Blue Prince cover artGame file / ROGUE BY ROGUE
One more run.

Blue Prince

Strategy & tactics

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?

ROGUE BY ROGUEV1

Our score

76.8/ 100
Tied overall #44
Our review / RBR V1

Why this score?

Original text · Simplified Chinese

房间规划与知识解谜的结合十分出色,但已知解法被随机房间卡住,以及保存和记录工具不足拉低综合分。

01

Core gameplay

Weight 25%9.0 / 10
Original text · Simplified Chinese

房间三选一与线索发现把路径规划和解谜结合,每一步会改变探索机会;后期等待房间拖慢节奏。

02

Builds & strategy

Weight 25%8.5 / 10
Original text · Simplified Chinese

房间布局、钥匙和工具使用构成有效资源策略,永久知识会改变选择,不以传统装备构筑衡量。

03

Replayability

Weight 20%7.5 / 10
Original text · Simplified Chinese

新线索会让旧房间获得新用途,但谜题解开后重玩价值下降,后期重置常只为等待必要部件。

Sources01 ↗
04

Randomness & fairness

Weight 20%6.0 / 10
Original text · Simplified Chinese

选房可管理路径风险,却可能知道解法仍抽不到房间;隐晦谜题缺乏可解提示,失败学习不稳定。

Sources01 ↗
05

Polish & usability

Weight 10%6.0 / 10
Original text · Simplified Chinese

快照中的缺少真正局中保存、外部拍照记线索、慢动画与部分语言谜题增加明显使用阻力。

Sources01 ↗
Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测
Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准

Scope and limitations

Original text · Simplified Chinese

基于收录资料与官方页面的主观归纳,未进行试玩。保存、动画和崩溃反馈来自历史快照,未验证最新补丁是否改变;按解谜游戏的资源与知识决策评价构筑。

Review sources 02

  1. 01
    Archived material
    Original text · Simplified Chinese

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的 Tier list Part 4 (2025) 及 玩家好评与批评 中的机制、交互、重复与易用性反馈;未将外部分数或旧等级用于计算。

    View archived external material ↓
  2. 02
    Web source
    Original text · Simplified Chinese

    Blue Prince 官方产品说明

    2026-10-08 访问。确认闭门后选择房间、每日布局重置、物品辅助探索与可发现的永久升级。 官方页面不单独证明平衡或稳定性。

    View original ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

3 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

A first-person puzzle-mystery game by Dogubomb (published by Raw Fury) in which you draft a shifting 45-room manor each day, roguelite-style, hunting for the hidden Room 46 and the estate's many secrets.

Blue Prince is one of the best-reviewed games of 2025: Metacritic 92 (critics), OpenCritic about 89 with roughly 96% of critics recommending it, and a Steam rating of Very Positive (about 86% of roughly 20,000 reviews). Critics and fans praise the puzzle depth, atmosphere, environmental storytelling and the feeling of obsessive note-taking discovery. Player opinion is noticeably cooler than critic opinion, though: Metacritic user score is 7.7 and the Steam negatives cluster around RNG-gated puzzle testing, lack of mid-run saves, and diminishing returns in the long endgame. It is a finished, released game (PC April 10 2025, PS5/Xbox, Switch 2 in March 2026), not early access.

What players praise

  • Deep, layered puzzle design where nearly every room hides clues connecting to other puzzles across the manor
  • Addictive draft-a-room core loop: choosing from three room options and planning routes through the grid feels strategic and fresh
  • Atmosphere, art direction and music; Mt. Holly has a distinct early-20th-century fictional-world identity
  • Environmental storytelling told through notes, photos and letters that players piece together themselves
  • Rewards curiosity and obsessive note-taking; players report spreadsheets, notebooks and screenshot folders and sharing it with a partner or community
  • Easy to start but hundreds of hours deep; many Steam reviewers report 100-270 hours and call it a favorite game ever
  • Randomness is woven into the fiction (e.g. frequently-seen family members show up more in the house) and into tactical decisions

What players criticize

  • RNG gates testing of solved puzzles: you can know the answer yet wait many runs/days for the needed rooms or items to be offered
  • No real mid-run save; 'Save and Quit' effectively abandons the run, and runs can take an hour or more, which drives refunds and negative reviews
  • Diminishing returns: the early game feels great, the late game narrows toward one big endgame goal where luck dominates
  • Little permanent meta-progression compared with Hades, Isaac or Balatro; upgrades are sparse and many purchases vanish at day's end
  • Quality-of-life friction: unskippable animations, slow walking speed, intro and day-start sequences, slow item pickup, and reports of crashes or softlocks
  • Some late puzzles are very cryptic or contrived, and word-play or pronunciation-based clues disadvantage non-native English speakers
  • Story payoff / cliffhanger ending leaves some players unsatisfied after very long playtimes

