Fiche du jeu / ROGUE BY ROGUEBlue Prince
Texte original · AnglaisWelcome 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?
Pourquoi cette note ?
Texte original · Chinois simplifié
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。
Mécaniques de jeu essentielles
Pondération 25 %9,0 / 10Texte original · Chinois simplifié
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。
Combinaisons et stratégie
Pondération 25 %8,5 / 10Texte original · Chinois simplifié
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。
Rejouabilité
Pondération 20 %7,5 / 10Texte original · Chinois simplifié
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。
Hasard et équité
Pondération 20 %6,0 / 10Texte original · Chinois simplifié
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。
Finition et ergonomie
Pondération 10 %6,0 / 10Texte original · Chinois simplifié
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。
- Évaluateur
Texte original · Chinois simplifié
Rogue by Rogue · AI 资料评测- Version évaluée
Texte original · Chinois simplifié
具体构建未知;以所引资料描述的版本为准
Périmètre et limites
Texte original · Chinois simplifié
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。
Sources de l’évaluation 02
- 01Documents archivésVoir les documents externes archivés ↓
Texte original · Chinois simplifié
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。
- 02Source webVoir l’original ↗
Texte original · Chinois simplifié
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。
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA 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.
Texte original · AnglaisBlue 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.
Ce que les joueurs apprécient
- Texte original · AnglaisDeep, layered puzzle design where nearly every room hides clues connecting to other puzzles across the manor
- Texte original · AnglaisAddictive draft-a-room core loop: choosing from three room options and planning routes through the grid feels strategic and fresh
- Texte original · AnglaisAtmosphere, art direction and music; Mt. Holly has a distinct early-20th-century fictional-world identity
- Texte original · AnglaisEnvironmental storytelling told through notes, photos and letters that players piece together themselves
- Texte original · AnglaisRewards curiosity and obsessive note-taking; players report spreadsheets, notebooks and screenshot folders and sharing it with a partner or community
- Texte original · AnglaisEasy to start but hundreds of hours deep; many Steam reviewers report 100-270 hours and call it a favorite game ever
- Texte original · AnglaisRandomness is woven into the fiction (e.g. frequently-seen family members show up more in the house) and into tactical decisions
Ce que les joueurs critiquent
- Texte original · AnglaisRNG gates testing of solved puzzles: you can know the answer yet wait many runs/days for the needed rooms or items to be offered
- Texte original · AnglaisNo 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
- Texte original · AnglaisDiminishing returns: the early game feels great, the late game narrows toward one big endgame goal where luck dominates
- Texte original · AnglaisLittle permanent meta-progression compared with Hades, Isaac or Balatro; upgrades are sparse and many purchases vanish at day's end
- Texte original · AnglaisQuality-of-life friction: unskippable animations, slow walking speed, intro and day-start sequences, slow item pickup, and reports of crashes or softlocks
- Texte original · AnglaisSome late puzzles are very cryptic or contrived, and word-play or pronunciation-based clues disadvantage non-native English speakers
- Texte original · AnglaisStory payoff / cliffhanger ending leaves some players unsatisfied after very long playtimes
Caractéristiques distinctives
- Texte original · AnglaisCombines a roguelite room-drafting loop (drafting rooms onto a grid) with a 3D first-person Myst/Outer Wilds-style mystery
- Texte original · AnglaisMeta-progression is knowledge, not stats: the real unlock is what the player learns and writes down
- Texte original · AnglaisEvery day the manor layout is reshuffled, and puzzles often span multiple rooms and multiple runs
- Texte original · AnglaisRoom 46 goal framed by a will whose rules (take nothing in, take nothing out, leave by night) define the mechanics
- Texte original · AnglaisPuzzle design that expects the player to keep external notes, photos and even math
Points qui divisent
- Texte original · AnglaisRNG: 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
- Texte original · AnglaisThe 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)
- Texte original · AnglaisNote-taking requirement: delightful for some, homework for others
