
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 | 20.2Kreviews | 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 1358 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Blue Prince is delightful. It’s sort of a mashup of Slay the Spire and Myst. And it has a moving story. (It’s the second puzzle game that actually made me teary eyed at the end–the first being Outer Wilds.) Reaching the credits made me feel like I achieved something. (And for those that played, I reached there on Day 12 with exactly one step remaining! Wow!) And then I watched the story I’d been reading come to life in a wonderful cutscene with a moving score and voice over, and just felt that they’d made a perfect little game. – The premise of Blue Prince is simple enough: You begin in a room with three doors. Opening one reveals a slate of three rooms to choose from. Explore/build the house room-by-room, find the final door, and win. It starts there, but hidden behind that straightforward premise is an expansive Myst-like world explorer game, and a rich, mysterious, emotional story. The story in particular surprised me. – Again, the basic goal of the game is to make your way to the far end of the manor. And it’s totally possible (and in fact almost certain) that you will make a home with no path to that room. Your job is to strategize and gamble a bit to make a path anyway. What sorts of rooms can you draft? All sorts. Bedrooms, hallways, dining rooms, kitchens, and all sorts of esoteric rooms you’d expect to see in a lavish mansion. Grand halls, aquariums, pump rooms, and more. Rooms with better connections cost more. Rooms with fewer connections tend to have more resources, and dead ends have the best resources. And there are special reasons you’ll want to draft rooms beyond just resources, so when drafting there’s this fun “push your luck” quality to it. How much do you spend, and when and on what, to get to that final room? Perhaps I just cut my losses, focus on rooms that advance the meta-progression or puzzles I’m working on and ignore the final room? There’s a push and pull decisionmaking to it that’s classic Rougelike stuff and works very well. – Rooms contain puzzles, many more puzzles than first meets the eye. To beat the game, you’ll need to play through a Myst-like world exploration game, and complete large-scale environment puzzles to open secret passageways and elevators and other things you’d expect from such a game. You’ll also need to solve lots of smaller puzzles. To take one simple example, one of the rooms you can draft is the Parlor, which asks you to solve a logic puzzle. The puzzle is different every time you draft the room, and increases with difficulty every time you draft it. Successfully solving it rewards a decent amount of resources. Beyond that there are combination-safes to find, and larger meta puzzles to figure out, and puzzles that don’t even look like puzzles to solve. The difficulty to make it to the credits was, for me, a fair bit easier than Outer Wilds, but I am not complaining–and probably just got lucky. I did not need to look up a guide for this game, but I did for Outer Wilds a couple times. – The story is excellent. Unlike many other games which drown the player in text, Blue Prince doesn’t. Text, where it exists, is pithy. There are a couple longer letters, but for the most part, the story is told in post-its and clippings and short messages and images, and the very occasional cutscene. You’ll discover that some… bad things happened in the past, in this mansion and the land it's set in. You’ll uncover a disappearance mystery, and a political thriller. And weirdly, a children’s book sits in the middle of it all… A delightfully written children’s book, I might add. The writing in the game as a whole has the pithiness of a child’s book. Every line seems to rhyme, or have a double meaning; every word seems to be particularly placed, just like the name of the game itself (Blue Prince, blueprints, get it?) and its chief mechanic (drafting, see?). Words are not wasted here, and you are rewarded for paying attention. (Other games, particularly RPGs, should take note. More words is not better.) Also, Blue Prince's story also takes swings on a couple deep, challenging topics. There's an undercurrent of discussion of fascism and censorship and leadership that, while it isn't resolved (at least so far; not before the credits rolled), I appreciate that the author seems to have something to say. – I loved this game and was surprised at how it sucked me in and compelled me to keep playing. I was surprised by the rich story and the mystery under it, and the overall sheer quality of everything I’m seeing and hearing. (I should have said how good the music is!) Few games are made with this attention to the player’s experience, with this level of polish and quality in every frame. Also, like any good Roguelike there’s an entire endgame on top of it, including a challenge mode. There’s a deeper story too, or so I hope! I’m very interested in playing on and discovering more! I think I’ll do that… right now. Blue Prince is recommended.
Media

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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is amazing. There's a lot of content here and reaching it requires a lot of lateral thinking. Many puzzles are not required to finish the game so you don't really need to complete the hardest ones if you're not into it (some of them are hard as hell). Music, story and atmosphere are great too. This should be above 95% recommended rate. I can't seem to grasp why it's where it is right now.
A Board Gamer’s Dream The spatial mechanics, drafting decisions, and tile-placement logic feel so tactile that Blue Prince practically screams for an official tabletop board game adaptation. It already possesses the DNA of an all-time great strategy board game. An essential purchase for anyone who loves deduction, architectural puzzles, and real mystery-solving.
