《蓝王子》是一款roguelike益智杰作。
Blue Prince is a roguelike puzzle masterpiece

原始链接: https://mssv.net/2025/04/07/a-puzzle-designer-on-blue-prince-a-roguelike-puzzle-masterpiece/

Dogubomb工作室的《蓝色王子》将于4月10日发售,这是一款引人入胜的Roguelike解谜游戏,背景设定在广阔的霍利山庄。作为赫伯特·S·辛克莱的侄孙,你必须在一个5x9的网格状、程序生成的房间中穿梭,找到隐藏的第46个房间并继承这座庄园。 每一次“游戏”都包含了房间选择、管理钥匙、金币和步数等资源,以及解决环境和逻辑谜题。游戏避免了突然惊吓和时间压力,优先考虑探索和解谜。虽然运气在游戏中扮演着重要的角色,但持续的升级和微妙的引导机制确保了游戏的进度。 游戏采用卡通渲染的艺术风格和精细的房间设计,营造出一种令人回味的气氛,让人联想起苏珊娜·克拉克的《皮拉尼斯》。非线性的故事通过笔记和环境细节讲述,探索了痴迷和代际创伤的主题。《蓝色王子》巧妙地融合了令人上瘾的Roguelike机制和深刻的故事叙述,为解谜爱好者提供了一次令人满意的体验。游戏售价29.99美元,登陆Playstation、Xbox、PC和Steam Deck平台。

Hacker News上讨论了roguelike益智游戏《蓝王子》。玩家throwerofstone发现游戏在一小时后变得令人沮丧,原因是房间重复且谜题依赖随机数生成(RNG),需要花费数小时来排列特定的物品和房间,而奖励却微不足道。文章作者adrianhon承认了RNG的存在,但强调了游戏氛围和发现感是其主要吸引力,建议将其视为探索而非竞速。 其他评论也回应了roguelite游戏中常见的RNG挫败感,感觉像是为了乐趣而赌博。一些人则在理解了房间抽卡系统后欣赏了游戏的挑战性和策略深度。评论中将《蓝王子》与《洛莱莱与激光眼》进行了比较,认为《蓝王子》的谜题不那么平淡无奇。几位评论者建议准备好笔和纸。一些人表达了对游戏重复性和依赖外部记笔记的担忧。一位用户还质疑这篇评论是否仅仅是广告。帖子中也有一些其他的游戏推荐,例如《午夜南方》。

原文

Playstation, XboxPC, Steam Deck
$29.99 (releasing April 10)
Dogubomb

Blue Prince is a startlingly original puzzle game that marries compulsive roguelike mechanics with exceptional art and storytelling at an incredible scale. It begins with your arrival at the Mount Holly estate, a sprawling mansion owned by the late Herbert S. Sinclair. You’re his grandnephew and if you can find the 46th room of the building, you’ll receive it all.

A dark, mostly empty attic

Now, some will say you should play this game completely blind – in effect, that you should skip their review. It’s true that there is an intense delight in discovering the world and mechanics of Blue Prince, and if you want to preserve that in its entirety, you should return here later. But before you leave, I can reassure you of two things. 

First, there are no jump scares or horror in Blue Prince. No twitch reflexes are required, nor any platforming, and there’s zero time pressure. To be fair, I’ve only played it for twenty hours; it’s possible these things might creep in later, but I really doubt it. Second, I won’t reveal any puzzle solutions, or anything from later in the game. I’ll be focusing on the game and puzzle design, and while I talk about the story in a general sense, that’s because it deserves critical appraisal. So with all that said…

A grid map of a house with different rooms filled in, plus stats for Mt. Holly: Perplexing Villa

Total Rooms: 30
Rank Reached: 9
Steps TAken: 79
Items Found 8
New Rooms: 7
Every game “run” concludes with your stats

The main activity in Blue Prince is exploring the mansion’s 5×9 grid of rooms. Every time you open a door, you have a choice of three rooms to “draft” – that is, to add to the mansion. Choosing a closet will offer two useful items but zero further exits, while a bedroom might offer one further exit and give you two additional “steps” (steps are consumed every time you move between rooms).

If you don’t like the look of your choices, too bad: you can’t back out after you’ve tried to open a door. The challenge, then, is drafting a network of rooms that gives you both the route and the tools to reach the antechamber to the 46th room, at the north end of the mansion.

A choice of three rooms to draft:

Walk-In Closet: 4 items
Morning Room: Tormorrow, you will start with 2 gems
Guest Bedroom: Ten additional steps
Choices, choices…

There are many, many rooms to discover along the way, all gorgeously rendered in the game’s cel shaded art style and lushly filled with furniture and knick-knacks. Some are homely, some are grand, and some are positively eerie. Just wandering through the mansion is deeply atmospheric, the closest we’ve gotten to Susanna Clarke’s endless, shapeshifting world of Piranesi.

