we're so back bros. I've been blue prince obsessed, so here's my secret garden painting. Lightings shit but who cares.
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we're so back bros. I've been blue prince obsessed, so here's my secret garden painting. Lightings shit but who cares.

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Trigg & Gusset - Blue Prince: The Original Soundtrack | iam8bit | 2026 | Black
they're calling it the best Day One of all time
Blue Prince PS5 physical edition announced - Gematsu
iam8bit, in cooperation with publisher Raw Fury and developer Dogubomb, has announced a physical edition of Blue Prince for PlayStation 5. The global retail edition and the iam8bit Exclusive Edition are available to pre-order now and will launch on November 21 for $34.99.
The iam8bit Exclusive Edition includes a copy of the game for PlayStation 5, âa sleek, snug-fitting o-sleeve designed just for this release,â as well as an 18 inches by 12 inches fold-out poster of Mount Holly. All day one editions include a download code for the gameâs digital soundtrack.
iam8bit has also announced the following line of Blue Prince collectibles:
Blue Prince Keychain Blind Bag â One of twelve collectible keychains, crafted directly from in-game 3D models, with varying levels of rarity. Order a Single Key for $14.99 or a six-key bundle featuring six unique keys for $88.88.
Basement Key Replica â A loyal recreation of the in-game item, crafted using the actual 3D models seen on your screen, for $46.00.
Mount Holly and Rogue Moon Pin Set â High-quality hard enamel pins emblazoned with the striking symbols hidden around the ever-shifting mansion, built to brave the elements while adorning your lapel, backpack, or pin board, for $19.99.
Mount Holly Estate Notebook â A luxe faux-leather hardcover notebook designed for the most meticulous of note-takers, for $19.99.
The Red Prince â A faithful recreation of Marion Marigoldâs beloved childrenâs book from the game, hard-bound with cloth-like paper wrapping, for $29.99.
A Commissary Bundle will also be available for $149.99, which includes the iam8bit Exclusive Edition, one of the 12 collectible keychains, basement key replica, Mount Holly and Rogue Moon pin set, Mount Holly Estate notebook, The Red Prince, and a $10 coupon toward a future Blue Prince product.
Blue Prince is available now for PlayStation 5, Xbox Series, and PC via Steam and Microsoft Store on April 10. It is also available via PlayStation Plus Game Catalog and Game Pass.
Blue Prince
Developed/Published by: Dogubomb / Raw Fury Released:Â 10/04/2025 Completed: 22/04/2025 Completion: Entered room 46.
I have great respect for the craft and effort put into Blue Prince.
But I donât think Blue Prince respects me.
âŚ
Before I dig into that, letâs actually explain what Blue Prince is. At a high level, itâs a puzzle adventure deck-building rogue-like-like (phew) Â in that it takes design cues from things like Myst or the 7th Guest. So you wander a mysterious locationâin this case, a stately homeâsolving logic puzzles and pulling levers in the hope they do something you can at least vaguely understand, all in an attempt to get to the âantechamberâ room you can see at the other end of the map. Â
However, in this mysterious location, every time you enter a new room, you place that room on the map from a âhandâ of locations drawn from an (unseen, but slightly manipulatable) deck. Rooms feature up to four exits (though may be dead ends) and can contain puzzles, objects or actively negative effects, and can influence other rooms. So, for example, you can draft a utility closet and turn on the power for the garage, whether or not youâve drafted it alreadyâso you might prioritise drafting it if you havenât.Â
You place these rooms, moving through them until you either are stuck placing only dead ends or run out of steps. Each day youâve got a limited amount of rooms you can move through (including backtracking) and once that ends, your day is immediately over and you must restart with everything resetâother than any permanent upgrades youâve managed to unlock or bonuses for the next day, which include new areas, upgraded rooms, and things like daily allowances of the gameâs currency (gems and coins) or even extra steps.
If this sounds like a great piece of designâit is! Blue Prince has taken a formatâthe rogue-like-like deckbuilderâwhich isnât always a slam dunk, and tied it logically to 3D exploration in a way that feels both surprising and exciting. The simple puzzle of putting the home togetherâtrying to use dead ends in a way that doesnât cut you off from the antechamber, placing rooms you havenât seen before, hoping for the rooms you know you needâis âone more goâ par excellence: you want to place another room, and each room leads to another. And if you fail? Dead ends, out of steps? Well, if you start again youâll already get to place more rooms. So start again!
But hereâs where respect comes in. Where, for me, the cracks begin to show. Because Blue Prince isnât a âfairâ Rogue-like-like. You can quibble the concept of fairness in games in the lineage of Rogueâafter all, the original game is doubtlessly impossible to complete on the majority of runsâso let me state first that I believe that Rogue derivatives should aspire to every run being winnable. Doesnât mean that the player wouldnât have to play perfectly but it should be possible.
