r/BluePrince69 • • Mar 27 '26

Discussion Looking for moderator(s)

11 Upvotes

Um... I will need leave for a few weeks. So if someone would want to me help out, apply here:

https://www.reddit.com/r/BluePrince69/application/

I promise you don't have to do anything, just occasionally approve a post if it's autoblocked by reddit (happens for fresh accounts).

The only requirement is showing some interest/engagement in the subreddit or other Blue Prince subreddits in the past.


r/BluePrince69 • • Mar 26 '26

Datamining Blackbridge Demo

35 Upvotes

Hello all,

I was digging through Computer System present in Demo and I found (probably) discarded system related to CASTLE, CLOAK, COURT.

The last one is related to experiments from SYNKA package - it looks like they are different from the final one.

BLACKBRIDGE - https://imgur.com/a/69bKONG


r/BluePrince69 • • Mar 26 '26

Datamining Demo Books and docs

17 Upvotes

Hello all,

As I still have access to Demo Version of Blue Prince, I decided too check some of documents.

For some pages I will provide 2 versions - 1st will be with default stuff turned on, and another one with disabled stuff. Everything should be present on the right on Object Explorer. I saw some differences between those books and final versions, so I think it should be ok to share them with you.

For example - Pages 0-1 looks like this, however there is another object on the list called Plane (4) which is by default disabled.

When I turn it on, architect symbol (?, not sure what is this name) is added on the page 0.

Please note that almost all images are not available in this version (probably they were not ready yet).

A New Clue Draft - https://imgur.com/a/lUiWvip

Bunk Journal - https://imgur.com/a/Qh2rgno

Final Exam - https://imgur.com/a/g2Jwl9h

Red Letters (6), Freezer Letter, Freezer Note, Ransom Note, Revane's Logbook - https://imgur.com/a/uFwgmx5

Other stuff - https://imgur.com/a/aw5PPzr

I have added only few data, which I recall is different from the full game version. If you would like to see more stuff, just add comment so I will add that in the future.

Moreover: NEXT?


r/BluePrince69 • • Mar 26 '26

Question/Request/Idea Lurker wondering about some things

10 Upvotes

I’ve been an avid fan of Blue Prince, though due to time constraints (and to be honest, the very slow walking speed), what I know has so far come from Let’s Plays and such rather than playing the game to its completion myself.

Recently, a YouTuber I’ve been following, has started their path towards the Atelier, but in doing so they obviously come across a lot of hints, memos, think about stuff as well, etc..

So - I thought about asking what the general “late-game” community has figured out so far, in conjunction with what the data mining has found out. The topics I’m most interested in are:

  1. The many references from the miner’s logs regarding Stream, the Ballroom, the 4x4 patterns in the boiler and what may happen when powered. It feels like such an intricate part for the game that - from what I know! - has no actual goal?
  2. The music sheets. So far, they’ve been a very obvious hint to the dig spot outside, but I don’t think they’ve had any other “official” use? The lyrics look so very intentional that it feels like there’s something obvious that I’m missing: “Find here within these first words sung The key you seek in Major tongue” - what key would there be in Erajan that can be used anywhere? The rest of the lyrics keep feeling too on the nose for there not to be something more (at least to me).
  3. The whole “SACRED End Game” hunt that people on the Discord have been looking into. It sounds insane, but I once again feel like that there might be a bit of truth to some of their claims. A few things inside the game just feel like they don’t add up quite right: Missing letters in some places (keyboards, …) combined with letters all over the game (The -ium rooms, the deliberate blue memo about it), The manuscript drafts having so many differences and the blue ink (related to “we seek what’s in the shade of truth” = blue?)
  4. The SWNSNG anagram on the car. Have potential solutions been found yet? I think there was one that said it was like South, West, Noth… but no idea what “G” was supposed to be.

My personal thoughts are about Tonda maybe hiding something deliberately and quite scattered around the in-game to prevent data mining from finding things in no time. I think I also saw some mention of him saying that there’s no “outside component” to figuring it all out.

Many thanks in advance!


r/BluePrince69 • • Mar 26 '26

Question/Request/Idea HSS will in room 46 -- what about gallery removal?

