
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.
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 | 20.2Kreviews | 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 1388 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Une véritable pépite. Moi qui de base n'aime pas les jeux à énigmes, celui là sait me tenir en haleine.
Creative puzzles, a mission in an old mansion. What is not to love?
muito bom
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is amazing. There's a lot of content here and reaching it requires a lot of lateral thinking. Many puzzles are not required to finish the game so you don't really need to complete the hardest ones if you're not into it (some of them are hard as hell). Music, story and atmosphere are great too. This should be above 95% recommended rate. I can't seem to grasp why it's where it is right now.
Blue Prince is delightful. It’s sort of a mashup of Slay the Spire and Myst. And it has a moving story. (It’s the second puzzle game that actually made me teary eyed at the end–the first being Outer Wilds.) Reaching the credits made me feel like I achieved something. (And for those that played, I reached there on Day 12 with exactly one step remaining! Wow!) And then I watched the story I’d been reading come to life in a wonderful cutscene with a moving score and voice over, and just felt that they’d made a perfect little game. – The premise of Blue Prince is simple enough: You begin in a room with three doors. Opening one reveals a slate of three rooms to choose from. Explore/build the house room-by-room, find the final door, and win. It starts there, but hidden behind that straightforward premise is an expansive Myst-like world explorer game, and a rich, mysterious, emotional story. The story in particular surprised me. – Again, the basic goal of the game is to make your way to the far end of the manor. And it’s totally possible (and in fact almost certain) that you will make a home with no path to that room. Your job is to strategize and gamble a bit to make a path anyway. What sorts of rooms can you draft? All sorts. Bedrooms, hallways, dining rooms, kitchens, and all sorts of esoteric rooms you’d expect to see in a lavish mansion. Grand halls, aquariums, pump rooms, and more. Rooms with better connections cost more. Rooms with fewer connections tend to have more resources, and dead ends have the best resources. And there are special reasons you’ll want to draft rooms beyond just resources, so when drafting there’s this fun “push your luck” quality to it. How much do you spend, and when and on what, to get to that final room? Perhaps I just cut my losses, focus on rooms that advance the meta-progression or puzzles I’m working on and ignore the final room? There’s a push and pull decisionmaking to it that’s classic Rougelike stuff and works very well. – Rooms contain puzzles, many more puzzles than first meets the eye. To beat the game, you’ll need to play through a Myst-like world exploration game, and complete large-scale environment puzzles to open secret passageways and elevators and other things you’d expect from such a game. You’ll also need to solve lots of smaller puzzles. To take one simple example, one of the rooms you can draft is the Parlor, which asks you to solve a logic puzzle. The puzzle is different every time you draft the room, and increases with difficulty every time you draft it. Successfully solving it rewards a decent amount of resources. Beyond that there are combination-safes to find, and larger meta puzzles to figure out, and puzzles that don’t even look like puzzles to solve. The difficulty to make it to the credits was, for me, a fair bit easier than Outer Wilds, but I am not complaining–and probably just got lucky. I did not need to look up a guide for this game, but I did for Outer Wilds a couple times. – The story is excellent. Unlike many other games which drown the player in text, Blue Prince doesn’t. Text, where it exists, is pithy. There are a couple longer letters, but for the most part, the story is told in post-its and clippings and short messages and images, and the very occasional cutscene. You’ll discover that some… bad things happened in the past, in this mansion and the land it's set in. You’ll uncover a disappearance mystery, and a political thriller. And weirdly, a children’s book sits in the middle of it all… A delightfully written children’s book, I might add. The writing in the game as a whole has the pithiness of a child’s book. Every line seems to rhyme, or have a double meaning; every word seems to be particularly placed, just like the name of the game itself (Blue Prince, blueprints, get it?) and its chief mechanic (drafting, see?). Words are not wasted here, and you are rewarded for paying attention. (Other games, particularly RPGs, should take note. More words is not better.) Also, Blue Prince's story also takes swings on a couple deep, challenging topics. There's an undercurrent of discussion of fascism and censorship and leadership that, while it isn't resolved (at least so far; not before the credits rolled), I appreciate that the author seems to have something to say. – I loved this game and was surprised at how it sucked me in and compelled me to keep playing. I was surprised by the rich story and the mystery under it, and the overall sheer quality of everything I’m seeing and hearing. (I should have said how good the music is!) Few games are made with this attention to the player’s experience, with this level of polish and quality in every frame. Also, like any good Roguelike there’s an entire endgame on top of it, including a challenge mode. There’s a deeper story too, or so I hope! I’m very interested in playing on and discovering more! I think I’ll do that… right now. Blue Prince is recommended.
