Let's Install - Blue Prince [PlayStation 5 Pro] #gaming
Geek Aloud's #LetsInstall of #blueprince on the @xbox Series X. This install was from a digital copy of the game. Internet connection speed is 900MB/s down, 40MB/s up.
From the@wikipedia(https://en.wikipedia.org/wiki/Blue_Prince_(video_game)):
Blue Prince is a puzzle adventure game with roguelike elements developed by Dogubomb and published by Raw Fury. It was released on April 10, 2025, for PlayStation 5, Windows, and Xbox Series X/S systems. The game challenges the player to explore a mansion with ever-shifting rooms, represented by ad-hoc construction of the mansion's rooms by randomized cards, with the goal to reach a hidden 46th room. Failing to reach the 45th room after using all their footsteps forces them to leave the mansion and restart with most of the mansion reset and randomized for the next run.
The game received critical acclaim upon release.
The player takes the role of Simon P. Jones, who has been willed Mt. Holly, a mansion owned by his deceased great uncle. The one stipulation in Simon's great uncle's will is that Simon must locate a hidden 46th room within one day of entering the mansion as to be able to claim it; failure to reach that room in one day will cause the house's architecture to rearrange and force Simon to start the search fresh the next day.[1]
The mansion is represented by a grid of empty room tiles, nine rows by five, starting from an entrance hall and ending with the 46th room on the opposite side of the map. In any room, a player can open a door using a key if it is locked. This then allows them to draft a new room from a random selection of rooms to place in the adjacent space. However, the doors and walls of the new room must align with rooms already placed. Traversing from one room into another costs one "footprint." The player can only use 50 footprints during one attempt to reach the 46th room, though there are ways to recover footsteps.[2]
When placing a room, the player is informed of what the room may contain. This can include gems (used to purchase keys), coins (used to purchase other items such as food that restores footprints), and tools that can help access spaces in specific rooms. Rooms may also include puzzles, some which are isolated to the room itself, while others require searching through multiple rooms to deduce the answer. Rooms have different tiers depending on which row of the grid they have been played, with higher tier rooms having more complex puzzles or higher rewards for reaching.[3] Once the player exhausts their footsteps or otherwise finds they cannot progress further, they are forced to leave the mansion, abandoning all objects they have collected, and must restart again with the mansion fully reset. There are means to have items carry between such runs or gain permanent upgrades that provide extra footsteps, gems, or coins at the start of the run. Further, the player character retains knowledge of the larger puzzles in the mansion.[2]
Blue Prince was primarily developed by Tonda Ros. Prior to development he had frequently held annual gatherings for his friends at different rental vacation homes, spending time to device a puzzle game spanning the home based on ideas in the 1992 board game Jewels in the Attic.[4] He had been inspired by the documentary Indie Game: The Movie, which had showed him that it was possible to create complete games with a simple toolset of development tools.[5] After playing through the games Gone Home and The Witness, Ros became inspired to test out ideas with the Unity game engine, finding development would be easier than he originally thought.[5]
Around 2016, Ros started to toy with developing a prototype, intending to only spend about six months on it, but as his ideas came together, opted to quit his commercial development job to focus on the game, spending eight years to develop it further, using his private savings as well as ad revenue for a Magic: The Gathering website that he had been running.[4][6] While the game was mostly developed solo, Ros commissioned work from others, including artist Davide Pellino and the jazz duo Trigg & Gusset, to help with the atmosphere of the game.[4] Ros had brought Pellino around three years into development to replace the base Unity assets he used to prototype the game with original art; Ros thought this effort would have taken six months, but this extended to three years to develop a unique art style for the game.[5]
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