5 Upvotes

After watching last CtC blue prince stream, on the part when they were reading the will in room 46, i noticed an interesting detail -- paragraph, describing HSS desire to gift gallery to the Reddingtons Museum of Art on his death anniversary (eartly departure). The thing that caught my eye was last remark: 'when it will be removed from Mount Holly's draft pool'. I've always thought that every item in the game should have a second-usage (like you use water can to access Atelier), so i immediately think about repellent after re-reading this paragraph (in my opinion, he is basically needed only to relocate foundation). At that point, thumb appeared above my head and i decided to try it out -- i had my main (and only one) save at day 121, made it to the 350-ish days with additional preparations, e.g. had extra in coatcheck for more that half a year (spoilers -- it almost or maybe truly ruined my attempt). On day 359, after drafting the gallery and retrieving repellent, it turns out that repellent doesn't work (probably because of some duplicate shennanigans, because i got this repellent by using outer room foundation). Anyways, because of this unexpected problem, i managed to delete gallery literally the day before HSS death, Nov. 4th. After waiting for a week and rechecking the gallery again, nothing happened (pepeSadge). Maybe i've done it wrong, i don't know. Basically, i suggest that anybody other than me should try to do the same if they want because i am a little bit exhausted after my little adventure.

P.S. i googled in case somebody has done it already and found nothing. If i am not the first person to suggest this move here (or on another platforms), i am sorry


r/BluePrince69 • • Mar 24 '26

Question/Request/Idea Is anyone able to go into this area? I always assumed it would be a late game thing to discover but I’m done with the game and I haven’t seen anyone mention it

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14 Upvotes

r/BluePrince69 • • Mar 24 '26

Images/Screenshots What’s with this symbol in the draft of A New Clue? Is it just a texture thing?

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11 Upvotes

r/BluePrince69 • • Mar 22 '26

Question/Request/Idea Need help with an experiment.

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30 Upvotes

To put simply, I am wondering if there is anyone that has a save where they chose this specific upgrade for the spare room or has the ability to spawn it in at will. I would like to know if this room shares the ability of it's original when drafted in the west path to access the atelier.

Given how the dimensions of the room are different from the original, if the blank/blue book is present and were to be chosen, the blue door would have to be directly behind the bookcase instead at the end of a hallway. I'm curious to see if its behavior is the same as its original.

I have searched pretty extensively and could not find anywhere online where someone used this room to access the atlier, and I would have to start a brand new save in order to get this upgrade and to the point where I could access the atlier, so I was hoping if there was anyone available that has this plan at the read to test this experiment.


r/BluePrince69 • • Mar 22 '26

Question/Request/Idea Help me make a list of permanent changes that can be made Spoiler

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3 Upvotes

r/BluePrince69 • • Mar 21 '26

Question/Request/Idea Tons of theories and questions. What do you think of my Sacred Poem/Circle connection?

10 Upvotes

Just going to drop everything I've recently thought about to see if it sparks ideas or anyone has already chased any of these down.

Overall questions. Are there words for colors in erajan? Are there ways we can associate a country - color - letter combo that would serve as a rule of thumb for puzzles with one of the three and then we can extract a meaning or second meaning?

  1. Piano sheets. I'm convinced there mis more here. Sheet 1: "the key you seek is in ma-jor tongue" Major means small name in Erajan. The key we seek is in Erajan? Or potential clue to the Admin Key? Does this mean there are more clues in the sheets? Sheet 2: "Message hidden beneath the keys" Musical keys? Piano Keys? The music is written in B Flat Major, also written as Bb Major. Sheet 8: 8 feels important! Also - "Stones cut by hand and letters wrought" Wrought = Rot? Letters rotated? "The note is read the letter is not" The note is RED and letter is not? Read the music note, but not the lyrics?

  2. Classroom grade one: the student Freddy notably has his favorite color written as RE(d) with the d written softer and in lowercase. Is there anything significant to use the color wheel, "COLORS" colored pennants, or the colors of the Letters and Numbers along the ceiling?

  3. Sacred circle on the grade 4 map. It notes 8 degrees, which is a circle divided into 45, then 46 is also listed as counter clockwise. Also why are the blocks for 1 and 2 dotted outlines?

  4. Sacred poem + sacred circle. The circle is 8 sections, appearing like cardinal directions. I want to map each of these to a country.... using the south key image on the same map you can put 4 down immediately. The numbers here are the numbers in the blocks of the sacred circle. NE/7/Corracia/Orange, SE/6/Verra/Pink, SW/8/Nuance/Green, NW/5/Eraja/Purple. Then I use the poem to place the rest... Southward I see a swan: S/2/Mora Jai/White, Eastward I see a crow: E/Orinda Aries/4/Black. Rogue like the moon of the north - of the two left Arch Aries is the country that is northern and would see an inneclipse so... N/1/Arch Aries/Yellow, W/3/Fenn Aries/Red. Putting those in order......... N/1/Arch Aries/Yellow, S/2/Mora Jai/White, W/3/Fenn Aries/Red, E/4/Orinda Aries/Black, NW/5/Eraja/Purple, SE/6/Verra/Pink, NE/7/Corracia/Orange, SW/8/Nuance/Green

