
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 | 17.5Kreviews | 86% | — | $17.1M |
| $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 1339 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
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 don't think RNG elements add favorably to a puzzle game.
♥♥♥♥♥♥ 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.
This is masochistic nonsense. I was under the mistaken impression that this game as about COLLECTING room blueprints and making runs with the limited deck of blueprints, gaining new blueprints and abilities each run. Ya know: roguelite stuff. Three hours in: no advancement. Everything resets every run. This wouldn't even be fun if you converted it to a tile-based "board" game and removed all of the painfully slow animation and godawful walk speed (yes, I know where the "run" button is). Literal waste of time. Very disappointing, and not nearly as clever at its developers and professional reviewers think it is.
I loved the premise of this game and first 10-15 runs while I was slowly discovering the mechanics of the rooms and little bits of lore. But eventually it grew stale. It's just pure RNG and there is very little skill involved. It's like flip the coin "tails" 50 times in a row and start over each time it goes "heads" and also the flipping is in slow motion with no ability to make it quicker. Considering how much this game is statistics and luck reliant I wish there was an "easy mode" that gives you more gems/coins/keys and maybe some hints for the puzzles. When I got to some that I couldn't even understand what I am supposed to do, I kind of checked out. I don't want to grind the same run for a month. I think the game like this should be solvable in 10 hours. When I found out from other reviews that finding the room is not even the end of it, I can't in good consciousness recommend this game to anyone but hardcore puzzle fans who have A LOT of free time.
I really tried but I wasn't very happy with the game. I figured out what I needed to do but the RNG never gave me the rooms I needed so you restart the day. Minimum of 15 minutes into a run to know you're blocked again so start the day again and try. I push through to the first big revelation and then turned it off. Really not satisfying and don't get the payoff from games like Roottrees where skill matters more than the rooms you pull
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.
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
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...
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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