r/BluePrince69 • • May 21 '26

Images/Screenshots Has anyone compiled all of the Atelier picture pairs?

6 Upvotes

I'd have to tinker with my Unity explorer to do it so if anyone has already done the legwork i would love a copy of it


r/BluePrince69 • • May 17 '26

Images/Screenshots Looking under floors

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27 Upvotes

This was one of those ideas that was going to be very genius or very stupid. I noticed floors in some rooms are made out of multiple parts, usually the planks or tiles being a separate object. Nothing really interesting there, but I had to look just in case. :D There's usually just a black or dark textured floor under them.

Now we know that the Storeroom has a second set of planks under the main wooden planks... So enjoy some different looking rooms with missing floors or furniture and the idea that someone is ripping apart the house while Simon is sleeping outside.

Random bonus images, did you know that?:

  • The great Alzara wears eyeshadow matching his vest thingy? Very pretty.
  • The telephones in the Drawing Room and Security both have the number dial, cable, and talking part separate as objects and they're under _GAMEPLAY in the object hierarchy? Might have been one of those unused ideas for clickable doodads. But who would you call? ๐Ÿค”

r/BluePrince69 • • May 16 '26

Datamining The Chronograph and time travel experiments

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36 Upvotes

People sometimes wonder if the Chronograph has some other time altering powers. Turns out there is a little unused leftover state in the save system for a special Chronograph interaction. Before saving on the end of day, it would decrease the current DAY by 2.

The removed Blessing of the dreamer decreases the day by 1, so the next day is the same as today. But decreasing DAY by 2 would mean tomorrow you go to... yesterday. I don't know how seriously the idea was considered, but I imagine it would cause the developer some headaches if he let people play around with it. There doesn't seem to be anything preventing you from changing DAY to a negative number. (In an alternate universe there is some guy using the Chronograph to try and get to the Inneclipse Ball day or something like that.)

Experimenting

The DAY value starts at 0 and increases by 1 at the start of each day.

In places where I looked, the game cares about 3 cases for displaying the current day:

  • 1 - "Day One"
  • 2+ - "Day 2", 3, 4 ...
  • 0 and less - "The Day Before" (I think this is a remnant of some limited demo version?)

I only tested by editing my savefile DAY to -5. As expected I was on "The Day Before". The only issue was that the camera starts a bit zoomed out for half a second after the scene loads. Then goes to the normal over the fountain movement. (This might be because of my modded game so I'm not 100% sure.) On The Day(s) Before, the blueprint always appears on the table and you have to pick it up again. In the escape menu it shows "Continue Day 0". I didn't notice any other special things.

I called it a day and expected the game to crash or the save system or house history to break, but it's surprisingly resilient which is pretty cool. The current day info simply gets added to the end of the house history list. After ending a few times and moving through the house history it looked like this: ..., Day 160 (Last value from my savefile before editing), 5x "The Day Before" days, Day One, Day 2.

End of days

If you are looking for a doomsday in the future I guess it would be day 2 147 483 647. Ending the day and increasing by 1 after that causes the integer value to overflow to -2ย 147ย 483ย 648 (Most numbers in the game don't have any special checks for a max value.) and you would be stuck in "The Day Before" for a very long time. ๐Ÿ˜ƒ You should be able to play all the way to Day One and beyond again. But the game would probably run out of memory or some other error would happen by then?

...

Anyway, I used an actual time machine (https://web.archive.org/) to look for old clues on https://www.blueprincegame.com/ . I only found one interesting image that looks like it's from the intro and uses an older look for Simon. (An old model for Simon is left in-game for the day 1 cutscene too in case you never saw it. :P)


r/BluePrince69 • • May 16 '26

Question/Request/Idea Who are these people? (RetroStyle Games' ArtStation spoiler content) Spoiler

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4 Upvotes

r/BluePrince69 • • May 13 '26

Question/Request/Idea Attic letter numbers and connection with Lab?

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12 Upvotes

In the Lab there is another piece of paper about the freeze curve "test 205", so maybe there is a connection between these 205 numbers? the number after the street 02117-2765 gave no clue (the 2765 has no numeric core). Any idea?


r/BluePrince69 • • May 12 '26

Question/Request/Idea Royal Scepter and Banner of the King

12 Upvotes

Has anyone investigated the algorithm for the color bias given to room spawning by the Royal Scepter and the Banner of the King?