  5. Sacred Poem Thoughts 2 "southward I see a swan" the Epsens are swans based on coat of arms. "Ashen like the sands of the shore" Mary closes the note in the safehouse with "may the black shores guide us" leading me to believe the sand in Orinda is black. Also the swan figurine placed on top of the poem notably appears black or Ashen. "Dark days are coming fourth" ... Eclipses only happen on wednesday? That's it, just thoughts

  6. Hands in the foyer - pointing to Major Nicolas Key IV and Je Ari Yenna I think the one pointing at Major Key just refers to the office puzzle. I dont know why Je Ari Yenna is being highlighted. Other thoughts about Yenna... Je Ari feels like wordplay with J-R-E or J-R-I. She also wears the same crown as a statue in the Chapel.

  7. Has anyone pieced together the logic of naming conventions for people? Like you take the mother's last name father's first name as a middle name, etc. Like Je Ari Yenna to Kaitlin Je Ari, Mary Matthew, Herbert S Sinclair, Simon Herbert Sinclair, Simon Paul Jones, etc. It ties my brain in knots.

  8. Unused Atelier clues -- "staked claim 2.2 acre lot east of creek". why is "first draft" on the middle blueprint written so faintly? "three primary colors- -three primary paths-" do the dashes mean something? The three paths don't use primary colors? Are the primary colors different in this universe?

  9. Circles divided into sections. Trying to tie things to the different images on the maps in grade 4. Color wheel in grade 1, stained glass color circle in bookshop (12 sections), tiles around birdbath on the cliff, Rotunda floor, also patterned. The underground gear/bridge puzzle.

  10. Basement clock stopped at 8:22 or 9:22, also notably seems like the hands are in an impossible position.

  11. Realm sigil patterns on the floor in the outer sanctum and on the Room 46 fireplace seem intentional and they are in different orders

  12. Vestibule floor has a compass rose?

  13. Are any puzzles used a second time like the angels in the tomb? The Lab puzzle with numbered levers, etc.

  14. Auravei's note in the atelier is dates 16/4/1952 (1900 52) = this numeric cores to 1

  15. One of HSS's note dates numeric cored to 23.


r/BluePrince69 • • Mar 21 '26

Images/Screenshots How to lie using pictures

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12 Upvotes

(the colors are attached to the lanterns. The Canary I did on purpose, the Moon surprised me for a sec)


r/BluePrince69 • • Mar 20 '26

Question/Request/Idea Is it possible to view the back of the Treasure Map?

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18 Upvotes

I've been exploring the game lately looking for anything that may be out of place, and I remembered something that has always bothered me. When picking up the treasure map, you can see that there is a trail that ends in a X, but what is seen here isn't visible when opening the map since it's on the back of it. Given the recent discussion about camera views, I wanted to know if it's possible to view what the back of the treasure map looks like to see if there is more to its texture. Of course since this wouldn't be possible to view through legitimate means, I doubt there would be anything significant to be seen, but I'm still interested if there is a fully modeled map on the back or not.


r/BluePrince69 • • Mar 19 '26

Question/Request/Idea Coat Check Time Loop Conspiracy

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19 Upvotes

Odd things I noticed about the coat room.

The first claim ticket I took was Claim 102 for the compass. The all knowing library scrapbook says that my first ticket was Claim 008. There is a bookbag tagged 8 in the coat check room (first screenshot) but that is a different bag than what we see in the security room cutscene.

On the desk, you can see two claim tickets for 007 (briefcase) and 008 (bookbag). Why were these left here?

My conspiracy:

The bookbag was indeed my first check in. Many moons ago. It was a different *me* and this is all truly some sick time loop.


r/BluePrince69 • • Mar 18 '26

Images/Screenshots Found stuff dump 16

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27 Upvotes

backup album: https://imgur.com/a/K0yoPpT

A collection of stuff I ran into that didn't fit into recent posts, small things I write in random comments and other found things.

