
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 1317 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I remember the hype around this game being absolutely insane, everyone talking about how amazing it was and how deep and interconnected everything is. How the puzzle was truly satisfying and once you figured everything out you'd be amazed and feel a sense of accomplishment. There are hundreds of reviews for this game that all say the same thing. I really really believed them. I really wanted more than anything to like this game. It's not true though. Every single puzzle in this game will be solved the first moment you lay eyes on it. You'll look and see that theres an easy basic puzzle that merely demands that you get a specific item, with a specific room. Or two or three specific rooms in one day, or god forbid lay out three rooms in a row. You'll know the answer for hours, and you'll just go through run after run where you dont get the items, dont get the rooms, don't get them in the right order. You'll spend run after run hyper focusing on this one riddle that you really believe is going to be a milestone, and when you finally find it- it'll be hint 1 to a puzzle you solved 10 runs ago when a room gave you the final hint first. You'll do this with nearly every puzzle. This game is designed to do one thing only, waste your time. from the snails pace of walking to the complete lack of any interactivity in 90% of the maps on the game. From the fact that there are like 20 separate 4 code combination lock codes in this game and none of the hints will ever EVER tell you which is which, so even once you have all the combos you'll be trying them on different safes till you're blue in the face. This game has nothing to offer you, you'll know whats in the final room for days before you are merely allowed to draw the right rooms in the right order to walk straight to the end, and when you get there you wont be satisfied, you'll just be so grateful its finally over.
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Related
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 2,400 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
This is a great, deep game if you have the patience and commitment... me however, everytime something new comes up I'm often left sighing at what a chore/grind it will be.
One might assume that puzzle games are about solving puzzles. In this game, however, it is about praying you get the combination of rooms to even have the opportunity to solve a puzzle. Most solutions are "find this memo that gives the exact answer, then get this particular combo of rare rooms to actually enact it," not something that requires any actual problem solving. If, like me, you had the impression this was some masterpiece filled with cool meta puzzles, it is, unfortunately, not. It is a casino where you may hit the solution to a puzzle, but, unfortunately - forgive the pun - the house always wins. It's simply not worth the time you'll spend rerolling layouts, hoping for progress.
someone else posted this review elsewhere and i feel like it sums up my thoughts well: 'There are a lot of things that go into making a good puzzle, and I'm ne expert; I by no means know what they all are. But IMO a critical one is minimizing the time between figuring out the solution and demonstrating knowledge of the solution. This can make or break escape rooms for me; a bad escape room will have a puzzle that gives you a 4 digit code, but has 10 locks that could take it, so you have to spend time trying it everywhere. A good room will communicate exactly which lock it goes to. By and large, Blue Prince fails this metric spectacularly, by design, through inclusion of the rougelite mechanics. I don't think that in and of itself is inherently bad; rules can and should be subverted at times! But it does limit the audience of the game. From a rougelike perspective, it adds something not many roguelites do - the stated objective isn't always your objective. In a typical rougelite, you're always trying to build the best possible engine to get you as close to the end of the game as possible, while here, your ideal engine can change depending on what you're doing. But the flipsidu is that liking puzzle games is not sufficient to like this game. The game requires you to love (or at least enjoy) the rougelite element, not merely tolerate it, because figuring out what needs to happen only gets you your new objective.' this game is constantly trying to compare itself to myst and inscryption. unlike inscryption however, the gameplay isnt fun unlike myst however, the puzzles arent that deep What this game needs is a LOT more ways to permanently improve your progression. Because it has a few, but not enough that make me give a ♥♥♥♥. Or if it does, it locks it behind winning the lottery 8 times in a row.
you need too many cards in the same run with very few ways to control the rng, as well as tons of gems and keys. it becomes a hamster loop around day 20 of you doing the same thing over and over hoping you get a good draw. i went in blind and I've leaving just as blind
I been getting motion sick ONLY SINCE LAST UPDATE, tried adjusting settings but nothing helps :( So despite my love for the game, I would not recommend it for people with motion sickness like me can no longer enjoy it.
bulmaca değil şans oyunu 50 oranlı kupon tutturmak istediğin odayı çıkarmaktan daha kolay
I genuinely thought I would like this game; I like roguelikes & I don't mind puzzle games as long as they have something else going on, and my wife has really enjoyed it, but here's the thing: I do not have huge chunks of uninterrupted time to devote to playing one video game. I barely have SMALL uninterrupted chunks of time for this purpose. YOU HAVE TO LET ME SAVE AND COME BACK TO A RUN, or I cannot play your game. Being forced to abandon a run if I want to turn my computer off and, like, pay attention to my dog and eat dinner and get ready for bed before I start using my computer again (if I start again at all!) is a HARD no for me. So often I have 15 to 30 minutes at a time for stuff like games; so what if someone Else might savescum? So what if *I* want to savescum? Who CARES? And even if you do care, why does "let me quit in the middle of a run and come back to that same run later" have to be 1:1 equivalent to "allows easy savescumming"??? This was a SOLVED PROBLEM back when Harvest Moon: More Friends of Mineral Town for the GameBoy Advance was brand-new. MANY GAMES SOLVE THIS PROBLEM, often by including a type of save which forces a quit to the menu when you do it, and which is removed from play once it's loaded. Was this, like... considered? Could you consider it again? Please? Genuinely please?? I would love that??? Stuff like this reminds me so viscerally of how differently other people live their lives. I don't... dedicate... indeterminate lengths of time to any video game. I have other stuff going on in my life; and I like video games a lot! I would like to experience this art, which is experiential by nature & can't be fully understood by watching someone else engage with it! I think I would get a lot of enjoyment out of it, but I absolutely 100% cannot play it because "person who enjoys games like this but does NOT have time to commit to an entire run of indeterminate length at any given time they'd otherwise like to sit down and play" was somehow not a type of person that's on this developer's radar at all...? I say "was" because I assume if they're paying attention they've seen critique like this before & might even be tired of hearing it (??? or are working on a patch? She asked, hopefully??) I really would like to try this out sometime, but for now, and I can't believe I'm saying this; I let games hang out in my library indefinitely all the time, even when I don't particularly plan to play them again or at all, but for now I have to refund it because, like. I thought I was buying something I could pick up and put down pretty easily, and there is a HUGE and shockingly inconvenient stumbling block stopping me from doing that! Ouch...!! :(
This might be one of the best puzzle games I've ever played. I do believe that it has flaws (many of them even), but to me the positive experiences far outweighed any of the negative ones. I will say from watching others, that the amount that a person is likely to get "stuck" while playing is drastically dependent on what just "clicks" with that person, and I think that most people would probably prefer to use a Hint Website or play with friends so that you can bounce ideas off one another.
Glorified slot machine. Sod off. Edit after an additional 38 hours: I managed to get a second 'ending', if you want to call it that. It's a really neat game. I'm happy it exists. I also utterly despise it. The gallery made me want to bash my head against solid concrete. Having a waiting puzzle where I had to wait 44 minutes is bloody awful. I don't want to see another ♥♥♥♥♥♥♥ Mora Jai box in my ♥♥♥♥♥♥♥ life. The game is still a slot machine.
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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