Distinctive features

  • Combines a roguelite room-drafting loop (drafting rooms onto a grid) with a 3D first-person Myst/Outer Wilds-style mystery
  • Meta-progression is knowledge, not stats: the real unlock is what the player learns and writes down
  • Every day the manor layout is reshuffled, and puzzles often span multiple rooms and multiple runs
  • Room 46 goal framed by a will whose rules (take nothing in, take nothing out, leave by night) define the mechanics
  • Puzzle design that expects the player to keep external notes, photos and even math

Divided opinions

  • RNG: one camp says it is strategy and planning you can learn to manage, the other says it is an unfair barrier; experience tracks luck and playstyle
  • The roguelite + puzzle fusion: praised as innovative by critics but, per many players, the two genres pull against each other (aha moment vs. waiting to implement it)
  • Note-taking requirement: delightful for some, homework for others
  • Endgame and ending: rewarding obsession for completionists, anticlimactic or cliffhanger-ish for others

Repetition and friction

  • Repeating known steps over many runs just to get the rooms needed to execute one solved puzzle
  • Post-game and endgame grinding for coins, crafting and filling the room gallery, which feels luck-dependent
  • Long unskippable animations and slow movement that compound across hundreds of days
  • Needing one-hour-plus uninterrupted sessions because of the no-save design
  • Bad-luck streaks where the draft offers dead ends or none of the rooms you need

Hoped-for improvements

  • Add a true suspend-and-resume save, possibly as an accessibility option
  • Give more ways to manipulate or influence room RNG earlier, or let players lock in already-achieved progress
  • Speed up or allow skipping animations, intros and traversal, and raise baseline movement speed
  • Reduce reliance on luck in the endgame so players who know the solution can execute it without waiting for lucky runs
  • Add more lasting between-run upgrades so repeated days feel cumulative
  • Better in-game notes or hint-tracking tools to reduce reliance on external notebooks

Launched April 10 2025 to near-universal critical acclaim and strong Steam sales; it was nominated/awarded across major 2025 awards (The Game Awards, DICE, Game Developers Choice, Golden Joystick and others). The Steam audience rating has drifted down to about 86% positive as long-term players reported RNG fatigue, missing saves and endgame diminishing returns, and Metacritic user score (7.7, about 66% positive) is much lower than the critic score. Ports followed on PS5 and Xbox Series X|S and on Nintendo Switch 2 (shadow-dropped March 3 2026 after an Indie World showcase); a physical edition via iam8bit is listed for October 2026. Steam price is $29.99. No credible official copies-sold figure was found; revenue and owner numbers are third-party estimates.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 4 (2025)

Blue Prince is a first-person puzzle roguelike where you draft rooms to build a new mansion each day, hunting for hints to hundreds of persistent, knowledge-based puzzles. He was initially skeptical that puzzles and roguelikes could mix, but thinks the game blends the two counterintuitive genres into something unique and amazing. He calls it kind of a masterpiece and an 'escape room roguelike', and names it an obvious S tier knowledge-based progression game. He has a few wishes: a save feature, an in-game camera, clearer signalling of puzzle solvability, and less punishing handling of RNG and of the room 46 ending.

What the creator praises

  • Room drafting gives a fresh house every run, with secrets and hints in every room
  • Hundreds of puzzles with huge depth; still not all uncovered, and solutions persist once solved
  • Design pushes players to chase many mysteries at once rather than fixate on one
  • Roguelike structure actually improves the game for patient players
  • Accessible to non-gamers, puzzle fans and roguelike fans alike
  • Skilled players can manipulate the draft, so there is real skill despite RNG
  • Amazing community of puzzle solvers, lore channels and challenge runs

Issues raised by the creator

  • No save feature, and a day can last 10 minutes or 90 minutes
  • Players must photograph puzzles on their phone to track everything; an in-game camera would be better
  • Late-game puzzles are so obscure that they are nearly impossible without looking them up, and there is no hint which are doable
  • RNG can block you from reaching the room a hint points to, which frustrates some
  • Reaching room 46 the first time ends the run, and a follow-up quest there is easy to miss, which soured his late game
  • Game does not reassure players that ending a day early or a bad day is fine

Design observations

  • Fuses roguelike repetition with puzzle aha moments via persistent knowledge that carries between runs
  • He calls this genre knowledge-based progression and says few games manage it because it is so hard
  • Randomly generated minor puzzles coexist with large fixed puzzles requiring knowledge
  • Design lesson: tell players that information gained matters more than a single day's RNG outcome
Watch original video ↗