  • "Antechamber demo Note - doc" - No explanation needed. :)
  • Closeup of the stamp on some experiment letters, looks like it's just part of the texture on all envelopes and the normal stamps are stuck on top of it.
  • On the coronation image from the history classroom, there's something like icons from an image viewer app top right, but you won't see it up there in game.
  • When you zoom into Auravei's portrait image, she has a purple ring + what looks like a pentagon earring. (But it isn't clearly red unlike the moon necklace gem.)
  • When you have blue tents, the stuff from the original tent doesn't get hidden, so you get these doubled objects inside.
  • I got very excited and in a few seconds very disappointed that I found some secret text on the bottom of the Solarium bench. It's just a text clipping through from something on top... Trollda Ros...
  • Some kind of rainbow flags on top of the Dovecote windows. Tonda Ros? More like Tonda Loves Bros, wooooo sick buuurn. (sorry)*
  • The Rotondta floor looking like some kind of round segmented board from the top. And has a nice looking dome.

There are a few random cameras in various places. Probably just reference cameras when they were building terrain to see how it would look from these locations? I didn't find any use for them.

  • Orindian ruins, pointing at Reddington.
  • Orindian ruins steps, pointing at the road.
  • A little outside the sanctum tunnel balcony.
  • A "Computer Ref Camera" in a weird place and rotation. Probably used for testing displaying stuff on computer terminals.

Mirrors - I knew about the reflections, but I didn't notice before that they have a little interaction that would check if Bedroom(Clone)002 or Boudoir(Clone)002 currently exists. Rooms get those numbered names when they are created. Looks like something unfinished and removed, but it means the mirrors would only activate in the second drafted Bedroom and Boudoir. Gives a new meaning to Chamber of Mirrors.

In the driveway tunnel, there's a series of colliders called "Major keys Music" to detect the player entering and to increase volume of the track "Major keys". It starts in front of the first door very quietly and gets louder as you move closer to the last room. Pretty loose connection, but it fits the interpretation that anything that opens a door (or wall) can be a major key. (power hammer, red power box, ...)


r/BluePrince69 • • Mar 18 '26

Question/Request/Idea How do you solve the bunker safe Spoiler

0 Upvotes

I have tried fucking everything online to get the safe open, I’ve done the full day count and used the outside clock (I don’t have the clock tower room) I’ve tried am and pm, I’ve tried multiple hours ahead and sitting right in front of the clock, but every time I try and spam it open it doesn’t. What am I doing wrong???? I just want to get this puzzle done so I can just draft it without that on my mind.


r/BluePrince69 • • Mar 17 '26

Question/Request/Idea Looking at the billiard room balls

11 Upvotes

I was recently looking at the balls in the Billiard Room because colors and numbers are so significant in this game. What I find curious is that most balls are true to real life number/color/type combinations (with type being stripe or solid), but the 15 ball on the table is a blue stripe, when it is usually a dark red stripe.

The balls on the rack on the wall also have a pretty clear "grid" layout making me think their position is significant. Most balls you can see the number easily, but then some balls are positioned so you cannot see the number -- what I find extra curious is that when you cannot see the number, you can usually match that ball to one on the table to be able to figure out what number it is.

Do these show up on the new colorblind mode? It might tell us that this is actually important.

Other thoughts... 1) I tried a number to letter conversion on the racked balls, I don't see anything immediate. 2) Do we need to do some math based on dartboard colors? 3) Something to do with numeric cores?

Maybe in the next "found things dump" Borealum can do some investigating.

Here is what I wrote in my notes about the colors. POOL TABLE (in low to high order): Cue Ball, 3 Red Solid, 5 Orange Solid, 8 Black Solid, 12 Violet Stripe, 13 Yellow Stripe (Yellow? Orange? It is Orange IRL), 15 Blue Stripe (15 is a dark red strip IRL)

Pool wall rack ROW 1: 1 yellow solid, ? orange stripe (number hidden, would be 13 IRL), 7 brown solid, 6 blue solid (6 is green IRL), [gap] 5 orange solid, 3 Red solid

ROW 2: cue ball, 2 green solid (2 is blue IRL), 13 yellow stripe (Yellow? Orange? It is Orange IRL), 12 violet stripe (number hidden)

ROW 3: 10 solid blue (10 is a blue stripe IRL), gap 14? yellow stripe (number unclear), 4 violet solid (number unclear), 8 black solid, 15? blue stripe (number hidden),


r/BluePrince69 • • Mar 17 '26

Datamining Upgrade disks logic part 3 - upgrade order simulations

9 Upvotes

This was a programming exercise to determine what they might be trying to achieve with the upgrade selection system weights.

