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Dev Blog #2 - Mount Holly Estate

[h2]Living Wills and Dead Ends[/h2]

Mount Holly, ‘the House of Shifting Rooms’ (as the locals call it), is a sprawling estate resting in the saddle of the Reddington Mountains directly south of the tree line. Once the esteemed domain of your great uncle, Mount Holly now falls under your ownership. Yet an intriguing condition accompanies the inheritance: you must locate the hidden 46th Room of this mysterious 45-room estate.



One of the most interesting features of this unique house is the way the rooms work. In Mount Holly, opening a door does not always lead to the same room. Floorplans shift, things move around and each day the entire blueprint of the house changes. One day you may find a kitchen leading off from the Entrance Hall, the next, a gymnasium. You really can’t take anything for granted.

The central mechanic of Blue Prince is a process that will at once be familiar to both architects and card players called DRAFTING. When you open a door on the estate, you will be given three potential room options to choose between. As the architect, you decide from those selections which floorplan you want to build. Each door in Mount Holly is a choice, and the choices you make will shape your adventure.



Mount Holly provides a wide variety of rooms for you to choose from that range from commonplace to rare. From this pool of rooms, you will progress each day, drafting one room at a time, expanding and exploring the house and its many mysteries as you progress. When you can no longer make progress, for example, if you can’t find any new doors to open, you may ‘Call it a Day’ to reset your house and start fresh the next morning with a brand new blueprint.

Mount Holly is an architectural conundrum and there’s so much more about the house we could expand on but I think it’s best if we leave the majority of its many mysterious doors closed… for now.



We’re really excited for people to soon be able to get hands on with the game, if you’re as hyped as we are we have a Discord server for all things Blue Prince, join us.

Blue Prince is coming to Steam soon. Wishlist now!

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Blue Prince is an Official Selection of Tribeca Festival 2024!!!

We’re so excited and proud to announce that Blue Prince has been officially selected to be part of the Tribeca Festival 2024 in New York.



The Tribeca Festival is famous for spotlighting games that showcase excellence in art and storytelling and we are honored to be a part of it (and excited to check out the other games!) The Tribeca Games program will take place June 12-16 at Pier 57 in NYC and attendees will be among the very first to get their hands on Blue Prince.

You can experience the exciting lineup of games selections for free at the #Tribeca2024 Games
Gallery.

Hopefully we can see some of you there!

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Dev Blog #1 - The Drafting of Blue Prince

[h2]Welcome to Mount Holly[/h2]

Are your bags packed yet? Are you ready to begin your search for Room 46? You play as Simon, who has inherited the title and deed to Mount Holly, a puzzling mansion on a sprawling estate. But the inheritance you have received comes with a catch…

[previewyoutube][/previewyoutube]

The debut game of Tonda Ros, a visual artist and independent game developer based out of Hollywood. After a decade of working in the film industry and making stuff for other people, Tonda finally decided in 2016 to make something for himself. The following eight years can only be described as a labour of love.

“This was a project that I initially had expected to be finished in six months. But what’s a year or eight more among friends? I stopped keeping track a while ago.” - Tonda



We sat down with Tonda from Dogubomb to talk about how Blue Prince came to be.

[h3]The Idea of Blue Prince[/h3]

Q: When did you come up with the initial idea for Blue Prince?

A: I had been tinkering for years with a few board game ideas and different design elements that eventually wound up together in the game, but the spring of 2016 was when all these disparate ideas came together under the umbrella of a video game concept.

Q: How did this concept come about?

A: When I first started learning Unity, my only intention was to casually explore the technology and gauge how difficult it would be to make a game. On my second day in the program, I started working on a first-person test scene because without a character I didn’t need to figure out character animation to get my feet wet. I love first-person games and exploration so I started copy-pasting rooms and made a really big house with a lot of doors. Nothing is more fun to me than being in a room with multiple doors and having to pick one to investigate. That fundamental idea was the core concept I wanted to explore. Choosing between doors and choosing between rooms. I named that first test scene “House of One Hundred Doors”. That was Day Two. It would be another two years before that project was renamed to “Blue Prince”.