- Texte original · AnglaisEndgame and ending: rewarding obsession for completionists, anticlimactic or cliffhanger-ish for others
Répétition et contraintes
- Texte original · AnglaisRepeating known steps over many runs just to get the rooms needed to execute one solved puzzle
- Texte original · AnglaisPost-game and endgame grinding for coins, crafting and filling the room gallery, which feels luck-dependent
- Texte original · AnglaisLong unskippable animations and slow movement that compound across hundreds of days
- Texte original · AnglaisNeeding one-hour-plus uninterrupted sessions because of the no-save design
- Texte original · AnglaisBad-luck streaks where the draft offers dead ends or none of the rooms you need
Améliorations espérées
- Texte original · AnglaisAdd a true suspend-and-resume save, possibly as an accessibility option
- Texte original · AnglaisGive more ways to manipulate or influence room RNG earlier, or let players lock in already-achieved progress
- Texte original · AnglaisSpeed up or allow skipping animations, intros and traversal, and raise baseline movement speed
- Texte original · AnglaisReduce reliance on luck in the endgame so players who know the solution can execute it without waiting for lucky runs
- Texte original · AnglaisAdd more lasting between-run upgrades so repeated days feel cumulative
- Texte original · AnglaisBetter in-game notes or hint-tracking tools to reduce reliance on external notebooks
Texte original · AnglaisLaunched 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.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) ↗
- Texte original · AnglaisSteam app data: review counts, Metacritic 92, SteamSpy owners, revenue estimate ↗
- Texte original · AnglaisMetascore 92 (57 reviews) and user score 7.7 (1,039 ratings) ↗
- Texte original · AnglaisOpenCritic average about 89, 96% recommend, about 122 reviews ↗
- Texte original · AnglaisCritic reviews list and blurbs (e.g. Tom Marks 9/10, TheGamer comparison to Outer Wilds) ↗
- Texte original · AnglaisBlog critique of endgame RNG and vanishing purchases, praise for storytelling ↗
- Texte original · AnglaisCommunity thread on RNG frustration, lack of meta-progression, post-game tedium ↗
- Texte original · AnglaisSteam community discussion on RNG and progression ↗
- Texte original · AnglaisConsole review of Blue Prince ↗
- Texte original · AnglaisSwitch 2 release March 2026 ↗
- Texte original · AnglaisPublisher announcement of Switch 2 launch ↗
- Texte original · AnglaisThird-party revenue estimate (Boxleiter method) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 4 (2025)
Texte original · AnglaisBlue 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.
Ce que le créateur apprécie
- Texte original · AnglaisRoom drafting gives a fresh house every run, with secrets and hints in every room
- Texte original · AnglaisHundreds of puzzles with huge depth; still not all uncovered, and solutions persist once solved
- Texte original · AnglaisDesign pushes players to chase many mysteries at once rather than fixate on one
- Texte original · AnglaisRoguelike structure actually improves the game for patient players
- Texte original · AnglaisAccessible to non-gamers, puzzle fans and roguelike fans alike
- Texte original · AnglaisSkilled players can manipulate the draft, so there is real skill despite RNG
- Texte original · AnglaisAmazing community of puzzle solvers, lore channels and challenge runs
Problèmes relevés par le créateur
- Texte original · AnglaisNo save feature, and a day can last 10 minutes or 90 minutes
- Texte original · AnglaisPlayers must photograph puzzles on their phone to track everything; an in-game camera would be better
- Texte original · AnglaisLate-game puzzles are so obscure that they are nearly impossible without looking them up, and there is no hint which are doable
- Texte original · AnglaisRNG can block you from reaching the room a hint points to, which frustrates some
- Texte original · AnglaisReaching room 46 the first time ends the run, and a follow-up quest there is easy to miss, which soured his late game
- Texte original · AnglaisGame does not reassure players that ending a day early or a bad day is fine
Observations sur la conception
- Texte original · AnglaisFuses roguelike repetition with puzzle aha moments via persistent knowledge that carries between runs
- Texte original · AnglaisHe calls this genre knowledge-based progression and says few games manage it because it is so hard
- Texte original · AnglaisRandomly generated minor puzzles coexist with large fixed puzzles requiring knowledge
- Texte original · AnglaisDesign lesson: tell players that information gained matters more than a single day's RNG outcome