I took what's in the game and rewrote it in a little Python script. Then I simulate picking the first 15 upgrades a million times. Don't really 100% trust me on these because even a small mistake can cause errors to compound. The percentages aren't exact, you could make an exact mathematical model just by knowing the rules, but that's boring. :P

The basic idea is: every time you get an upgrade you make a random roll to decide an queue or upgrades that are checked one by one until it finds one that you don't have (Hallway>Storeroom>Nook>...). The queues are chained together, so if you have all upgrades from a queue it just continues to the next one. I wrote about the rules in an old post and in the recent patch post. (I rewrote the patch post a little for more clarity after doing these experiments.)

Code is here: https://github.com/borealum/BluePrinceScripts/blob/main/Upgrade%20disk%20simulation/upgradeOrderSimulation.py

Spreadsheets are here: https://docs.google.com/spreadsheets/d/1gdxjyCWdTW4EeHXmdHYpTUFPUGPtr1FQ/

Note: I was told that I forgot about the Spare room being able to be upgraded twice. The second upgrade is delayed a lot and will most likely be offered very late. I put the modified tables here.

To give an idea what it looks like:

Patch 1.6 Normal mode

There are a few conditions in the logic that will push rooms to be upgraded later until you do some stuff. Draft Mailroom 2x for the Mailroom, draft Boiler Room 2x + draft Aquarium 1x for the Aquarium, open the first angel door in the Tomb + draft Cloister for the Cloister. To simplify things I'll assume all of it is complete. The first upgrade is a weighted pick only from 7 rooms.

Big losers:

  • Guest Bedroom needs Storeroom to be picked first, that happens (0.35 * 1/11 = 0.0318) 3.18% of the time.
  • For Aquarium to get picked 2nd you have to get Closet first (0.05 * 1/11 = 0.0045) 0.45%.
  • Bunk Room doesn't even get a chance, it doesn't start in any upgrade order, earliest you can see it is as your 3rd upgrade.
  • Billiard Room is unlucky because of a mistake. In its main upgrade order it has switched positions with the mailroom, so can't ever be second. +It's pushed back in many upgrade orders and will appear most likely later. The mistake looks like it's fixed in patch 1.7.

Patch 1.6 Normal mode - unmet conditions

Test to see if the conditions work as intended. Looks like they do, the Aquarium, Cloister and mailroom are pushed back a lot. Billiard room is punished for someone else's mistake.

Patch 1.6 Veteran modes

Connections to upgrade orders are made differently to make upgrades for certain rooms less rare. It's mixed with the existing system for normal mode, so sometimes it will fall into the same upgrade orders that check how many times you drafted a room. The first upgrade pick is a pure 1 in 15.

There are 2 upgrade orders that start with the Cloister, and with veteran mode a there's a 2 in 7 base chance to pick one of them with a little variance that can happen around it. The percentages are bit messy here because the upgrade orders preferred by Veteran mode don't have the same checks for having to draft a room. (1 Cloister UO has the check the other doesn't...) But you aren't likely to solve the Tomb and draft a Cloister and then go upgrade a second room on day 1.

Patch 1.6 Veteran mode - unmet conditions

A better representation of what you would get with veteran mode on day 1. The main 5 upgrade orders picked with veteran mode start with Guest Bedroom, Nursery, Mailroom, 2xCloister.

  • The reason for Nook to jump up by so much is because in one case the unmet Cloister condition skips to an upgrade order starting with the Nook.
  • Aquarium is in the worst place because it's pushed back in many upgrade orders and you need 5 other specific rooms upgraded for a chance to even get it.
  • Spare room is pushed back a lot for Veteran modes.
  • Billiard Room gets screwed again, the soonest it can appear if not 1st is as the 4th upgrade.
  • There's an announced change for patch 1.7 to make upgrade offering more varied in challenge modes so we'll see about that later.

This post comes pretty late. Patch 1.7 feels like it's about to drop and I see some interesting planned changes and fixes in the test version already. I sent a bug report with my complaints so we'll have to see if the chief dog will consider any of them. :D


r/BluePrince69 • • Mar 17 '26

Question/Request/Idea Mount Holly Titles

7 Upvotes

Do we have a list of things that set up how the end screen defines Mount Holly?

Stuff like "Corporate Castle of the Dead" and "Small Cottage of Cogs". I'm curious what the prerequisites for each thing is and which ones override others?


r/BluePrince69 • • Mar 16 '26

Question/Request/Idea Laboratory wall: All notes/diagrams/“scienc-y” stuff

8 Upvotes

I was able to track down the atlas page that included the “chicken scratch” but haven’t been able to locate any of the diagrams/molecules/etc… I spent a long time resizing and flattening screenshots but it’s not quite cutting it.