Rooms often have notes, pictures, and newspaper clippings. These are all illustrated beautifully, with spare yet crafted prose. This is not a hunt-the-object game where you poke through endless drawers and cupboards, though. Things you can collect or interact with are clearly marked, and paying attention is rewarded but not absolutely essential. 

A maid's chamber with bedroom, desk, bedpan

While rooms all have the same square footprint and are compact enough to be run through in a couple of seconds, they’re characterful and unique. Even identical copies of the same room “type” can look quite different depending on their placement in the mansion, their combinatorial possibilities reminiscent of the old Hotel Magritte screensaver

Broadly speaking, there are two kinds of things to collect. The first are consumables: gold buys things from shops; keys unlock doors; gems draft special rooms (e.g. hallways with multiple exits); food grants extra steps; and dice refresh your choices of rooms to draft.

The second are items you can keep, like a spade for digging into piles of dirt that can contain useful things, or a sleeping mask that grants five additional steps every time you enter a new bedroom. Again, there are many, many items.

A letter entitled "open only in the event of my death" with a magnifying glass zooming in on the stamp details
Find a magnifying glass and you’ll see a lot more…

Some rooms are explicitly marked out as containing puzzles: the parlour hosts a logic puzzle, while the billiard room has… something else. Solving them gives you a modest reward. The impressive thing is that these puzzles never seem to repeat and get slightly tougher every time you’re successful, to the point of becoming really quite tricky.

Rooms can also contain environmental puzzles: pulling levers on machinery, activating switches, and the like. These aren’t too hard providing you don’t overlook the instructions usually posted nearby, like I once did.

As you move further north into the mansion, things become trickier: more doors are locked, rooms seem to cost more gems, your step count dwindles. Drafting becomes an exercise in trade-offs: do you choose a room with certain rewards but heads in the wrong direction or a garden that’ll make future gardens cheaper to draft? These choices are influenced by your ever-changing situation: the chapel costs gold on every entry, but that’s not a problem if you have no money.

Eventually, you can’t continue. Sometimes it’s when you’ve run out of steps, but more often it’s because you’ve literally hit a dead end and there are no more doors to draft from. Since Blue Prince is a roguelike, this is perfectly fine and normal – you just start a new “run” the next day with an empty mansion and empty pockets.

But even after hitting a wall, it’s still worth exploring. I’d often backtrack through rooms to try using new items, and the mansion is only part of the Mount Holly estate…

A view of a forest through a gate

All this would be interesting enough, but the game contains systems layered upon systems. To take just one early example, rooms interact with each other in obvious and bizarre ways, lending a whole new dimension to the ability to place rooms manually versus their static placement in more conventional puzzle games.

While it can be difficult to figure out the function of some rooms, there are always clues. Sometimes I’d solve a puzzle on a hunch then read a note literally spelling out the solution a few runs later. Blue Prince is unusually generous in giving puzzle purists the space to do everything from scratch while happily lending a hand to anyone stuck. It’s one of the most subtle and elegant hint systems I’ve seen. In fact, the game is so generous that there are apparently no individual puzzles that absolutely require solving in order to reach the 46th room; there are always alternate paths, even if that means starting a new run.  

As with other roguelikes, you can unlock persistent upgrades that smooth over repetitive parts of the game. Behind these overt incremental assists, it’s also clear that Blue Prince tips its scales away from pure randomness, pulling you toward your quest northwards. Yes, you get better at picking rooms and understanding systems, but it gives you better or worse rooms and items whenever it likes.

Blueprints showing a series of rooms I've added, plus my current room (Archives).

My inventory has a coin purse and salt shaker.
The coin purse grants extra gold, and the salt shaker additional steps

This returns us to Blue Prince’s slot machine-like core, where there’s always a chance you might get just the room you need, or even better, something you’ve never seen before. This is so powerful that I repeatedly blew past whatever mental time limits I set for playing, the pull of “one more room” and “one more run” just as addictive as Civilization’s “one more turn”. I personally try to stay away from these mechanics because I don’t like what they do to me. I shudder to think how they could supercharge builders like Dorfromantik, Carcassonne, and Castles of Mad King Ludwig. It’s as if someone took the mechanics from Candy Crush and used them for good.

