
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
Too repetitive, grindy and boring to play.
strongly compelling even from the premise, with a surprising amount of sentimentality to be found in it when you allow yourself the time and space to wander in these halls. an incredible puzzle box built into a tile-based roguelite. get it and play it blind!
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
Pains me to give this a negative review, but it's such a great concept that falls off at the end. Eventually the puzzles require you to make huge leaps in logic to find the answers. Which on top of the high RNG requirement means that you end up spending many many hours just trying to make progress. The Workshop should be available as a permanent unlock. You have the RNG of getting the workshop + the RNG of having the exact combination of items + the RNG of getting the right set of rooms + the RNG of having enough resources to get where you need to go.
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...
Un ami n'arrêtait pas de me parler de ce jeu et je comprends totalement. Blue Prince peut être frustrant oui, mais surtout addictif, d'autant plus quand on aime résoudre des mystères puisque tout le jeu tourne autour de ça. La DA du jeu est une pure réussite. Cette réflexion sur l'agencement des pièces et de la gestion des ressources impose du joueur qu'il développe une vraie maîtrise de ces éléments. Puis, à la différence de beaucoup de jeux où on fonce dans le tas, il faut dans ce jeu tout planifier à l'avance! C'est propre, c'est exigeant, tout ce qu'on demande quoi. Period.
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.
This is a difficult game to review. The first half is 10/10, no notes. The second half quickly becomes an exercise in soul crushing frustration if you don't have the exact brain of the puzzle designer. In the beginning, the game presents you with problems, and those problems have an immediately apparent path to the solution. You don't know the [i]answer[/i], but if you consider what you [i]do[/i] know, you have a pretty good idea where to look to find what you need. For example, you find a blocked path. From the blocked path, you can see another entrance to the area. By the time you've gotten there you've probably already found a few likely candidates that could logically hide an entrance. Investigating those will in turn point you toward their own solutions. If you're struggling, there are hints throughout the house that might nudge you toward something you might have missed. Those puzzle feel immensely satisfying to solve. Exploring the house is [i]fun[/i] and every run presents you with new information, new threads to pull. In the second half, the design flips. The game stops presenting you with puzzles. It presents you with coded hints and tasks you to [i]find[/i] the puzzles. These hints could mean any number of things. They often mean [i]different[/i] things for different puzzles. Some puzzles have multiple hints, and the quantity of hints available seems to have no correlation to how difficult the puzzle is. After hours and hours of trying to roll the correct RNG to open a hidden area you'll find your 7th hint for a puzzle that you solved 20 hours ago simply by seeing a breakable wall and thinking 'hey maybe i can break that wall'. Conversely, some hints apply to multiple puzzles. Sometimes only part of a hint applies. That means you can never, at any point in the game, delete a hint you've already used, because you don't know for sure that it won't [i]also[/i] be critical to solving another puzzle. By the end of the game you're staring at a stump and running line by line through your notebook trying to invent ways that the hundreds of vagueposts might obliquely refer to said stump, with no idea if you have all the information you need to solve the puzzle, or if the stump is even really part of a puzzle to begin with. The inputs for some puzzles are intentionally obscured so you don't find them by accident, meaning you can [i]know the answer to the puzzle[/i], sweep your cursor over the interactable and be convinced you misinterpreted something because no interaction point popped up. In the most egregious example, and I'm not going to spoiler this because the devs deserve to be tried at the Hague for designing it: one puzzle implies that you maybe have to solve a riddle and find a particular object. There's a place right next to the riddle where a specific object could go to accomplish something. There's no interaction point, but interaction points don't appear unless you have the necessary item in hand, so that's nothing unusual. You can search for hours for this object and find nothing, because the [i]actual[/i] solution involves waiting [b]40 real-world minutes[/b] of the only life you have on this earth staring at a concrete wall. That's it. You just have to throw out any preconceived notion that the devs don't actively hate the player and try it. Maybe it will work, maybe you're hallucinating, the only way to know is to try [i]e v e r y t h i n g.[/i] When you finally do stumble on the answers, you don't feel smart, you don't feel satisfied, you just feel like you finally guessed the number the dev was thinking of. In terms of mechanical design, the tight resource balance also falls apart in the latter half. You can gain piles and piles of allowance giving you near infinite money to spend on food you don't need, while you always have to fight tooth and nail to find gems and keys. The house doesn't get meaningfully easier to navigate even after you've solved 90% of it. You end up having to spend one whole day hoping you find rooms that let you start the next day with resources, then hope you get the specific RNG you need on the [i]next[/i] day to do what you actually need to do to test a theory. For a mid-game example, to get all the [spoiler]classrooms[/spoiler], you need to roll a certain room in the [spoiler]outside room[/spoiler]. Each of these requires a gem so you most likely have to start the day with a whole pile of gems or else you'll run out of gas. So you spend a whole day trying to accumulate gems and hoping to find the rare [spoiler]freezer[/spoiler] to bank them for the next day. When the next day comes, you have a choice. Do you hope to randomly roll the room you need in the one shot you have? Or do you explore the house a little first and try to find some dice? Enough dice would guarantee you could get the room you need, but you're using up space, gems, keys and steps in the process, meaning you're less likely to be able to finish out the house once you do pull it. And once you finally, actually do it, [spoiler]surprise timed pop quiz, hope you have your notes in order or else you have to do it aaaaaall over again.[/spoiler]. This is a dance you'll have to do over and over and over again even after you conclusively know what to do just to execute the solution. If Blue Prince stayed even remotely consistent throughout it would have easily been my game of the year, but the unraveling second half just left me with a bitter taste in my mouth. Which is probably an oblique reference to the number of almonds in a recipe in the kitchen when it's drafted in a corner at 2:15 on a Tuesday that contains a hint if you read every second letter converted through a rot-8 cipher.
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.
unengaging rng simulator. I'm not failing to solve the puzzle because it's difficult or complex, I'm failing the puzzle because I'm drafting dead ends or rooms with 2-3 locked doors that force me to restart. definitely not worth $30
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.
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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