
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?
Most likely between $10.2M and $29M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 86% | approximately $17M |
| PlayStation | $29.99 | 84% | — |
| Xbox | $29.99 | 76% | — |
| Nintendo | $17.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $12.30 on Xbox · Türkiye (−59%). Compare 21 prices in 15 markets →
Reviews
Themes across 1404 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
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.
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.
This is masochistic nonsense. I was under the mistaken impression that this game as about COLLECTING room blueprints and making runs with the limited deck of blueprints, gaining new blueprints and abilities each run. Ya know: roguelite stuff. Three hours in: no advancement. Everything resets every run. This wouldn't even be fun if you converted it to a tile-based "board" game and removed all of the painfully slow animation and godawful walk speed (yes, I know where the "run" button is). Literal waste of time. Very disappointing, and not nearly as clever at its developers and professional reviewers think it is.
If for some reason you are like me and would have great trouble taking notes while playing games... stay the hell away. I started playing and it recommended I use a physical pen and notepad to "jot things down" and I quickly learned there's a HUGE amount of information you will have to keep and slowly decipher game to game with no in-game way to do ANYTHING. This took this game from a fascinating looking game to an unplayable nightmare. I'm sure it's fine for regular people *shrug*
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.
The end is never the end.
The concept of Blue Prince seems very cool, but the practise of it is unfortunately just frustrating and boring. I love the atmosphere, the puzzles are intriguing and I want to see more, the art is very pretty; everything about the game that isn't the gameplay itself seems great from what little I've seen. The problem comes when you've spent 20 minutes walking around, waiting for tiny pickup cutscenes over and over, drafting no rooms with keys and then all your available doors require keys, or you don't have any gems, so you can't draft a room with open doors in your only remaining door, or anything similar. This sort of soft lock would be fine if there was actual gameplay in the rooms other than the occasional environmental puzzle and so you were actually doing something while building your floorplan, but as it is the average room has little to nothing to do in it other than watch an unskippable 3 second cutscene of picking up a key or a coin or other item. The end result is that of the three and a half hours I played somewhere between half and three quarters of it felt like it was spent walking around doing nothing until I arbitrarily ran out of resources or doors to draft new rooms on (or both at the same time), at which point I would be forced to reset and spend more time just holding my W key down with no gameplay going on. The rest of it was interesting and I want to see more, but I don't want to play walking simulator to get to it.
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
I loved the premise of this game and first 10-15 runs while I was slowly discovering the mechanics of the rooms and little bits of lore. But eventually it grew stale. It's just pure RNG and there is very little skill involved. It's like flip the coin "tails" 50 times in a row and start over each time it goes "heads" and also the flipping is in slow motion with no ability to make it quicker. Considering how much this game is statistics and luck reliant I wish there was an "easy mode" that gives you more gems/coins/keys and maybe some hints for the puzzles. When I got to some that I couldn't even understand what I am supposed to do, I kind of checked out. I don't want to grind the same run for a month. I think the game like this should be solvable in 10 hours. When I found out from other reviews that finding the room is not even the end of it, I can't in good consciousness recommend this game to anyone but hardcore puzzle fans who have A LOT of free time.