
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. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| 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.
Reviews
Themes across 1396 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 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.
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.
Blue Prince ain't great. The resource management, the random aspect of room draws, the way puzzles and solutions frequently feel unconnected; they all work together until Blue Prince doesn't feel like a real puzzle. At all. There's a reason why "roguelite puzzle games" aren't common: they just don't work. Having to rely on luck in order to trial-and-error a theory based on something that feels vague at best - only to realise you have no idea if what you were looking at was anything at all? It sucks. The only resource in this game should be Gold. Everything else is just a "Haha, whoopsie! Looks like you ran out of X because you weren't lucky enough to draft the right rooms!" The time between finding the solution to a minor progress puzzle - and solving said puzzle - shouldn't ever stretch to 45+ minutes. That's padding, and it's very anti-player. A good roguelike shouldn't make the player feel like they have "wasted runs". This is not Animal Well. This is not Outer Wilds. Those games unfolded in front of me. Blue Prince felt more and more impenetrable with every new room. This could have been truly great. A game with real depth and discovery that rewards those who pay attention to detail. Instead it just feels like a bunch of half-baked, near-nonsense puzzles, wrapped up in gimmicks designed to make solving them feel like a bigger thing than it actually was. (NB. I'm aware that there are ways to "influence" the random nature of the game. But seeing as they themselves depend on randomness: they don't count.)
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.
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.
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.
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
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.