
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 turned out to be such an amazing, incredible, and mind-blowing take on the puzzle and rogue-like journey. RNG is a beast all its own, and any plans you make for a run can quickly change to other objectives. The goal is to get room 46, but you are guaranteed to find other things to solve along the way, and there is no way to know what will help you open that door or will lead you to other secrets. It required me to get a notebook to solve things and keep track of stuff I thought would be important, and it took me back to having to do that as a kid playing Myst. Beating the game is just the beginning (if you want it to be). This is technically my second time playthrough it, though this time I'm in it to find out every single thing I can, and I've found it just as riveting as the first time I played it on console. Plus the addition of some accessibility features like not having to hold to run has been wonderful for my hands.
Very fun puzzle game, hampered by frustrating drafting mechanics, that only get worse as the game goes on. The game is too RNG heavy, and the developer should have really put hidden mechanics to increase the likelihood of relevant rooms appearing, or a pity timer, to prevent the potential of you going 10+ runs without any progress due to the specific combination of rooms not appearing.
The "game" I finished was good. Should I say, I stopped once I realized after the THIRD successful house completion that it was impossible for me to complete the run due to RNG I never overcame...And that each run would result in such a failure unless I rolled for it inevitably. The concept of making a puzzle based dungeon building rogue-like is fascinating to me. In a lot of ways they got it right. This is the presentation, the visual story telling, the early on "a-ha!" moments, set pieces, and very generally/broadly the progression mechanics. Unfortunately, you as the player can do everything right and fall incredibly flat; whilst having little to no ability to retry or reconfigure your luck without starting anew. I've read a handful of the reviews here, and anyone arguing that you can directly overcome these gimmicks - especially early on - is lying to you. And it's not a challenging "get gud" issue. It's just straight up luck. Luck where you won't know if you hit the jackpot until an hour later once you've finally reached the deepest chamber; only to realize you're missing a key piece that never unlocked for you. There is no save system here, outside of a few niche mechanics at play that you unlock as you complete lateral puzzles less directly tied to the game's first story. This is why a lot of people get torn up on this work as a whole. Parts of it are award winning. The rest of it is masochistic and self flagellating in order to pad out a story which is neither rewarding or imminent. I do think there are parts of Blue Prince that are deeply engaging and worthy of sincere appreciation and investigation. Why the Devs found the need to then blow the foot off of curious onlookers mid journey makes no sense to me. I've played many puzzle games throughout my life. There is the DNA of Myst, with some crazy multiple story over-arching thematics akin to something like Antichamber or Blake Manor or Obra Dinn, with The Witness interactions reconfigured as a build your own Cube (1997) escape room. It SHOULD be a game in my top 10 given this overlap. Ultimately this work about time and space respects neither of yours. It soils what could be an incredible work by not allowing for knowledge influenced direction or mechanical autonomy in a substantive way. Only go in if you're willing to be a slave to its rules, under its conflicting - confusing - red flags and various misdemeanors against knowledge's progression as its new standard. Blue Prince at its core shifts from historical/occult bewilderment into frustration and tedium once you learn its tricks. The journey to test out theories or lines of gathered information just wasn't worth it for me, and I would argue that I'm a target audience member for such a game. Shameful, and I'm sad I'm unable to recommend it to most people.
This game is a huge waste of time, I dont know why its so popular.
wanted to like this but, honestly, it's a bit dull. maybe my expectations were high due to the praise the main issue: there is never really a payoff. seemingly big revelations illicit almost no reaction and didn't keep me curious or make me care at all. i actually love the style of puzzle solving the game offered, but like man, the content matter is just so bland (imo). i'd recommend trying to research spoiler free info about what the narrative actually entails before buying
This generation's puzzle game
Too RNG heavy.
incredibly repetetive for a game with puzzles you solved in your head 4 hours ago
The fact you cannot save mid-run is a major issue. So unless you have one hour, or even up to 90 minutes spare in a sitting, you will be quitting the game and losing your existing, and lots of future progress potential at the same time. This appears to be a very RNG heavy game so having to concede vital progress could be the difference in finishing the game after 20 hours or dragging it out beyond 35 because you couldn't save.
One of the most creative, challenging and observational puzzle games I've ever played