Superbe jeu de reflexion. Très bien pensé. Le temps passe sans qu'on s'en rende compte.
[h1]A blue game[/h1] Blue prince es un rogue-like en primera persona de puzzles y misterio. Exploramos como Simon P. Jones, el protagonista de esta historia, y sobrino de Herbert S. Sinclair, quien nos va a heredar su casa, bajo la condición de encontrar la habitación 46 en su casa de 45 habitaciones. Esa es la premisa inicial, pero el juego tiene muchisimo más que eso y no voy a dar ningún spoiler. Honestamente, este es uno de los mejores juegos que haya jugado. Punto. La forma en la que va construyendo la tensión alrededor de la trama es sublime, y los puzzles son impecables, no tienen falla alguna. Me he tomado unas 100 horas más o menos para hacer todo lo que hay para hacer en este juego, y si tengo que darles un consejo es lo siguiente: NO GOOGLEEN NADA y TOMEN NOTAS . En este sentido es como Outer Wilds, el juego está profundamente basado en tu conocimiento. Tras completar el juego, mis notas han llegado a alcanzar las 800 lineas. Ahora si, tenemos un problema: para jugar el juego, SI O SI TIENEN QUE SABER INGLÉS. Y es un dealbreaker, el juego no tiene traducción y honestamente creo que traducirlo a la perfección seria imposible. Varios puzzles dependen de cómo las palabras se escriben, cómo suenan en inglés, etc. Si no tienen fluidez con el inglés se les puede dificultar, y un diccionario a mano siempre viene bien. Este juego es TAN especial, que tras haber 'completado' la historia, sentia que extrañaba el juego, que me hacia falta, a pesar de haberlo dejado de jugar 5 minutos para descansar del achievement hunting. El mundo es espectacular, y los personajes están muy bien escritos, se sienten como personas reales. No puedo creer que este juego no haya ganado el GOTY, porque realmente se lo merece. SIgo esperando la siguiente actualización (falta una). Y aún hay un par de puzzles que la comunidad no ha logrado solucionar. Este juego se ha ganado un lugar muy especial en mi corazón y no lo voy a olvidar jamás. De vez en cuando volveré a jugarlo exclusivamente por diversion. Nota: Ojo, que este juego no es para cualquiera tampoco. A veces los puzzles se vuelven muy complejos, con muchas capas, y eso a veces requiere tiempo para sentarse exclusivamente a leer tus notas. Y además, siempre está el elemento roguelike del juego, lo cuál hace que la progresión no sea lineal ni estable. La casa cambia en cada run, por lo que un dia puede que avances mucho, otros nada, y otros puede que avances en otros puzzles, y no en el que te estabas concentrando. Yo le doy un 10/10 . Es efectivamente una obra maestra de game design, de writing, y de banda sonora. Yours truly. Ovinn nevarei.
Brilliant puzzle game. Shame that most of the puzzling is more RNG management than puzzling, but it was still very enjoyable, and I loved the atmosphere and the storytelling within the rooms.
Рандом победил меня в этой игре. Концепция поначалу показалась интересной и свежей, но на деле в это невозможно играть. Какая-то казиношная рулетка, а не головоломка. После трёх попыток втянуться, понял, что просто трачу время на переигрывание одного и того же. Любителям классического квеста рекомендовать такое не могу.
Best Game Ever
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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