Q: Was it always the plan to make the game a mystery strategy game?

A: I feel like if you let ten people play Blue Prince and then asked them what genre they’d classify the game, you’d get ten different answers. I didn’t try to fit this thing into a box and I’ve noticed players tend to focus on different aspects of the game that appeal to them, which in turn changes their perspective on the game's categorization.

Q: Was this game based on a love of other games like this?

A: Actually, the game’s inspirational sources are mainly books and board games, but there’s no one wellspring that I heavily drew from. “Blue Prince” is more of a blended combination of a lot of things I love from a lot of different mediums. Speaking as a player, I’m not a big fan of derivative work in games. To me, there’s an extremely fine line between inspiration and imitation. I try my best to stay pretty far away from that line. But over eight years of development, I’m sure I skirted it a few times.



[h3]Making Blue Prince[/h3]

Q: When did development of the game officially start?

A: At some point during the first three months that original test scene stopped being a test. It evolved and I didn’t have the heart to press B to stop it. Perhaps it was the day I created the first design document and laid out the drafting mechanic. Perhaps it was the day I first let a friend play a build and saw the look of disbelief on their face. Or maybe it was the day I quit “my job” to focus on the game full time. It was sometime in 2016.

Q: Was this with the same team as Dogubomb has now?

A: I was working completely solo for the first two years. So no, the Blue Prince team was formed very slowly, piece by piece over the course of the project and the roster has changed many times over.

Q: What were the main challenges in making the game?

A: By far, the biggest hurdle was maintaining mental stamina throughout such a long, long project. I worked about 80 hours a week on average, which I think is only sustainable if you really love what you are doing and don’t really know how much longer it’s going to take! Throughout development, I always believed the game was one year away from being complete. It’s easy to run in the desert when you see water. It doesn’t matter how dehydrated or tired you are. If you see water, you’re up and running. That’s what it was like. The game’s finish line was an ever-motivating, ever-moving goalpost that was always just out of reach, like a mirage on the desert horizon.

Q: What were some of your favourite parts of the development process?

A: This one’s really easy to answer. Without a doubt my favorite thing in the process has been watching playtesters play the game. It's hard to imagine a game developer answering anything else honestly. The amount of joy I get from watching people play is ridiculous. I felt the same way at GDC watching people finally getting to experience the game.I think it helps that everyone’s playthrough is so unique. I’m constantly being surprised by things players are coming up with and the individual way they each approach the challenges of the game. It really never gets old.

Q: How are you feeling about the fact the game will launch soon?

A: Thirsty!

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Welcome to Mt. Holly

Welcome Drafters,

We were delighted to see the trailer for Blue Prince shown at the Future Game Show this evening. If you missed it, you can check it out here:

[previewyoutube][/previewyoutube]

What is Blue Prince?

Blue Prince is a genre-defying mystery strategy puzzle adventure unlike anything you’ve ever played before.

You play as Simon, the sole beneficiary of the Sinclair Estate at Mount Holly, a sprawling 45-room Manor set in beautiful and expansive grounds. Your grand-uncle: Herbert S Sinclair, recently passed away and you travel to Mount Holly to claim your inheritance.



But it’s not going to be that simple…

Herbert was a mysterious and enigmatic man when he was alive, and he has left his biggest challenge yet for you to solve: Find the hidden Room 46 in the 45-room Estate.

Mount Holly’s shifting nature means that traversing through its halls is an unpredictable journey where no two days play out the same. You also cannot take for granted what room awaits behind any door, floorplans change daily, and every day you start completely from scratch.

Can you solve the mystery of Mount Holly and find what awaits within Room 46?



[h2]A note from the developer [/h2]
“We’re thrilled to finally have Blue Prince formally introduced to the world. This has been a journey (and house) 8 years in the making, and we can’t wait to unlock the doors of Mount Holly soon and welcome you into our world.”  - Tonda, Director of Blue Prince

Blue Prince is coming to Steam soon, follow the game and wishlist now!

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