
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 1396 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sehr cooles Spielprinzip, wenn man einmal anfängt, die Rätsel zu lösen, kann man nicht mehr aufhören...
Lots of fun puzzles that make you think hard
Mon argent n'a jamais été aussi bien dépensé.
Media

Related
Related
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 17 day-to-day chart moves that followed a price cut, against 2,502 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
Chaos and Blueprints!
On the plus side, this is a very unique take on a puzzle game, and a particularly strong recommend if you like games along the lines of The Outer Wilds and Tunic. On the negative side, an inescapable part of the core gameplay is the frustration of needing a very specific room and just not getting it, which then leads to having to start a new run all over again. I can easily see this being a strong hit-or-miss depending on the person.
GOTY 2025
i can feel my brain cells growing
Fantastic game. Avoid spoilers at all cost before/while playing.
It's true! Blue Prince is a good game!!!! The number of times where I activated some new change or entered a new area and was like "Oh my God?????" — innumerable. In the best way possible, it just keeps going!!! I also really enjoyed how the game, despite not actually showing you a single other person outside of recordings or photos, manages to gradually grow out these other characters in Simon's family and show all the quirky interrelationships happening. There are def a few red herrings, which I suppose is to be expected, and a few minor things I personally felt weren't explained, but... that's not necessarily a bad thing? After all, what is a mystery without, well, mystery? Some unsolved details, a little mystique... It's good to have something to chew on. I also really, really enjoyed the art direction and visuals. Blue Prince as a game has a lot of really cool style and flair to it, with a fantastic soundtrack and a lot of atmosphere, and a lot of really neat worldbuilding development. I really, really liked the admittedly kind of sparse conlang elements in-game and how open-ended that was, the flexibility of not necessarily having to input a solution, even though I don't think I was able to fully translate the letter. (But I got most of it down, I'm just missing a couple of like, auxiliary suffixes afaict) As someone with an interest in linguistics and conlanging, I really had a fun time with that! It scratched an itch that even a lot of conlang-focused puzzle games don't always manage. Just a really cool game overall, and I'm glad I got to experience it! I took pretty extensive and organized notes, both typed and drawn, but there were still some times I felt lost as to what I needed to actually do next to progress the story and game. A lot of the time it was just because I had missed or forgotten some small detail that clinched a few other things together, and other times I was overthinking something or had the right idea but was going about it in the wrong way. Sometimes you really do just need a nudge in the right direction. There is a good hint guide in the steam community that's super handy for early game stuff. It's great about not being spoilery while still nudging you along. For mid to late game stuff, I *hugely* recommend the Blue Prince Hint System aka Blue Paths which is a simple little website to help you track what you have or have not done yet. It was an immense help for me in keeping my momentum going even 200 hours into the game. It is, as far as I can tell, exhaustive, and will get you through the entire thing with as few major spoilers as possible (though there are a few things that are difficult to get around mentioning, especially for a hint guide that tracks your progress actively). — Trying not to be too spoilery but maybe some vague half-spoilers re: the story/ending below I did find the ending (or lack thereof) both 1) a tiny bit disappointing, and 2) something that made sense in context for a game like this—how would you even make a concrete ending without inadvertently discouraging further exploration on the off-chance the player still has a few things left to do? I think just one extra cutscene might have helped with a greater sense of closure, but also, I can't bring myself to be too bothered about it. Blue Prince is just a really cool game that does a lot of really cool things, and after 240 hours I've got a pretty good idea of how everything went down, so even then—I can look at my hint guide and see, as far as anyone knows, I have nothing left to do, and I can think about everything I did, and go, oh yeah, okay, I get it! That's what happened, cool! But in the moment it does feel sort of disorientingly anticlimactic. And to be clear I don't think it would have been "better" to have some kind of victorious reunion or emails or whatever, that's not what I'm after, and I don't think it would have been "good writing," even if I did initially think maybe we would see some of the other locations mentioned throughout the game, like the... teahouse, or the boathouse you see in one of the cutscenes, or whatever. Spoilers: you don't ever leave the grounds (which, yeah, duh, but for a hot minute I was like, "what if????" lol) I did find it a little funny that the... blue... papers, let's say... (not the manuscript) didn't really activate any kind of cutscene or change, despite earlier similar findings usually popping some kind of cutscene. It's just kind of... there. Which is wild! Like, ma'am??? Hello?? Rlly funny move though. Lady Auravei, you are absolutely diabolical (complimentary). — On a technical level, I did get a couple of minor, transient bugs mostly related to the key/button mappings, but I was also using Moonlight to stream from my host PC to my laptop, so it's entirely possible that some of my controller support issues were caused by Moonlight itself. I also got the premature drafting trophy bug, which was very funny—apparently the devs are aware of it, and it's just not a priority compared to more impactful bugs, which is fair. Other than that, the game ran smoothly, and I didn't experience any soft locks or truly major bugs as far as I know of.
I wasn't sure I was gonna like this game because of the rogue-lite aspect, but the puzzle part drew me in anyway. It takes a few in-game days to really get into it, and past that point, I was hooked and kept playing to uncover all the secrets of the manor. It's really well made, and sure, the endgame puzzles can be stupidly hard, but I guess if you made it this far,, then it's logical that the difficulty goes way up. I had a lot of fun playing this game, it's well worth giving it a try.
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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