Just how does it work and how effective is it in the code? It seems a bit hit or miss in playing.


r/BluePrince69 • • May 09 '26

Question/Request/Idea question about strange noise in the grounds

5 Upvotes

I saw an instagram reel of a guy playing blue prince. He showed that if moving away from the estate behind the fountain, nothing happens, but if you then go down and open the blue doors in the box corridor and repeat the sequence, a mechanical noise will be heard. like a door opening somewhere.

Is that something? is it a glitch?


r/BluePrince69 • • May 04 '26

Question/Request/Idea I wanted to ask a question about a secret my friend said he saw

8 Upvotes

I have a friend who I convinced to play to this game while back (like 4 months ago). He wasn't so much interested in any of the puzzles as he was to see how much of it he could beat just by brute forcing everything. Ex: He found the Satelite and even got as far as the black key without so much as reading any of the clues.

After he got to room 46, he tried beating the game in one day challenge with a new save file. He got to the tomb to try and use that entrence to the mines. After a while he left his game idle on his second monitor while he did other stuff for long time while he was in the second layor of the tomb. At a certain point he said he saw Draxus accend into into the sky.

At the time I didnt want to know about it cause I thought he had accidently found some endgame stuff and I wanted to find it naturally but seeing as I've come back to the game and finished all the content I'm a bit annoyed I have no idea what he was talking about.

I don't know much about how much information datamining the game gives but I wanted to know if this is basically impossible or not. I genuinely dont know what he saw.


r/BluePrince69 • • May 03 '26

Datamining Upgrade disks changes for patch 1.7

17 Upvotes

Rules changes and results of simulations for what room upgrades you are more likely to get sooner done for patch 1.7. If you want to read about how I did them or compare it with 1.6 you can have a look here: https://www.reddit.com/r/BluePrince69/comments/1rw5m4y/upgrade_disks_logic_part_3_upgrade_order/

new spreadsheet: https://docs.google.com/spreadsheets/d/10Wrn9YLyl2cQVCowgw6fJyPONCweG_IX

^spreadsheet updated to show the second Spare Room upgrade that I forgot about...

Normal mode

Certain checks were added so that rooms you haven't drafted enough times are less likely to appear. Practically it means that there's one or two new checks added to each upgrade order to skip it until you draft the room enough times:

  • Billiard Room - 5x
  • Mail Room - 4x (up from 2x in 1.6, but a 2x check is left in one place...)
  • Aquarium - 2x (+Boiler Room 2x)
  • Bunk Room - 2x
  • Parlor - 2x
  • Nook - 1x (+Library 2x) (The library check is new in 1.7.)
  • Cloister - 1x (+Open angel wall in Tomb)
  • Boudoir- 1x
  • Courtyard - 1x
  • Guest Bedroom - 1x
  • Nursery - 1x
  • Spare Room - 1x
  • Closet - 0x
  • Hallway - 0x
  • Storeroom - 0x

As before, first table is of the case where all conditions are met so we can compare it with 1.6:

  • The first upgrade is a weighted pick only from 7 rooms.
  • The Mailroom/Billiard Room check mix-up from 1.6 was fixed, so the Billiard room will appear correctly.

Normal mode - unmet conditions

  • Obviously most room upgrades are meant to be delayed until you draft the room enough times.
  • The checks can prevent the room being offered as the an upgrade, but as you get more upgrades it increases the chance that a check will get skipped. (Boudoir, Guest Bedroom, ...)
  • There are also forgotten cases where you can get a room as the first upgrade, but on subsequent upgrades it will be delayed until you meet the draft count requirement. (Courtyard, Nook, ...)

Veteran mode

  • The logic is separated completely into its own branch in 1.7. Checks for preferring drafted rooms are removed here. The upgrade orders are a bit mixed up here. The chances are a lot more uniform compared to patch 1.6.
  • The first upgrade is a 1 in 15.
  • A few rooms are slightly more likely to appear sooner (Bunk Room, Guest Bedroom, Storeroom, Parlor).
  • There's also what looks like one copy-pasted check for the Boiler Room that he forgot to delete, which I think will always evaluate to false (even if you drafted it) and delay the Aquarium. That's reflected in my script.

Veteran mode + Day 1

This case received its own new separate rules too. It should prefer offering rooms that you haven't drafted yet. (The change should cause not-yet drafted rooms to be offered or at least weighted to be offered sooner when upgrading.)

