
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
why ... everything ... has ... to ... be ... *so* ... SLOOooo..... . . ......ooooOOOWWWWW!?...
ローグライクのいいところと悪いところがある。 悪いところが自分にはあわなすぎるのでギブアップです。 謎解きに必要な部屋がでないとなにもできないまま終わる。 ローグライクではあるが、初回とかでは絶対にクリアできない。積み重ねるのが前提の作りです。そして運がわるいと(というかほとんどの場合が)目当ての部屋がでなかったり行き止まりになって終わる。
Media

Related
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
It's intriguing and highly engaging. The only thing I didn't like is that after 15+ hours of playtime, the story progress gets slower, and it's hard to get the combination of rooms you need to progress. Still, it's a great game! Love the art style
A good game that ruins many of its best ideas through unnecessary complexity and excessive RNG I bought *Blue Prince* because I find puzzle and strategy games incredibly exciting, and I genuinely enjoy taking the time to understand how things work. So when the game was discounted in the store and had so many positive ratings and reviews, it was an immediate purchase for me. Unfortunately, as you can already tell from my review, I did not enjoy the game overall. I will gladly explain why. However, I also believe that whenever you criticize something, you should mention the positive aspects as well, because they are part of the full picture. It is also unfortunate that Steam does not offer a neutral rating option, because that is honestly where this game would belong for me rather than receiving a completely negative rating. But let us start with the positive aspects. **Positive:** The first ten in-game days are incredibly exciting and engaging. You absorb every detail and write things down in a notebook because you want to understand what everything means. That is genuinely fun, especially when you begin unlocking upgrades and feel as though you are actually making progress. The music and atmosphere are probably the best parts of the game. Whenever I travel “underground,” the change in music is incredibly dark and atmospheric without being too loud or overwhelming. It is simply a pleasure to listen to. The core gameplay mechanic is also interesting. You gradually gain more options and become better at understanding how certain systems work, such as using the keycard with Security. That gives the game a good amount of apparent depth. One of my personal favorite moments happened in the very first room I entered, the Den. The first thing I noticed was the chess piece. These small details later becoming relevant to puzzles genuinely impressed me. I was surprised that something so minor had actually been taken into account. As I said, everything feels exciting and wonderful at the beginning. It is a little like dating someone new: during the first phase, you tend to see everything in a positive light. Eventually, however, you find out whether you are actually compatible. And I am sorry, *Blue Prince*, but you are an enormous red herring that can become extremely frustrating. At least that is how the game felt to me. **Negative:** The game’s overall structure is incredibly exhausting. I understand that puzzles are supposed to be difficult. However, after around six hours and after repeatedly asking ChatGPT for help because English is not my native language, I found the 44-letter puzzle incredibly player-unfriendly and unnecessarily complicated. In my opinion, it was not even especially creative. Building further puzzles around individual words that must be extracted in order to solve something else, such as the puzzle in the Drawing Room, was the final nail in the coffin for me. It was one of the most trial-and-error-heavy puzzles I have ever encountered. A single word is supposed to explain how the puzzle works, yet even after noticing it, there are still four possible interpretations. There is a limit to what can reasonably be called a puzzle and what is simply an attempt to make something unnecessarily complicated. Even after understanding the solution afterward, I still did not feel that the puzzle needed to be designed that way. The excitement of the first ten days also gradually turns into an unnecessary RNG festival. Why do I feel that way? I personally enjoy planning my route through the mansion, and I also figured out how to enter the Secret Garden. At one point, I had already crafted the Power Hammer, and I wanted to test whether it could destroy the apparently fragile wall in the Secret Garden, since the normal hammer does not work. But what do you need to test this? An absurd amount of luck. That is not enjoyable. Yes, I understand that there is a room where you can store one item. That is helpful, but it is not enough. To craft the Power Hammer alone, you need three items and one specific room. You also need the storage room. If you do not find everything during the same run, you then have to find the room again to retrieve the stored item. After that, you still need to obtain the Secret Garden key during that run, use the key on a locked door connected to an orange room, and make sure the entire setup appears on either the far left or far right side of the mansion. Saying that you cannot lose in this game may technically be correct, but the game still contains an unnecessarily high and extremely player-unfriendly level of RNG. The same problem applies to the chess pieces I mentioned earlier. Whether you can solve that puzzle is random. You may have to spend nine in-game days waiting for one specific room to appear. That is simply a bad game-design decision, and it absolutely deserves criticism. Not everyone wants to invest more than 100 hours into a game or spend 20 hours trying to obtain one specific thing a single time. Once you have progressed far enough, there should be systems that make certain objectives easier so that an unsuccessful day does not constantly feel like completely wasted time. Blue Prince* is fundamentally a good game, but it makes so many things unnecessarily long and tedious. It is refreshing to see a game like this in the current market, but the experience becomes even more frustrating when English is not your native language. For example, the word “tier” caused confusion for me because “Tier” means “animal” in German. I first had to stop and think about what the game was even referring to, because that English meaning is not something commonly used in my language. Why could some of these elements not have been simplified slightly? Not everything needs to be unnecessarily complicated. The game clearly has a specific target audience, and there is an enormous amount of love and attention to detail behind it. However, it lost me because so much of the experience felt artificially stretched. Many sections could have been designed in a simpler and clearer way without hiding everything behind a single word while still leaving you with only a 25 percent chance of interpreting it correctly. That was genuinely one of the worst puzzles I have ever seen. I am now going to watch a speedrun because I would still like to see everything the game has to offer. After that, however, this chapter is over for me. Unfortunately, the developer is as well, because I do not feel that the game respects my time. That is especially disappointing because *Blue Prince* clearly contains a great deal of passion and attention to detail.
