Blue Prince 표지 이미지게임 정보 / ROGUE BY ROGUE
한 판만 더.

Blue Prince

전략과 전술

원문 · 영어Welcome 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

자체 평점

76.8/ 100
전체 공동 순위 #44
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

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

핵심 게임플레이

가중치 25%9.0 / 10
원문 · 중국어 간체

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

빌드와 전략

가중치 25%8.5 / 10
원문 · 중국어 간체

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

다회차 플레이 가치

가중치 20%7.5 / 10
원문 · 중국어 간체

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。

출처01 ↗
04

무작위성과 공정성

가중치 20%6.0 / 10
원문 · 중국어 간체

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。

출처01 ↗
05

완성도와 편의성

가중치 10%6.0 / 10
원문 · 중국어 간체

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。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

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。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    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。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    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。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 3개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

참고할 만한 다른 목소리.

자체 점수에 미반영

보관된 외부 리뷰와 커뮤니티 자료는 서로 다른 버전을 다룰 수 있습니다. 외부 의견과 평점은 별도로 표시합니다. 영상의 전체 맥락은 원본에서 확인하세요.

플레이어 의견 요약

원문 · 영어A 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.

원문 · 영어Blue 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.

플레이어가 칭찬한 점

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

플레이어가 비판한 점

  • 원문 · 영어RNG gates testing of solved puzzles: you can know the answer yet wait many runs/days for the needed rooms or items to be offered
  • 원문 · 영어No 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
  • 원문 · 영어Diminishing returns: the early game feels great, the late game narrows toward one big endgame goal where luck dominates
  • 원문 · 영어Little permanent meta-progression compared with Hades, Isaac or Balatro; upgrades are sparse and many purchases vanish at day's end
  • 원문 · 영어Quality-of-life friction: unskippable animations, slow walking speed, intro and day-start sequences, slow item pickup, and reports of crashes or softlocks
  • 원문 · 영어Some late puzzles are very cryptic or contrived, and word-play or pronunciation-based clues disadvantage non-native English speakers
  • 원문 · 영어Story payoff / cliffhanger ending leaves some players unsatisfied after very long playtimes

차별화된 특징

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

의견이 갈리는 점

  • 원문 · 영어RNG: 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
  • 원문 · 영어The 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)
  • 원문 · 영어Note-taking requirement: delightful for some, homework for others
  • 원문 · 영어Endgame and ending: rewarding obsession for completionists, anticlimactic or cliffhanger-ish for others

반복과 부담

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

기대하는 개선 사항

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

원문 · 영어Launched 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.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 4 (2025)

원문 · 영어Blue 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.

제작자가 칭찬한 점

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

제작자가 지적한 문제

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

설계에 대한 관찰

  • 원문 · 영어Fuses roguelike repetition with puzzle aha moments via persistent knowledge that carries between runs
  • 원문 · 영어He calls this genre knowledge-based progression and says few games manage it because it is so hard
  • 원문 · 영어Randomly generated minor puzzles coexist with large fixed puzzles requiring knowledge
  • 원문 · 영어Design lesson: tell players that information gained matters more than a single day's RNG outcome
원본 영상 보기 ↗