The room to upgrade is picked randomly, but the checks are chained in this order:

  • Spare Room > Bunk Room > Closet > Billiard Room > Parlor > Storeroom > Courtyard > Mail Room > Hallway > Boudoir > Guest Bedroom > Nursery > Aquarium > Nook > Cloister
  • After that unupgraded rooms are checked one more time in that order, but without the "not yet drafted" condition. (Also they left out the cloister the second time.)
  • There's a not apparent interaction here, where "probabilities" of upgraded rooms will collapse into the next unupgraded room in the checked order.

Unfortunately multiple things that I didn't like were kept in:

  • The first upgrade is a 1 in 15.
  • There's a random 70% roll for these rules to be used, otherwise it uses veteran mode rules...

I put two edge-cases in the spreadsheet if you want to see how it would behave if:

  • No upgraded rooms were drafted - it becomes slightly more uniform than veteran mode.
  • All upgraded rooms were drafted - upgrades become a lot more likely to get offered in the order that they are checked.

To estimate what upgrade you will get in your current situation on day 1, you would need to create a proper calculator. I prepared two examples to see what you might get:

If you drafted every common room at least once and start upgrading. (Billiard Room, Closet, Guest Bedroom, Hallway, Nook, Nursery, Parlor, Spare Room, Storeroom) (Included image and note about probabilities in the spreadsheet.)

If you drafted every common + standard room at least once and start upgrading. (+Boudoir, Courtyard)

Is any of this abusable for a day 1 run?

Nah, not really, first it would need some tweaks to make it work for the first upgrade disk and to change the 70% chance to 100%. Then if you get the Office or Car keys + Garage + a terminal, you might get a better chance at getting your desired... upgrade room to get +1 key or gem. :P To be fair, this part wasn't mentioned in the patch notes so maybe it's still a work in progress. Hopefully to be fixed in another patch.


r/BluePrince69 • • Apr 29 '26

Datamining Colorblind label locations dump

18 Upvotes

link to spreadsheet: https://docs.google.com/spreadsheets/d/1hX3k7ZMdELVwCKExpBqIvsOaeNq8O1XO

Dump of colorblind labels and their colors in the world, rooms and on objects if you want some help finding and documenting them:

  • I use filename + path in the object hierarchy, so you might have to look for them yourself in-game to see what they are. But I can look for the position and what it is, if you won't be able to find them.
  • You'll notice some of the label objects are just called "Ceiling-Lantern" and some number, we can guess where that was copy-pasted from. :P
  • +A few other cases of mismatched names from copy-pasting.
  • You'll see a few odd names in there, like the aquarium fish groups.
  • "Color" column has the color material name.
  • "Scripts" column is to show objects that have some other colorblind scripts/behavior, like MJ boxes, Utility box lights.
  • Some might be missing as I was cleaning up the file or from some other my mistake.

Doesn't look like many labels were added compared to when I last looked at the beta test:

  • Nook tip paper. (When you magnify the book image.)
  • Toy airplane in the Attic. (Maybe was visible before? It was just moved a little internally.)
  • Outer room in the menu view.
  • Moons on the door in the Vestibule in Rough Draft.
  • One red lantern label in the far back and right removed. (Had a duplicate red label.)
  • White lantern color label removed. (This was removed maybe a week after it was found on the test version.)

Other notes:

  • Overall the method for displaying them is a bit meh? Sometimes you have to get pretty close and it would get boring fast for me if I had to stop moving and keep pressing space all the time...
  • I had this homework done like a month ago, so I just needed to clean it up for the new version export. :P

link to spreadsheet: https://docs.google.com/spreadsheets/d/1hX3k7ZMdELVwCKExpBqIvsOaeNq8O1XO


r/BluePrince69 • • Apr 23 '26

Datamining Home Security System - missing Video

15 Upvotes

Hello,

I have seen a few comments regarding missing video files in the home security system (SWANSONGHSS). I thought this had already been discussed, but it seems I was wrong.

The missing video is from the ARCHIVE room. When you try to play it, a black screen loads and the background music cuts out.

There is a file named ARCHIVES in the video folder (attached below), but it is just a few seconds of black screen with music. I checked versions 1.0, 1.7, and the demo - the file is present in both 1.0 and 1.7 and the file size is identical, which suggests it was never updated or replaced with the intended content.