I love a lot about this game but I'm also conflicted because the gameplay loop is great at the start, but now it's becoming frustrating and a grind. Pros: [list] [*] Not a wiki game, I've never gone outside the game to solve anything. [*] There is quite a lot of intrigue building as you progress, you think it's about one or two people at first and it stretches out from there. [*] A progression of puzzles as the game unfolds exactly like regular game player progression. [*] One of a kind. [/list] Cons: [list] [*] No saving in the middle of a run. [*] The roguelike element is it's beating heart but it's the thing I dislike the most. It's utterly frustrating to know what you need to do to progress or complete a puzzle but you need the stars to align in order to complete it. I'm near the end of my tolerance. [*] I'm getting the feeling that when you're done with the game, you will never revisit it. This game is all discovery and puzzles. [/list] I would recommend this on sale only as it stands. I'm happy I experienced the game but gambling on progress can be the most frustrating thing to do with my time.
♥♥♥♥♥♥ frustrating random boring game with broken game design. Absolutely not worth the hype. Definitely not "must play". Another critics L. Will try to return my money.
A combinação perfeita de puzzles com roguelite acompanhados de uma história incrivelmente fascinante em que, a cada novo quarto que você descobre, novas informações aparentemente modestas se conectam com as já recebidas e compõem uma trama complexa e cativante que vão muito além do seu objetivo inicial de encontrar o quarto 46. Fazia tempo que não jogava um jogo que me deixava com essa sensação agridoce ao terminar, se ao menos eu pudesse esquecer tudo sobre Blue Prince e ter o prazer de jogar de novo pela primeira vez...
The game that dares to ask: what if Noita, but without fun parts? And I hate Noita.
J'ai attendu d'atteindre la vraie fin du jeu et d'obtenir tous les succès avant d'écrire une review. A présent, je peux dire sans hésitation que c'est l'un des meilleurs jeu auquel j'ai joué. C'est un mélange entre Myst et le genre du rogue lite qui est hyper innovant et dont je n'imagine même pas l'enfer que ça a du être pour le développeur de mettre en place toutes les énigmes du jeu. Blue Prince fait partie des jeux - au même titre que Outer Wilds - dont il est impossible d'en parler concrètement ans le spoiler ou du moins d'en gâcher le plaisir de la découverte. Tout ce que je peux en dire c'est que plus on avance dans le jeu plus on est intrigué par le manoir, puis par ses énigmes, puis par son histoire, puis enfin par une question. Le plus paradoxal avec ça, c'est que le jeu récompense le joueur de moins en moins, et c'est pourtant ce qui m'a fait encore plus adoré Blue Prince une fois sa fin atteinte et malgré son goût amer. Par contre il est nécessaire de savoir trois choses avant de jouer à ce jeu : (1) le jeu est uniquement en anglais et un nombre important d'énigmes obligatoires reposent sur des jeux de mots en anglais. Il est donc parfois nécessaire de s'aider de WordReference ou même carrément d'aller voir des indices que propose la communauté sur différents hub. (2) En plus de cela, les énigmes peuvent parfois être très dur et surtout il est parfois difficile de faire le lien entre certains éléments. Là dessus je conseille vraiment plus que tout les joueurs de ne pas avoir honte d'aller voir d'aller voir des solutions ou des indices pour avancer dans le jeu (surtout l'énigme Still Water qui était monstrueusement peu évidente). (3) Enfin, je vous en conjure, ne vous arrêtez pas après avoir atteint les crédits de fin du jeu, le jeu ne fait que commencer et je n'exagère rien. La première partie du jeu peut facilement se terminer en 15h ou moins, il m'en a fallu 100 pour obtenir la vraie fin. Ne pas, au moins, essayer de continuer après les crédits de fin serait de passer à côté de 80% du contenu du jeu, et en plus de ne pas connaître la véritable histoire du jeu. Alors essayer d'avancer après les crédits de fin, même si c'est avec une solution, même si ce n'est pas pour aller au bout ou même si c'est pour finir par regarder un lets play à la place.
every thing about this game is a boring chore. Puzzles are easy but extremely unsatisfying and get you just .00001% closer to having to solve more bs. The fact that it has such high praise is quite embarrassing and makes me wonder if any of these people have actually sunk their teeth into a decent game. Seems like mass hysteria coming from the person with a 20 page google doc of notes for the game.
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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| — | 0 | — | — |