Why does this matter? Iâm certain that a lot of people already disagree with me on this as a starting positionâand if theyâre already primed to defend Blue Prince, note that the game actually has an achievement for finishing it on a single run from a clean save, which Iâll get to. It matters because Iâve got an addictive personality. It matters because Blue Prince, more than any other game Iâve played, made me wonder why we love Rogue derivatives but hate loot boxes.
Yes, ok, loot boxes cost money. But Rogue-like-likes cost time. A game with loot boxes, sure, a whale can spend thousandsâthey miss a hit? That dopamine rush is just another spin away. A Rogue-like-like? Â You died, you made a bad decision, you didnât get to the end? That dopamine rush isnât just promised by completing the game. Itâs soaked into the entire thing. You get a hit on every draw, every placement. Every tiny success is a tiny loot box being opened, chipping away at one big one offering success or failure.Â
But the trick is you fail on one, and that entire loot box is taken away. And in an âunfairâ rogue-like-like, sometimes that bit loot box just contains âfailureâ. Nothing you could have done about it.
The game cost you an hour, maybe more, of your life, and said âgive me more of your life. Youâll enjoy it. This time you might win! Think how good that would feel.â
Call this moralising if you like, but I know myself, and I find that promise very, very hard to walk away from even when you know the game is rigged. Iâm good with money. Iâm not good with time. Iâm the king of time as a sunk costâbut I also know when Iâm having my time wasted.
And Blue Prince wastes your time.Â
Look, there are many times in the game that youâll make a mistake that will end a run. But I also had many runs where it either became obvious I couldnât winâI never saw the object I needed for a room, or I never saw a room I needed full stopâor that the game just gave me a clear fail state: hands of dead-ends, or most egregiously, only rooms that would block off the antechamber (after Iâd unlocked it!)
In these cases, the expectation is, I suppose, that youâre doing something else to help âbuildâ your ability to win on the next runâa classic Rogue-like-like move. Setting aside that I had many (many!) runs where I was able to give myself nothing on the next runâmany rooms that give you a ânext runâ benefit being dead ends or otherwise frustrating if youâre trying to âwinâ on each runâsuch design gives the game away that your time is being wasted. You werenât going to win. Give Blue Prince an hour, itâll give you a wee bonus next hour. Just one more hit. Arenât you having fun?
The most egregious thing, however, is that in all of these cases I was trying to âwinâ the game by doing what it told me the âwinâ state wasâentering the antechamber. I was aware there was a further "room 46" and that Blue Prince is a game of cascading mysteries, but Iâm not sure Iâve ever experienced a âfuck youâ as blatant as the experience of reaching the antechamber for the first time. I wonât detail it, but Blue Prince does nothing to celebrate or reward you for this, or really any wins. Itâs not even justifiable as a critique of the Rogue-like-like loot box: itâs more like being told youâve been given a present, and being given an near-endless Matryoshka gift box where when you get to the end thereâs just a note that says âThis isnât the present.â
It really does feel to me like Blue Prince goes out of its way to waste your time. Much has been made of the âpay attention to everythingâ puzzles, which can have a cryptic crossword-esque trick to them, but the issue with them as with everything else in this game is that theyâre a one-trick ponyâand in a Rogue-like-like, you have to see the pony do that trick over and over again! I can see absolutely no reason why after I unlock a safe once I have to go to it and tediously type the code in again every run, but the nadir are the puzzle rooms, where you do things which are barely puzzles. I mean just weeks ago I was trying to find some good in Donkey Kong Jr. Math, where you just do simple math puzzles, but in Blue Prince thereâs a room where you literally just do Donkey Kong Jr. Math-level puzzles over and over again! Even if you love Blue Princeâs core and donât consider multiple runs a waste of time why would you ever want to do any of these puzzles more than once? Itâs not like youâre doing something entertaining in itself, like a Picross or something. Itâs just⌠do some maths!
Never mind that if you even want to understand a lot of the early game, you want the Magnifying Glass item, which I didnât see on like my first⌠three or four runs (so hours into the game.) Meaning that in maybe my second go Iâd unlocked a room, solved the puzzle that would allow me to look at things in that room, and then⌠gained nothing from it, because I didnât have another item. I literally solved a puzzle and got nothing. Nothing!!! Too bad, RNG said no.
(To be completely fair to Blue Prince, what persists and what doesn't is strangely inconsistent. A few rooms do keep things set between runsâprobably because they involve such a huge amount of running between levers.)