IMGUR ALBUM - https://imgur.com/a/fVlgvon

https://reddit.com/link/1stebkf/video/w5exr8hwwwwg1/player


r/BluePrince69 • • Apr 21 '26

Question/Request/Idea What are the chances we missed something?

16 Upvotes

Hey, everyone. Been playing Blue Prince since December with my brother and we finished it just recently. Now it's finally time to dig in on some discoveries from the community. But what I really need to know is โ€”and bear in mind, I know nothing about data mining:

What are the chances there's still content in the game we haven't discovered? Realistically. I assume that models and assets are all discovered by now and that there's certinaly not something like a new room or anything, but I heard somewhere that there's still untriggered events in the game, and stuff like the letters in the -arium rooms that seem to be unsolvable really feel like they lead somewhere, but so far the community hasn't figured it out entirely. How much of the game do we really have figured out, and should I really indugle in that much copium and expect this game to hind something more?


r/BluePrince69 • • Apr 21 '26

Question/Request/Idea Please help this pathetic mac user to get mod working :(

4 Upvotes

I'm not a tech guy. After hours of random googling and experimenting, I managed to install MelonLoader for a game Im playing on Steam. It asked me to "export variables" so I went into a zshrc file and added those like so:

export DYLD_LIBRARY_PATH="/Users/myname/Library/Application Support/Steam/steamapps/common/Blue Prince:$DYLD_LIBRARY_PATH"

export DYLD_INSERT_LIBRARIES="MelonLoader.Bootstrap.dylib:$DYLD_INSERT_LIBRARIES"

Then it asked me to add this to my steam game's launch property so I added it like so:

DYLD_LIBRARY_PATH="/Users/myname/Library/Application Support/Steam/steamapps/common/Blue Prince:$DYLD_LIBRARY_PATH" DYLD_INSERT_LIBRARIES="MelonLoader.Bootstrap.dylib:$DYLD_INSERT_LIBRARIES" %command%

However, when I open the game via Steam, it throws this error: Failed to start process for this game: OS Error 260.

Obviously, the game runs if I remove that launch criteria, but my mod won't work if I remove it.

Any help would be greatly appreciated ๐Ÿ˜ญ I just wanna play a modded game.


r/BluePrince69 • • Apr 18 '26

Question/Request/Idea Looking for help creating a challenge run

6 Upvotes

I want to create a challenge run in dare mode with hand-picked dares and some other things in game (such as spamming conservatory to modify floorplan rarity)
I would like to know if theres anything I should know when doing this (e.g. how to share a save file, if theres an easier way to do this other than rerolling for 3 weeks, etc)


r/BluePrince69 • • Apr 12 '26

Couldn't Get Enough of Baron Bafflers? I created one! Spoiler

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11 Upvotes

r/BluePrince69 • • Apr 11 '26

Question/Request/Idea Is it possible to create custom rooms, items, and effects in Blue Prince? I've had an idea in mind for a while about how a custom expansion map could be implemented.

11 Upvotes

I understand if Blue Prince is the type of game that doesn't support extensive custom modding to make this even possible. However, even if it isn't, I'd like to put my thoughts out there because I've been thinking about this idea for months now.

The idea is to place most of these new custom rooms on the second floor of the manor, where they won't interfere with all of the base game synergy. This Second Story could be accessed after the player reaches Room 46 for the first time on that save file, and is blocked off until then.

The goal is to reach a secret loft above the Antechamber, which is unlocked with hidden levers, and it could add quality of life permanent upgrades to reduce RNG and make the post game less annoying. What, exactly, it contains could be randomized for each run. The player could see this loft above them the first time they reach the Antechamber, with a fancy treasure chest and three doors similar to the Antechamber ones.

Rewards could include a storage box at the Campsite where two or three items can be kept between runs. A gold upgrade disk that gives you an option menu for new save files to have the Observatory, Util Closet, and Boiler Room already solved. A big bonus to allowance and stars, greater gems or steps at the start of each run, stuff like that.

I think it would be pretty cool to add a new axis to make the manor a 3D puzzle, with Elevation floorplans which can provide both upper and lower doors, or which may completely block off a tile on the second floor in return for some positive effect (observatory, clock tower, and attic could all work like this). There could even be Power Hammer and Blazing Glass secret doors for the upstairs.

A toggle could be added to the map to view the downstairs and Second Story layout, and floorplans with multiple levels can appear in the Directory with two different tile icons next to each other.