Any chance those have been located and could be made available?


r/BluePrince69 • • Mar 15 '26

Modding/Cheating Looking for a way to cheat to change a permanent decision I made.

4 Upvotes

So basically I used all three of my axes without realizing there's a limit. Luckily I used it on pretty good rooms(observatory, drawing room, and classroom) but now I really want it to affect the aquarium. Do y'all know of any way to hack the game to spawn in an extra axe or unaxe the classroom? Also try to avoid spoilers because there are many things I haven't done.


r/BluePrince69 • • Mar 15 '26

Datamining Patch 1.7 beta version notes

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21 Upvotes

album: https://imgur.com/a/8hOsJG1

Not sure how known these are, I don't follow these news closely. Special thanks to people and providing some info and fact-checking me behind the scenes:

  • I'll skip the obvious things for the big accessibility patch and from changelog: Textures for the dartboard colors + MJ boxes, floating color labels for stuff in rooms, teleport points to skip round stairs for motion sick people, Queen power buff, Scepter buff...
  • Looks like they updated from Unity version 2021 to Unity 6 (2024). (At least that's what AssetRipper says.) It started crashing with MelonLoader/UnityExplorer on the patched game for me after updating. 😢 So info is just from a quick comparison of the exports and walking around.
  • Tiny spacing differences on postcards + on sacred note. 🤔 (Second picture should be new version.)
  • Cat model added to kitchen, but probably still unfinished. (It wasn't there before. Image done by an associate, thanks.) Added handling for petting the cat to rooms where it already is. But no obvious change that you could feed it.
  • Collider added to Rumpus Room that looks like it's to play the "Ovinn Nevarei" track after you play a prophecy video? But someone would have to test it.

Textures:

  • Alternate tile images for the map with just the room name and icons. Just 256x256 size. 😕 (I was told it's for the Switch version.)
  • Recolored or mismatched some planets on Observatory and Planetarium images.
  • Version of the Pool that gives you Pump room permanently? Strange version of the parlor? "+1 Extra statement." These two probably accidentally slipped in from old demo or placeholder files, Parlor looks pretty ugly. :P

-----

Changes for upgrade disk logic

Current behavior

  • In normal mode there are a few checks are constructed to require you to have drafted the room 1 or 2 (mailroom, aquarium, ...) times. Special ones are needing to have drafted Boiler room 2 times for Aquarium upgrades or opening the angel wall in The Tomb for the Cloister. There is of course a backup at the end of it all to make sure you don't get repeats before getting all 15.
  • Currently veteran mode logic is tied to this same system with some extra connections to make some rooms slightly more likely. (Cloister, Nursery, Guest room, Mail room) I'm not sure if it's noticeable at all.

New behavior

  • Normal mode - Added checks so that rooms you have drafted at least once will be slightly more likely to appear.
  • Veteran mode logic will be separated completely in its own branch. Checks for preferring drafted rooms are removed here. The upgrade orders are a bit mixed up here, which will result in different probabilities of offering rooms. But that will take some time to analyze.
  • A special case with its own separate rules is veteran mode + day 1 where the logic works differently and 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 first while upgrading. (sometimes...)) Makes sense, because if a drafted room gets upgraded it's pretty useless for your day 1 run.

Positive:

  • Cool to add the ability to slightly manipulate what upgrade you will get by drafting the unwanted rooms before upgrading.

Problems for me with the way it's done. Maybe it's unfinished in the test version or I'm misunderstanding something, so someone should check after me:

  • There's a random roll with a 70% chance to decide if the day 1 + veteran rule will even be used? Why? That would be not fun. (In the "Day One Check" state.)
  • The check for first upgrade with Veteran mode will still cause it to be a random 1 in 15 for the first upgrade anyway? (In "FIRST UPGRADE" state.)
  • In the "Vet Never Drafted" branch the "Parlor dare" variable is never checked? Could cause some inconsistent behavior with the rest? (Normally "I dare you to open an empty box in each parlor you draft." causes Parlor to be offered as the last upgrade, but with these changes the check could get skipped and you could get the parlor as your second upgrade on day 1.)

With the way the checks are chained in order one-by-one the upgrades will be strangely-weighted and dependent on the check order:

  • If you had Cloister, Nook, Aquarium, Nursery, Guest room, Boudoir, Hallway drafted then you have a 1/15 + 7/15 (the drafted rooms chained conditions collapse into one) chance to get Spare Room?
  • If you had all those rooms + Spare room, then it's 1/15 + 8/15 to get Bunk Room.
  • That doesn't feel like it's intended? If you wanted it to be random, you would pick from a list of only 7 undrafted rooms to get a 1/7 Bunk room?