Hereâs my take, ultimately. A video game lives or dies on its mechanics. Iâve written previously on the transition between games as pure mechanicsâyou play them for the joy of playâand narrativeâyou play them to see the end. A Rogue-like-like is one of the purest attempts to split the difference, and the requirement, in my own framework, is that the game doesnât misplace the ârewardâ (i.e. âI beat a runâ) in the timescale of âI have seen either all the content or enough content to understand the systems so completely I am no longer surprised.â
Players who love the systems, get, with Rogue-like-like, the ability to play the game as long as they wantâlike an old school arcade game, almost. Players who want the experience, the reward, can move on feeling good rather than feeling beholden to it. A game like Slay The Spire or Balatro is successfulâa winning run is possible from the start, and doesnât individually take too long, but thereâs far more depth if you want it. You can stop whenever you want, because there are no carrots to dangle. Just your own enjoyment.
The joy in Blue Princeâs mechanics becomes short-lived, and I donât think so much because placing and exploring rooms isnât funâitâs because everything around it becomes such a pain. By my last runs, I was literally running full speed through the mansion, and every action Iâd done a million times already felt like a punishment. But the insidious promise of successâthat my luck would come around, that the RNG would release meâkept me there, like a drunk down bad at the blackjack table. You can say I should know how to walk away. I say: they're done everything in their power to keep me there, and they aren't even playing fair. Who's really to blame?
Blue Prince didnât respect me, so I stopped respecting it. It has all the worst impulses of Rogue-like-like design all wrapped up into a deceivingly attractive package, and Iâve left it with a completely oppositional viewpoint. I think this game tries to flatter you that you're a genius while really it's turned you into a rat mindlessly pushing a button hoping for treats, a donkey endlessly chasing a carrot thatâll never come.
Logic and reasoning are the reason weâre human, donât waste them on this.
Will I ever play it again? No, and frankly, it did a lot to make video games feel like a completely waste of my time in general. A truly empty experience.
Final Thought: Above I mentioned that you can beat Blue Prince on a fresh save file. But obviously, no one could beat it first time and I believe, at this point, that RNG would make it impossible to beat the game every time even with full knowledge of the game first (though Iâm willing to be proven wrongâit doesnât change much.)Â
*Spoilers follow*
If youâre wondering when I explicitly lost respect for Blue Prince, it actually wasnât when the Antechamber had a key and a note in it and not even like, an achievement for reaching it (a weak reward, but at least something.) It was when I discovered that the route Iâd found to the underground (the fountain) using that key led to⌠an area where all I could do was move a minecart, and if I tried to change the lake height to get to the actual "endgame" I could no longer use that door. Which led to the realisation I could complete the game without ever actually going to the antechamber first.Â
I will give Blue Prince one point hereâthe game does feature a lot of different routes for solutionsâbut itâs really there I discovered Matryoshka gift boxes werenât empty: they were a cascading collection of âfuck youâs.
For exampleâand this is likely to surprise anyone who has played thisâI beat the game without ever placing the "foundation" room. Blue Princeâs RNG is so weirdly punitive I think I only saw it once, or twice, and didnât place it as I needed other rooms (for real though, why is it a rare room. Why doesnât it just always come up after the first few runs?) In the end I beat the game by using only the tomb and pump room, which requires an annoying amount of the gameâs already annoying RNG and doesnât even need the key, which made everything Iâd spent so much time doing feel like even more a complete waste of time.Â
But I'm free now. And I'm never going back.
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I'm on the record for loving "house gone wrong" stories even if I'm a wuss who can't handle scary content so here's my wholehearted recommendation for the game Blue Prince!
It's got great vibes and visuals and the gameplay mechanic is really interesting. I've only played through 4 "days" so far but I'm absolutely hooked! Reminds me a bit of What Remains of Edith Finch and also Gorogoa, sort of? Anyway I love it so far.
Consumed by the Architecture
Friends, I am 25 in-game days through Blue Prince and it is very quickly becoming an obsession. I haven't played any Horizon since last week (gasp!). My digital Note is an uncomfortably long scroll and I'm strongly considering ditching it in favor of a wall of charts, strings, and arrows. I am now in a loop of doing certain things because it's obvious from my notes that I should be doing them, but I have no idea why, or what the outcome will be when I solve that particular puzzle. I tracked a clue through multiple "short" days-- combination of good strategy, bad strategy, and RNG-- only to have my entire theory upended as soon as I got back to building houses bigger than 10 rooms. Was the pattern I thought I solved just RNG synchronicity? Or did it always diverge around room 12? This game rules because I CAN'T TELL.
Seriously. If you like puzzle games that unfold very slowly and meticulously, and you have played enough Roguelikes that you are ok "starting over" (kinda...you do retain knowledge and Certain Other Things from game-day to game-day) every couple hours, Blue Prince is a magnificent game.
'Blue Prince - "Release Trailer"'
[PC] [WEB] [VIDEO, TRAILER] [2025]
"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?" ~Steam Blurb
Source: YouTube; Raw Fury