad rng.
3 keys, 46 locked doors. Riveting.
Un ami n'arrêtait pas de me parler de ce jeu et je comprends totalement. Blue Prince peut être frustrant oui, mais surtout addictif, d'autant plus quand on aime résoudre des mystères puisque tout le jeu tourne autour de ça. La DA du jeu est une pure réussite. Cette réflexion sur l'agencement des pièces et de la gestion des ressources impose du joueur qu'il développe une vraie maîtrise de ces éléments. Puis, à la différence de beaucoup de jeux où on fonce dans le tas, il faut dans ce jeu tout planifier à l'avance! C'est propre, c'est exigeant, tout ce qu'on demande quoi. Period.
incredibly repetetive for a game with puzzles you solved in your head 4 hours ago
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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