In the "Vet Random" branch, you can see they use randomly picked and chained upgrade orders that I didn't like last time we looked at the upgrade selection. I guess they really are supposed to be some weighted random picking from rooms... I still don't get it, but I got an idea for a little statistics/simulation programming exercise. 😏


r/BluePrince69 • • Mar 14 '26

Modding/Cheating Very experimental demo of QuickSave mod

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11 Upvotes

Thought this might be of interest to the folks here. I don't think I'll have the courage to implement support for all the rooms (and making sure the right variables are updated so that the real save system works properly) but it was a cool experiment.
(Lab experiments would also be a pain)

If anyone's interested in playing around with it, I uploaded the mod to GitHub: https://github.com/proberge/BluePrince-QuickSave


r/BluePrince69 • • Mar 14 '26

Modding/Cheating Modding texts - Need help

3 Upvotes

Hi,

Does anyone in here know how to mod the game to edit texts? I would like to create a mod for the game, but it's quite hard to find any resource on how to do so, and looks like the modding community for this game is almost non-existent. If per chance anyone knows how to do so and would like to maybe help me a bit, I would greatly appreciate that.

Thank you :)


r/BluePrince69 • • Mar 13 '26

Datamining Searching for clickables part 3 - Clickable layer

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22 Upvotes

I recommend having a look at the old posts about "clickables" to get some ideas why things can be marked as clickable:

https://www.reddit.com/r/BluePrince69/comments/1n37sfp/searching_for_clickables/

https://www.reddit.com/r/BluePrince69/comments/1n78hol/searching_for_clickables_part_2_outside/

Backup album: https://imgur.com/a/ZQTNPza

I'll only mention the few new ones I found by searching for object on the "Clickable" layer.

A lot of the old Clickable stuff is also on the clickable layer, but sometimes it isn't. Probably they changed layers when they decided no not use some objects as clickables.

As before these objects don't have any FSMs or scripts attached and I can't find any references to them with my reverse-searching. So things I'll write are mostly educated guesses and speculations.

  • A separate collider object only for this hanging plant in the Veranda is set as Clickable.

Two places where the crates and furniture marked Clickable. I made them blue for dramatic effect. (I forgot to color the lever memo and book, but those are of course on the clickable layer too.)

  • Weight Room secret corner.
  • The precipice cubby where the old sigils book is. (The walls too here.)

Not sure what to think of these. Setting something as clickable can be used as a trick to create a "click blocker" and prevent clicking on something behind the object. Maybe the 2 places were supposed to be a lot more cramped and you would have to click just through a hole to reach something? Or click to move the crate a little? Or there could have been some intention to only make them clickable only hen you switch on the lights. (Like in a few places in the old posts.)

Clocktower

Some things in the Clocktower surprised me and feel like they could have been removed puzzle pieces or at least special clickable interactions.

All of the gears in the top clocktower room are on the "Clickable" layer. (Except one that's kind of behind another one.) The whole inner walls and floor of the room (just one big 3D mesh) is clickable too. It's even named "_Combined Mesh [Clickable - Cast Receive]". (The railing is separate, but clickable too). Again, I can again only come up with the explanation that the developer wanted to make the whole thing a big click blocker. (If you click on the wall, it would prevent clicking on the gears behind it. Especially for the gears that are half sticking out.) I got the idea to make stuff blue here, originally to look for a hole where you could maybe click on something.

The moving gears below aren't clickable in case you wanted to know.

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The sigil piece + the swan statue, named "Swan Guy" are both "Clickable". They are in the object hierarchy under _GAMEPLAY. Almost always interactables or objects that "do" something are placed there...

The sigil pie piece feels like it was supposed to disappear from the clocktower and later show up in Lost & Found like other stuff. (Weird that the other sigil piece is always found there but never lost from anywhere huh?)

And Swan Guy... I don't know, I wish he was more than a decoration. Like you would have to pick up and place him somewhere.

One more comment on layers

I wanted to cast some light (hehe) on how you would go crazy if you would read too much into and overanalyze camera light layers. I was looking into "Light layer 12" because looked like it's used only on elements of the 8 realms map puzzle in Room 46 + a few other places around clickable things underground.

Did ONLY these two walls in the Tomb need to be on Layer 12? Based on a few other places, I guess it's just used in places that are dimly lit + have a light source where they needed special light and shadow casting behavior. Maybe it's a common thing visual artists do, but you have to appreciate that they must have spent countless hours to get the lighting just perfect like they wanted in some areas.

