Similar games, specifically in terms of story, lore, and how it unfolds.
I loved Blue Prince, played most of it last year (finished it earlier this year). Now my partner is playing it and we want to play something similar together. I have seen many recommendations (Outer Wilds, Return of the Obra Dinn, Animal Well, ...) but many recommendations of games that I have already played which I consider and think, "that is nothing like Blue Prince!"
So if you take all the games in this thread and this one, and any others you have seen/would like to recommend, which are similar in terms of having a really big unfolding mystery that really develops into something different through the game?
For example: in Tunic, there is a bit of a mystery, but it's not that big, and it doesn't develop that much. You can basically play the entire game, get all >!fairies!<, open the big door, etc, and even >!go outside the bounds of the game!< without really caring about the story. In Blue Prince, the story is a much more important part.
In The Witness there is a big mystery, but it's >!not really developed or resolved particularly!<.
In Chants of Sennaar it's one big puzzle and I guess there's a reveal when you go to >!the top of the tower!< but I dunno, I never felt like I had my mind blown.
In The Talos Principle there is a story that you uncover through documents on the terminals, and maybe it's the most developed of these examples, but it still doesn't really tick the box for me. Maybe because it seems so disconnected with the actual puzzles, which seem very "game-y". In Blue Prince you're trying to accomplish something in the same world as the story; in Talos Principle you're not, or may as well not be.
If I were to condense my desire down, it's a moment like when you enter the >!Safehouse!< for the first time. At that moment, you realise the world you're in and the story being told is not like the one you thought it was. You realise that your mother >!was alive!<, that the political intrigue you had vague notions of was >!significant and violent!<. At that moment, for me the scope increased tenfold. I didn't get that when in Tunic I realised that >!the patterns!< in the >!manual!< were >!codes to put together!<, even though that was really cool. I didn't get it in the witness with the environmental puzzles, even though that was neat.