Absent its story, Blue Prince would resemble these games much more closely. Inscryption, another excellent puzzle game, also has a story and shares quite a lot with Blue Prince besides: they both have addictive roguelike deck-builder mechanics that depend heavily on luck, and they’re both stuffed with environmental puzzles. But while Inscryption’s story unfolds linearly outside of its main card game, Blue Prince’s story is non-linear. There are a few cutscenes, all very atmospheric and uncommonly well-edited, but the story mostly is told through notes, books, photos, and other bits and pieces scattered across all the rooms. Crucially, the order in which you encounter these fragments is semi-randomised, based on what rooms you’re presented with and draft, and what you notice inside them. 

To press the point, while Blue Prince’s story is non-linear, it isn’t procedural. The gameplay is procedural, but the words on the notes and newspaper clippings are fixed. This enables a much greater degree of specificity in storytelling and worldbuilding, but ensuring it’s at all comprehensible when people can encounter it in any order is deeply impressive. There’s a reason why non-linear hypertext and experimental fiction isn’t very popular – it’s really hard to do well, Inkle‘s games being a notable exception.

A double page spread of newspaper clippings about Marion Marigold winning literary honours

None of this would matter unless the story was any good. Fortunately, what initially looked like a cliched tale ended up becoming a far more complex picture of obsession.  

Perhaps this isn’t surprising in a game where a mysterious man has designed a fiendish series of puzzles for his grandnephew (the classic narrative strategy of “these are puzzles because they were designed as such”) but the story is as much about the playing of games as it is about the person who designed them. It’s about how obsessions are indulged by those willing to take advantage. It’s about the expectations we place upon ourselves and others. It’s even about generational trauma. Others will read the story differently, and I’ll admit I haven’t seen all of it – I don’t think anyone has, yet – but it’s sophisticated enough that you can read plenty into it.

The story is most definitely not about the actual functioning of the mansion. Viewfinder, a technically wondrous puzzle game, was hurt by its impulse to rationalise itself. By accepting magic as a natural part of its world, Blue Prince is much more like Professor Layton or Myst, or Lorelei and the Laser Eyes‘ stylish magic realism. 

The theme of obsession threads into the gameplay. My notes file was bursting at the seams as I tracked half a dozen mysteries at once. Solving some of these more diffuse puzzles required testing and discarding hypotheses, and wandering through the mansion across multiple runs. I have several unfinished mysteries that would take many more runs to completely unravel, and those are just the ones I’m aware of. A downside of their sheer quantity and abstraction is that I was sometimes unsure whether a particular mystery was solvable given the information I had, or if I needed to pull the “new room” slot machine lever a few dozen more times.  

Blue Prince’s scale is so massive that some reviewers are still making major discoveries even after clocking hundreds of hours. I’ve designed alternate reality games like Perplex City with hundreds of interlocking real world and online puzzles that took years to solve, so I recognise how Blue Prince has distributed its clues across its many environments. What’s amazing is how they interlock with the game’s semi-randomised systems – systems that themselves are alterable.

A beautiful nursery with two cots

When I think of excellent story-based puzzle games, Return of the Obra Dinn leaps to mind. The downside of Blue Prince’s aleatory, chance-based systems is that it lacks the hard clarity of Obra Dinn’s deduction-based tableaux. Randomisation can threaten the integrity of the player experience, and I suspect many players will process the story more as a vibe than anything coherent. Waiting for a crucial item or room to appear so you can progress one of the many mysteries can feel like wasted time, and the hidden steering can encourage bad habits. Why figure out a system when you suspect the game will tell you the solution if you grind long enough? 

But the joy of discovering new rooms, of encountering and understanding new systems, is so intense, especially at the start, that it’s hard to fault the roll of the dice. The same steering that’s a little too helpful also compensates for the shortcomings of chance. More than once, an extra hit of story made up for an otherwise fruitless run. 

Towards the end of the game, I’d had such bad luck that I messaged a fellow reviewer despairing I was going to finish in time. In my very next run, I drafted rooms all the way to the antechamber, solved several major mysteries, and unlocked the 46th room, all in one go. It was such an unbelievable rush, it perfectly encapsulated Blue Prince’s dance on the knife edge between chance and control.

It took me 17 hours to roll the credits. Others have spent three times as long without reaching the “end”, though they’ve made more progress on other puzzles. When I return, I know there’s still plenty to discover.

A hole knocked through a wall revealing a passage and hidden door

Though Blue Prince is about obsession and games without end, it has at least one satisfying end. You can stop playing, if you like. But if you choose to continue, it has a sense of humour about itself. It knows that, after all, it’s only a game.

I played on Steam Deck with a review key from Raw Fury, the publisher. Usually I buy games myself or have access because I’m judging them for awards. This is an exception: I really wanted to write about it and I’ll be travelling during its launch. I realised the timing issue quite late, so I only had a few days to play after receiving access last week. 

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