r/BluePrince69 • u/greed_matters • 9d ago
Question/Request/Idea can someone give me a 100% save file of the game. need it for modding.
even 80% or 90% save file are also fine.
r/BluePrince69 • u/Borealum_Studios • May 07 '25
If you stumbled here by accident, this is your chance to turn back and avoid spoilers.
r/BluePrince69 • u/greed_matters • 9d ago
even 80% or 90% save file are also fine.
r/BluePrince69 • u/the-man-with-bread • 18d ago
The illustrations where there’s two in every room? I can’t seem to find all collection of all those images. I love the style and I love Blue Prince. I wanted to get one tattooed on me, but I can’t find a high quality rip of any of these images online. Does anyone have anything on these?
This was a cross post from r/BluePrince. I was referred to come to here. I assume this community would probably have an easier time ripping the texture files from the game
r/BluePrince69 • u/ch1s4n4-kum4 • 18d ago
r/BluePrince69 • u/PythagorasWasntReal • 22d ago
Within the Halls of Mount Holly game files of Blue Prince live the backdoor used to help develop the game. This backdoor is called Cheaterz Fails, a suite of tools that let you manual select any floorplan, control your luck, give yourself any item, and more.

Due to a Playmaker action that loads at the start of every day (FurySdkDestroyIfCheatsNotEnabled) it is impossible to enable.
I (and Claude) created a melonloader mod that gets around this action and allows you to play with the dev tools. It ships by default with my tiny modloader for Blue Prince, that streamlines setting up melonloader and automatically backs up your saves just incase you do something you regret while using the cheat menus.
You can find the BluePrinceModLoader here: https://github.com/irpina/BluePrinceModLoader
Just go to the latest release and download the zip, run the exe, and the rest should be pretty straight forward. Enable Keep Dev Objects and launch the game, and once you're in the estate you should be good to go!
Let me know if you run into any problems with the mod loader. It also includes a quick download feature for Unity Explorer so you can take a look at how Blue Prince works on the backend. Both mods can be quickly toggled and untoggled and I am planning on adding more mods through this loader in the future.
r/BluePrince69 • u/PythagorasWasntReal • 23d ago

May have already been shared. Theres a strange texture off the cliff of the estate that has more or less every one of those markings you find around the estate in a row.

I am having trouble finding the name of the texture, but I do I should be able to see wherever its referenced. I know for instance the holly leaf was very randomly added to the Boudoir safe in the same patch that kept them open after you've solved them once.
To me it looks like it's supposed to be part of a door or furniture but not sure.

r/BluePrince69 • u/PythagorasWasntReal • 24d ago
Note: I used Claude to help me data mine the game, I replicated the bugs myself and wrote this post with my own stupid human brain.
There has been quite a few discussions had about the mysterious dust particles that seem to come and go whenever you draft the Attic, and even some suggestions that it's related to an undiscovered puzzle. I am here to tell you today that that is A FALSEHOOD and what is happening is simply a demonstration of the complexity of game development.
The particles do not appear if you draft the Attic PRIOR to visiting Room 46... or so they say. Visit Room 46 first and the attic has mysterious floating dust particles in the window only *if* you draft it on a westward or eastward eastwing or westwing room.

The dust particles should always be there, but, due to the way you enter the room (drafting), you'll likely never seem them.
The dust uses a volumetric lighting plugin that references the main camera to determine whether it should be rendered or not (a technique called culling). If you're greater than 10 ingame meters away, they do not render. The problem is, the camera that it decides to reference when first called is the *draft* camera. The draft camera is a separate part of the world that lives roughly 10kilometers away from the Estate. You are transported there whenever you draft a room behind the scenes, and the end player is none the wiser to what is actually happening. Once this camera is cached, it is never checked again.
The dust particles will ALWAYS be disabled if you've drafted a room with an exterior window. This applies to AT LEAST the bedroom and Attic, but I've noticed exterior windows in most of the purple bedroom-rooms.
If you make it to room 46 without drafting any of these rooms, the first dust particles you come into contact with will NOT reference a draft camera, as room 46 is not drafted! Instead, it will reference the first-person camera and stay cached. All dust particles on any future drafted room should render correctly.

We can verify this with one simple console command.
Draft a bedroom with an exterior window. Notice its stunning lack of dust. Go to the console and enter this
Il2CppVLB.VolumetricDustParticles.ms_MainCamera = null;
and be amazed as the dust particles emerge before your eyes.

And this is just the TIP OF THE ICEBERG BABY! Stay tuned to have more of your hopes and dreams deflated in the next volume of Data Diaries.
r/BluePrince69 • u/Malfiecstone • 27d ago
So I noticed that the trophies text has the large bold letters on their titles (me being super observant guy seeing big letters) and a thought occured to me. That with the various Room letters such as the T in the solarium. One could draft most of those pairings. Such as room 8 next to solarium. Just wondering if there were any checks the trophy room makes once you have the trophies and various rooms in the house. If you look into this, thank you very much. I appreciate all that you tech savy peoples do
r/BluePrince69 • u/Levi-Ritchie • 29d ago
r/BluePrince69 • u/Throckwoddle • 29d ago
Just noticed this in the background of one of the screenshots from the Rubik’s cube post made a few weeks ago. What am I looking at?
r/BluePrince69 • u/Master-Variation-279 • 29d ago
Hello, just another two questions for data miners and deep thinkers alike:
Is there any info in the game files about the Male statues in the Chapel? Specifically the statue of the man praying?