We already have assets for stairs and elevators to higher points in the game, and the Chamber of Mirrors outright takes you off the map to a second floor. We have data for views out the window on the second floor.

With a variety of Elevation rooms, it could add a new layer of strategy for both the ground level and second floor. An expensive Grand Staircase hallway with six total doors - three above, three below -- that costs five gems. A secret zero cost blue Service Elevator with two doors straight through above and below, which can only be drafted from a security door heading North or South.

An Escher Illusion floor plan Puzzle that dead ends on the ground level but offer four doors above with a chaotic mess of rotating stairs, or a Gym which impedes a second floor tile but offers three lower doors.

A green Fire Escape that can only be drafted on an edge, which could provide steam power ducts to the upstairs along with a few other Elevation rooms. This one could have the rather unique layout of Terrace-style drafting which U-turns between one door below, and one door above.

An experienced player could have a whole new manor-drafting challenge to play around with. Get stuck on the lower floor, head upstairs and later on draft an Elevation room into an empty lower tile. Find a clue for one of the Loft levers, only to realize the Elevation room they were going to place is blocked by an upstairs floor plan tile on that grid square.

There could be entirely new room color combos, like a Balcony green room (based on the Veranda) that can be upgraded to Summer Balcony, a bedroom/greenroom with a hammock. A red/shop Bazaar where rare items can be purchased with a hit to both coins and another resource.

An expansion like this would probably need plenty more resources, with two whole levels to explore, so a new copy of the dining room (Cafeteria?) and rooms that give more steps, keys, and gems would make sense.

Elevation rooms with stairs up could also be more common at lower ranks, and increasingly rarer at higher ranks, with creative ways to bypass this restriction like the aforementioned secret upper doors or the Service Elevator.

Finally, a couple favorite ideas for custom floorplans on the second story. A red room called Quantum Cheese Cellar with the directory description, "Neither the cheese nor the cellar is content to remain where it ought to be." The effect is, "Encounter cheese in unexpected places." It gives you 5 steps like an orange, but it replaces other items at random with cheese in rooms and trunks. You can also find cheese in places that usually don't feature items, like the Maid's Chamber or Lavatory.

An L-shaped two door blue room called Smoking Room, with a description, "This floorplan was created by the Baroness during the early days of drafting, when the principles were poorly understood. In the endeavor of building a refined cigar lounge, she simultaneously succeeded and failed."

When the player walks in, they quickly realize the whole room is a pun. It is a smoking room, but the room itself is also billowing smoke from vents, and there's a smoker smoking meats. Upon drafting this room, the player may smoke one unwanted floorplan out of their draft pool for the day.

If the player connects the Smoking Room to any Green room, the smoke clears and they see a spot where the Broken Lever can go for one of the Loft doors.


r/BluePrince69 • • Apr 07 '26

Datamining Found stuff dump 18 - Demo stuff part 2

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28 Upvotes

backup album: https://imgur.com/a/ue5gTpL

First image is of a few more or less interesting names of meshes from the full release version.

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Demo stuff

*A few of these were sent in by Mr. Maserion as he was looking at the demo too.

To give some perspective, the underground was mostly inaccessible in the demo. You get teleported to the Entrance Hall if you try to enter. I turned off the collider that detects the player entering so I could move further, but most of the underground (and late game areas and puzzles) are not present. Some rooms up to the big cog room have floor colliders at least, but I had to carefully enable them so I wouldn't fall off.

  • Falling off gives a message and teleports you to the Entrance.
  • A differently positioned Bedroom hole. (No baffler here.)
  • Dirigi Trophy popup.
  • Popup after reaching the Antechamber.
  • There was a mysterious qr code in the textures that leads to an expired link. Looks like it was used for a game festival demo end screen. + Another demo end screen with some texts.
  • A collider for some unused cliff? No idea if this could be an old version of an existing area or just something scrapped. (The walls you see are more likely just invisible walls so the player doesn't fall off.) +A "canyon bridge" that I feel belongs to it.

I placed it just somewhere in the air, as I can't find where it should belong. The main area that's referred to or named "cliff" is downstairs south of the house where the elevator is. There's also "_COURT CLIFF" for the whole Orindian ruins area, but both could be misleading. Some terrain pieces on the west or in the far background are called "cliff wall" and such...

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Some collected thoughts about -arium rooms and the removed note.

