Room Tier List
Which rooms feed which resources. S to D rankings.
See tier listBlue Prince has four resources: Steps, Keys, Gems, and Coins. They look interchangeable in the inventory bar but they are not — each has a different generation rate, a different scarcity profile, and a different conversion path. Understanding how they actually flow is the difference between a player who reaches Room 46 in 6 days and one who is still rolling Pantries on day 11. This page breaks down the real numbers: where each resource comes from, what it converts to, and which conversions are actually worth doing.
| Resource | Daily Cap | Main Source | Main Sink | Scarcity |
|---|---|---|---|---|
| Steps | None (regenerate) | Pantry, Bedroom rest | Drafting rooms, walking | Low |
| Keys | ~6 per day | Library, Workshop, Closet | Steel doors, Vault | High |
| Gems | ~25 per day | Mine, Greenhouse, Conservatory | Workshop, shops | Medium |
| Coins | ~10 per day | Bathroom, Sitting Room, drops | Dartboard, Vendor, gambling | Medium |
Steps are the closest thing to "stamina." Every action costs Steps: walking between rooms (1 Step per tile), drafting a new room (2-5 Steps depending on rarity), and engaging with most puzzles (1 Step per interaction). You start each day with 30 Steps and the day ends when you hit zero.
Keys are the one resource that will actually stop your run. You can have 200 Gems and 50 Coins, and still be locked out of progression because every steel door in your path needs a Key you don't have. Tracking Keys is the single highest-impact habit a Blue Prince player can build.
| Source | Yield | Reliability |
|---|---|---|
| Library (first visit) | 1 Brass Key | Guaranteed |
| Workshop (craft) | 1 Key per 4 Gems, 1× per day | If you have 4 Gems |
| Closet | 0 or 1 Key | ~50% chance |
| Random drop on draft | 1 Key, ~10% chance | Unreliable |
| Vault opening | 2-3 Keys | Once per save |
A typical day burns 4-5 Keys. A typical day generates 3-4 Keys. The difference is usually covered by the Vault opening on day 4-5, which dumps 2-3 Keys into your stockpile. If you skip the Vault, expect Key starvation by day 6.
Gems are the closest thing Blue Prince has to gold. They sit in your inventory in large numbers and convert into nearly anything you actually need. Their primary value isn't intrinsic — it's the conversion to Keys at the Workshop.
| Trade | Ratio | Effective Value |
|---|---|---|
| Workshop: Gems → Key | 4 Gems = 1 Key | Best trade in the game. Always take. |
| Vendor: Gems → Coin | 3 Gems = 1 Coin | Bad. Skip unless desperate. |
| Vendor: Gems → Step | 5 Gems = 5 Steps | Mediocre. Use only on day-end emergencies. |
| Mine descent: Gems → access | 10 Gems gate Layer 4 | Required for True Ending. Save Gems for this. |
Coins are the smallest stack but the most situational. They have one critical use — the Dartboard puzzle requires 3 Coins to guarantee 180. Outside of that, they trickle into Vendor purchases and a few minor outcomes.
The cleanest way to think about resources is the conversion graph:
| From | To | How | Worth It? |
|---|---|---|---|
| Gems | Keys | Workshop, 4:1 | ✓ Always |
| Coins | Marksman's Pin | Dartboard, 3 Coins | ✓ Once per save |
| Coins | Steps | Vendor, 2:5 | ~ Day-end only |
| Steps | Anything | Bedroom (full reset, but day ends) | ~ Stuck-run only |
| Gems | Coins | Vendor, 3:1 | ✗ Skip |
| Keys | Anything | — | Keys never convert away. Use them. |
A solid daily budget for days 2-5:
Which rooms feed which resources. S to D rankings.
See tier listHow to set up your resource economy from move one.
Plan day 1The resource-burning errors that cost runs.
Read morePermanent items that change the economy (Pool Cue, Marksman's Pin, Brass Key).
Item index