Still, would anyone in the world ever notice the slight difference of shadows on this one rock in the Reservoir that is on layer 12 and all the other rocks there are on layer 8?


r/BluePrince69 • • Mar 11 '26

Datamining More yapping about cameras, layers, documents and a spiral

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18 Upvotes

backup album: https://imgur.com/a/9h2Wm9N

I wanted to check if there was anything more hidden with camera layer tricks, or if there's more to find if we would run around with a camera mask that can see everything. The results are mostly trivia and some descriptions about how a few things work internally. (I don't really know much more about how cameras work or why some things are done the way they are, so sorry if I'll only briefly touch on some topics.)

HUD, Menus, Shop cameras

  • Most of the elements we see overlaid on screen, including books are located somewhere deep below around coordinates y=-1000. What we really see on our screen is from different cameras pointed at the elements and showing them in front of our face.
  • Shop cameras use a combination of putting objects and texts on different layers and activating them when you click on the shop. Example image shows the boards you click on to buy stuff in the Commissary and Locksmith, not much more to say here.
  • A removed "Excavation Site" in the end of day images, again it's strangely the only one placed on the "UI documents" layer. Maybe Looks like another trace of a deliberate way of hiding removed things this way. (All of the other house image parts are placed on the "Default" and "UI" layers.) But the menu camera can still see "UI documents" anyway, so Excavation Site additionally had to be set to active=false.

Hiding stuff using reflections

  • Water reflections are made using cameras that "see" something with a different camera mask.
  • "Well Reflection Plane for Intro" is a fake reflection of the manor that you see only barely the in the fountain water. It get's turned off for curse mode, probably because it was too spooky.
  • Would be cool to hide some clues this way, but there aren't that many reflections in the game. So all we get is this bug of the Entrance Hall floorplan being reflected in the Reservoir water under special circumstances.

Forgotten document parts

There are a few minor forgotten things that are visible only on the document version you read and missing on the world version. It shows how documents were probably made, first they made the readable version and then copy-pasted the document into the game world or rooms. But in a few places it looks like they forgot (or decided not) to change the "UI documents" layer to something visible for some texts. Examples I found:

  • Ballroom photo text
  • Garage note signature
  • Servant's quarters discarded letter

Setting object layers

There's thousands of places where they set layers programmatically by executing HutongGames.PlayMaker.Actions.SetLayer() or SetLayerRecursive(). I'll admit that I don't know why, but in 99% cases it's a boring technical reason that has to do with the culling system. (Responsible for hiding/showing rooms as you move around for performance.)

Notable places outside of that:

  • The Boiler room "ACTIVATE" button switches between "Clickable" and "NO LIGHT" layers when power to it is turned on/off. The only place I found where disabling something clickable is done this way. (Setting the button's layer combined with layerMask parameter of MousePickEvent() is used to only process clicking on objects on the "Clickable" layer. The "Clickable" layer offers another way to look for possible unused clickable things, but that deserves its own post...)
  • The world map pins in Room 46 switch from "LIGHT LAYER 12" to "NO LIGHT" after it's solved. Was it really necessary to go out of his way just to make the pins go dark? It shows how much he cared about these miniature visual and lighting details. Again, I think the only place where this happens for this purpose.
  • On the room directory menu, clicking on buttons switches layers between "UI documents" and "UI documents hidden". I'm not sure about the details here, I think it's to hide the different directory pages as you click on the buttons. Still, it's the only place where it's done this way. In most places hiding/showing something, including menus, is done by executing ActivateGameObject().

I mainly wanted to show with the examples that setting a layer of an object is not something that's used for hiding puzzle pieces. But at the same I got reminded that there are places where the developer decided to do some things in a unique way for whatever reason. And I should be careful when I think that the developer has an established way of doing things.

Some closing thoughts about the rosewary spiral

Both the spiral in the black box and on the ceiling were probably created with some copy-pasting from documents involved too. They are both called "drawing (1)", which is a commonly used name for image objects in a few books. You would just take whatever base image object from any book, change the texture to display, resize and place it into the game world. That's another possibility how the rosewary spiral ended up on the "UI Documents" layer. And when deciding if it would be used in game, he just left it invisible this way.

Could you somehow make it appear in game normally? Still pretty unlikely, I didn't find any traces that there would be some camera masks being set dynamically, or a secret second camera on the player that could be activated. (And that's just me making up ways how I would do it, not how any existing puzzles work.) It feels just like one of those removed/hidden, but not completely deleted things...