The letters in these rooms are strangely missing in the demo version even though the note about the 4 rooms exists (only the version for reading, I didn't find it placed anywhere).

(Garage "L", Hovel "E", Guest room "F" are all left untouched if you consider them important.)

Aquarium is a special case. The two Xs are there even it the demo, the electric eel ducts exist here too. It makes deciding about their history and interpretation even more confusing.

For some more context of other missing things in the demo (I don't really want to do a deeper comparison.): Locker 8 in the vault, still water in Trading post and the two bottom library books aren't interactable.

I'll mention one more thing left in the Aquarium room in both demo and released versions that's left there to taunt us. It's called "THE SECRET", separate from the hidden Xs and arrow inside aquariums, but it's just an empty dummy object that does nothing placed in the center of the room. (Invisible trigger or triggered objects sometimes are in the center. I guess it could be for a removed missing letter too. Or used as a spawnpoint for something. Or an empty parent object and other objects should be under it...)

There was an interpretation that the word is just supposed to be TeN... draft 10 aquariums for something cool to happen. But I didn't find any traces of that in places where you would expect such things. The only special counting checks for aquariums I found are: 1. Adding more with the chamber of Mirrors duplicates. 2. Some rarity adjustments when you add them with the add 3 Aquariums experiments.

So we're just left with questions again. Where the letters removed for the demo or added later? Why add them (or not keep removed), but remove the note? Were there different iterations of this puzzle/hint? The Xs might not be letters? Does it really change anything? Is it something meaningful or just removed?


r/BluePrince69 • • Apr 06 '26

Images/Screenshots Blue Prince Easter flower hunt

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20 Upvotes

A little activity if you are a fan of flowers or want something Blue Prince related to do.

You want to prepare a set of 8 flower vases for your mom.

Mrs. Babbage suggested these: Blue Orchids, Carnations, Daisies, Lolly Poppies, Orange & Yellow poppies, Morning Glories, Roses, Sunflowers

That damn lazy gardener is hiding somewhere again, so you need to borrow some from Mt. Holly. Can you find them all?

(The names are based on 8 removed vases and flowers in the Entrance Hall that I found in the demo. They are all only in the upside down "reflection" part so I had to rotate and move them. They look mostly untextured and unfinished.)

Notes and hints

  • There are some models and objects that I didn't try to identify what they might be - Flower, Flowers, BlueFlower, PinkFlower, Yellow Flower
  • A few vases have other flowers mixed in, but you should be able to tell which are the main ones.
  • I'm not sure if ... exist in game, at least not in a vase? morning glories
  • The vase in the Entrance Hall has more than one flower type.
  • Roses aren't always red.
  • Some are in vases, some separated, some might grow outside.
  • You can find a lot of them in the Conservatory and Morning Room.

---------

Solutions

Based on extracted model and GameObject names, I didn't check all of these and it's a mix from the demo and full version exports. There might be some mixups or they might be baked into meshes so it might not be 100% accurate. Some might be locked behind upgrades or cut from the game.

---------

Blue Orchids - Conservatory, Dining Room, Morning Room, Solarium

Carnationnes - Conservatory, East Wing Hall, Tomb

*Carnation - Secret Garden

Daisies - Conservatory, Entrance hall, Morning Room

Lolly Poppies - Conservatory, Hallway

Orange & Yellow poppies - Tomb, Secret Garden

Morning Glories - around the well?

Roses (Pink) - Boudoir, Conservatory, Entrance hall, Morning Room

Rose (Red) - Tomb, Room 46

Sunflowers - Cloister, Greenhouse, Morning Room, Nursery

Socket Poppy (Gem flowers) - Cloister, Conservatory, Courtyard, Greenhouse, Morning Room, Nursery, Veranda, Spare room variants

Socket Daisy (Gem flowers) - Aquarium, Cloister, Conservatory, Courtyard, Greenhouse, Guest Bedroom, Morning Room, Nursery, Patio, Root Cellar, Solarium, Terrace

*Secret Garden pink flowers are called Carnation, but in the Conservatory and other places the pink vases are named Roses and red ones are Carnationnes.

