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Holly in Blue Prince.
Reader, I fail.
But I do get tantalizing close.
I’m tempted to boot up the demo again and start four days from scratch with a fresh save.
But I don’t want to spoil it for myself.
Room with a view
Perhaps I’m getting a head of myself.
Played in first-person, you start out in an entrance hall each day with three doors leading away.
With a blueprint map in hand, you know that the building is nine rows of five deep.
What’s behind these three doors?
To a point, that’s up to you.
Where will you explore next?
Each room is different, and is a named, designed space.
Even your energy is a factor, having to scarf down food to keep your footsteps counter high enough.
It goes down by one with each you step foot in, though some can also restore it.
Each placed room tightens the noose a little on possible rooms, running down your options.
Simply keeping enough paths forward while avoiding dead ends is tricky enough.
If you just rock up, you’ll find the room sealed.
I’m eager to jump back in.
But then, where will I go next?