Interesting story line with new puzzles constantly
muito bom
Creative puzzles, a mission in an old mansion. What is not to love?
[h1]끝이 보이지 않는 심층 퍼즐[/h1] 처음에는 그냥 방탈출 + 로그라이트 게임인 줄 알았으나.. 그런 게임이 전혀 아니다. 일단 방탈출 계열의 게임은 전혀 아니고, 무지한 상태에서 시작해서 단서를 통한 지식을 쌓고, 그 지식들을 활용해서 숨겨진 퍼즐들을 풀어나가야 하는, 단서, 학습 기반의 퍼즐 어드벤처 게임이다. 일단 표면적인 목표는 저택의 가장 끝방(AnteChamber)에 도달하는 것처럼 보이지만, 그건 빙산 표면의 스크래치 수준의 목표이다. 즉 이 게임의 로그라이트 특성은, 로그라이트를 위한 로그라이트가 아니라, Outer Wilds의 타임루프처럼 반복 탐험을 이끌어내기 위한 장치로 사용된다. 단서를 통해서 숨겨진 목표에 도달해야 한다는 점에서, Outer Wilds, FEZ, ANIMAL WELL, Void Stranger와 비슷하다고 생각하지만, 그래도 꽤 다른 점이 많다고 생각된다. 위 게임들은 그래도 퍼즐의 레이어가 비교적 명확해서, 전체적인 목표에 대한 감이 좀 오는데, 이 게임은 그런게 없었다. 그냥 끝없이 파고 들어가는 느낌이 강하다. 그리고 로그라이트 특성때문에, 내가 원하는 플레이를 컨트롤하지 못할 때가 많고, 소득 없이 한 판을 끝내는 경우도 빈번히 발생해서 반복성도 강하고, 템포가 느리다. 예를 들어서, Outer Wilds에서는 매 루프마다 "이번엔 저기에 가서 뭘 해야겠다"라는 생각을 바로 실행으로 옮길 수가 있는데, 여기에선 계획을 실행하기 위해선 어느정도 운이 따라줘야 한다. 무조건 그렇다는건 아니고, 원하지 않는 상황이 나왔을 때에도 기회를 다른 식으로 최대한 활용할 방법을 찾아야 한다. 그래도 하다보면 단서가 계속 쌓이고, 풀이에 대한 보상이나 성취감도 확실히 존재하기 때문에, 대체로 자연스럽게 뭘 해야될지는 알게 된다. [h2]아쉬웠던 점[/h2] [b]- 언어 문제[/b] 게임 언어는 영어로 고정이며, 인게임 번역이 존재하지 않는다. 문제는 게임 내에 편지나 문서가 많이 등장하고, 더 문제는 영단어 기반의 퍼즐이 핵심으로 존재하기 때문에, 영어를 잘 안다고 하더라도 특정 단어를 모른다면 퍼즐 풀이에 어려움을 겪는다. 이러한 퍼즐의 특성으로 인해 애초에 번역이 불가능해서 번역을 못한 것 같다. [b]- 로그라이트의 운빨 요소[/b] 로그라이트의 도입 목적도 명확하고 흥미롭지만, 문제는 운이 많이 요구된다는 점이다. 후반에 업그레이드 요소를 통해 이런 운적인 요소를 많이 컨트롤할 수 있게 되지만, 그전까지는 원하는걸 하려면 운이 꽤나 따라야 한다. [b]- 억지스러운 도전과제[/b] 이것도 앞선 운빨 요소 문제인데, 도전과제들이 하나같이 다 운을 요구한다. 특히 몇몇 도전과제는 진짜 엄청난 운을 요구해서 너무 영양가 없는 시간 소모적 콘텐츠이다. [h2]이런 사람에게 추천해요[/h2] + 단서, 학습 기반의 퍼즐 어드벤처를 좋아하는 사람 + 굉장히 심도 있는 웰메이드 퍼즐을 좋아하는 사람 + 숨겨진 요소를 찾는 것에 성취감을 느끼는 사람 [h2]이런 사람에게는 추천하지 않아요[/h2] - 퍼즐 로그라이트를 기대하는 사람 - 영어 장벽을 쉽게 느끼는 사람 - 반복성 플레이를 싫어하는 사람
Une véritable pépite. Moi qui de base n'aime pas les jeux à énigmes, celui là sait me tenir en haleine.
Un juegazo
4/5 STARS! Blue Prince is a brilliantly strange puzzle game that rewards curiosity and patience. Its shifting rooms and layered mysteries create an addictive sense of discovery, while the atmosphere keeps you invested even when the game gets deliberately cryptic. I enjoyed completing my first run, and I look forward to spending many more hours delving into the game’s deeper secrets.
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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