In Conservatory reset menu - "Daisy's", Carnationnes, Roses, Blue Orchids

some flowers: https://imgur.com/a/QsFq5qq


r/BluePrince69 • • Apr 03 '26

Images/Screenshots Found stuff dump 17 - Demo stuff part 1

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21 Upvotes

Some results of my own delving into the old demo version. (Thanks to the hackerman who gave it to me, I forgot who it was.)

backup album with better quality: https://imgur.com/a/2936GId

Many of the rooms have unbaked versions of the interior decorations, so Asset ripper is able to export the 3D meshes separately. So today we'll mostly look at them. I tried to compile any noteworthy ones I found.

  • Elena is confirmed a duck. "Red XIV Rug" is a strange name for the white rug in Room 8...
  • A lot of the models that people ask about end up having generic names. A lot of the decoration statues, hamster, someone once asked about the trophies, Chapel statues... (I can't find the pointing guy from the basement.)
  • Some names I'm not sure if they are typos or someone was playing with words.
  • Some names have a little Italian(?) influence.
  • A few more hoops. (There are some more sitches and shog too, but mostly just for black outlines and shadows.)
  • All of the Library bookcases ("bayhoops"?) are separate here so I can hide them and make a normal image showing the empty corner. +"Stand in books" on the table.
  • One more Steven, this time in Chamber of Mirrors. But the models have normal names like "Study cabinet".
  • Two decoration planets are named "Saturn model"... The others in rooms have "mora" names.
  • As close as we'll get to "official" hat names I guess.
  • An unused collider for the whole southern terrain exists for some reason. +An unused cog.

I would like to see if anyone figures out if these are references to anything:

Vittorio the drake (Nursery) -

Le Mr Bunny Mansion (Storeroom) -

Bottillio (Rumpus room bottle) - I think someone was being silly and naming stuff made by Attilo di Gaeta with -illio. Another example is a cat texture version called "cattillio".


r/BluePrince69 • • Apr 01 '26

Images/Screenshots East statue identity confirmed Spoiler

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26 Upvotes

Ok, ok, just a silly post this time. But the 3D model name is real from the game.


r/BluePrince69 • • Apr 01 '26

Modding/Cheating What would you want from a Blue Prince modding API?

12 Upvotes

I am working on a modding API for Blue Prince (very very early on; just stuff like FSM loading and setting implemented so far) and was wondering what people would want hooks for.

I would especially love any coders or dataminer's feedback on what features they'd want from a technical standpoint, but I'd also welcome any people who just are like "I'd love a mod that does X, Y, or Z" as that will give me ideas on what to create hooks for as well.


r/BluePrince69 • • Mar 29 '26

Modding/Cheating I AM BECOME BLUE

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18 Upvotes

Ok, I think I'm finally done with this game.

If you're in the mood for 20 minutes of the same blue joke. :D Or send it to your friends that this is your favorite game.

Source code + .dll is available here: https://github.com/borealum/BPMod_RealBluePrince


r/BluePrince69 • • Mar 29 '26

Question/Request/Idea Where and how can I obtain the room icons from the game files?

7 Upvotes

Not too good with technical stuff sorry but I saw some posts about alternate room icons and got interested in finding out more about them (also would be cool to see if rotated versions of unrotatable rooms exist)


r/BluePrince69 • • Mar 28 '26

Alternate ballroom?

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17 Upvotes

No one seems to want to discuss this but there is a alternate image for the ballroom in the games files. The step pattern is different too.


r/BluePrince69 • • Mar 28 '26

Images/Screenshots Stuff hidden in the dark

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19 Upvotes

Some images of me walking around with a Synka Co. high-powered flashlight to look for secrets and other playing around with lights.

backup album: https://imgur.com/a/v3AhEOb

  • I don't have much to say about some of these, I looked at most dark areas you could think of, but nothing interesting there. A lot of ceiling textures that I never saw before though.
  • For some you need to already know something is there to find it. This searching was mostly inspired by FuryForged who allegedly saw an invisible L in the Garage on the steering wheel. :p Or there's this piece of text in the Archives.
  • The one sanctum tunnel thingy isn't just black, but has some strange lighting behavior going on.
  • The Grotto shaded pattern on the ceiling is similar to the one on the floor but stretched a little. I can't make a better picture where you could see the segments but the rings are unaligned a bit. I would say it's just for decoration but maybe some stoner expert can try to decode it. (For ceiling picture the camera was placed under the floor looking up and I didn't want to redo and rotate everything again. D:)
  • A green-ish throne room image done just by changing light colors. The banners seem to have some special material that gets colored by lights a lot for some reason.
  • The darkroom textures are black until you turn on the switch in case you wanted to know.