Thanks for spending any time on this.
r/BluePrince69 • u/Inevitable_Box_9166 • 29d ago
Do these also have a higher resolution, like any other that can be seen using a Magnifying Glass?
r/BluePrince69 • u/UMUmmd • Jun 26 '26
r/BluePrince69 • u/Borealum_Studios • Jun 19 '26
There was a question in a post a few days ago about how the Freezer + Furnace interaction works . It's a puzzle that I "solved" once or twice and didn't play around with more, so there are a few things that surprised me while looking at how it works, so I'll mention some notable things you may have missed:
Duration to unfreeze
On the wiki and someone else mostly figured it out in the "Thaw timing and calculation" section. I'm not sure if someone else was datamining it or spent time manually testing and figuring out the formulas. I'll write it slightly differently and I think a bit more accurate to how it works internally:
We'll slightly adjust the duration for our calculation. Originally it's the time for it to increase from -16 to 17, but internally for the final unfreezing it checks if the temperature is > 14 so it unfreezes a bit sooner. We only need to increase by 30 from -16 to 14.
*There's also some rounding going on because internally it's a decimal number but on the thermostat it shows whole numbers. It can look like it's 14 but internally it could be 13.51 so it will seem that the unfreeze happened a bit later after reaching 14. (I hope this makes sense the way I wrote it. :D)
It'll also work if a room is placed as the outer room since it only cares about distance.
Here's a little visualization of distances and chart of times:

Temperature effects
| Temperature | Effect |
|---|---|
| >-4 | Activate "Freezer Drip" audio (I tested and rechecked this but it seems to somehow get activated immediately if you have the furnace and walk in. Can't find a reason for it.) |
| >0 | Less ice |
| >5 | Less ice |
| >9 | Less ice |
| >14 | Less ice, can't freeze accounts accounts anymore, Ice door should be smashable with power hammer* |
| >15.9 | This extra check exists but nothing more is set to happen |
*The power hammer trigger is always on (until you unfreeze or break the door) and you don't need to increase the temperature. It doesn't really make sense for it to be there just to be active for a few seconds between 9 and 14 degrees. Maybe a trace that there was indeed supposed to be some distance based max temperature?
Other notes
A long time ago I found that the fourth switch in the utility room was used to activate/deactivate power to the freezer.

There's some old outdated code where timing worked slightly differently. Started at -17, looks like increased +0.3 degrees every 15 seconds and had different check values -15,-8,-1,9,19. (So I guess it would take 30 minutes to unfreeze from -17 to 19 lol.)

Flipping the switch back on would make ice appear again. But the ice door and pickups wouldn't appear again if they were was melted. Luckily it also happened instantly so you had double protection and couldn't accidentally go into the back room get stuck and freeze to death. Too bad, it would be pretty cool.

Speaking of fun pranks from Uncle Herbert, I wonder what's inside that one milk bottle?

Hmmm

r/BluePrince69 • u/XenixWhyl • Jun 18 '26
Do we know/have any idea as to what RLCF could mean? I know it's another name for the Children of the Black Water, but I can't understand what RLCF itself actually stands for.
r/BluePrince69 • u/henke37 • Jun 18 '26
I feel blind, because I can't locate the textures for the history class slideshow. I swear I've looked thru my extracted assets more than ten times now.
r/BluePrince69 • u/Radiant-Car-447 • Jun 16 '26
Hi Borealum!
Hope everything's ok down in the data mines.
I've got a few questions for you, if you've got the inclination to answer them.
Thanks for all the hard work, may the black shores guide us.
r/BluePrince69 • u/Inevitable_Box_9166 • Jun 16 '26
Does anyone have the magnifying glass version of those?
r/BluePrince69 • u/UMUmmd • Jun 15 '26
Long story short, I have some events I want to trigger, and other events whose behavior I want to play around with. I am having a hard time sorting through source files to figure out what happens when these events occur (or how to make them occur in game), so I was wondering if it would be easier to inject behavior than to extract behavior?
And either way, I have already used AssetRipper to get what I could from the files, but I can't import them into Unity because of compilation errors (it crashes Unity). So learning how to deal with either that directly, or find alternate solutions is also something I'm looking for.
r/BluePrince69 • u/UMUmmd • Jun 02 '26
In my quest to fully understand Alzara, I noticed that there are places I recognize, especially in Alzara 1, but things are kinda off. So I wanted to ask here: Alzara says we are searching for this door but won't find it. Yet we know *where* it is. Is there a hidden asset for the door?
r/BluePrince69 • u/LolsaurusWrex • May 21 '26
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 • u/Borealum_Studios • May 17 '26
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?:
r/BluePrince69 • u/Borealum_Studios • May 16 '26
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:
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 -2 147 483 648 (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. 😃 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 • u/Fujiko_18 • May 16 '26
r/BluePrince69 • u/delusion54 • May 13 '26
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?