
Newly arrived at a boarding school in Victorian England, Sara Crewe uses her love of books and storytelling to build new relationships. But what happens to a fairy-tale princess when she loses everything?
Modeled estimate, not a reported figure. How we estimate →
Media
About

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Овдовілий Ральф Кру привозить свою молоду доньку з Індії до Лондона, де вона отримуватиме відповідну для юної леді освіту в пансіоні для дівчат. Тільки от Ральф, здається, занадто любить свою "маленьку принцесу", бо ж з нею в комплекті йдуть вказівки "не шкодуйте жодних коштів" та "моя дочка нічого не повинна потребувати". Сара, звичайно, аж ніяк не розпещена аристократка, а дуже розумна, ввічлива й мила дівчинка, але це, здається, тільки підігріває до неї неприязнь. Чи вдасться їй нормально вчитися і, що важливіше, вписатися в своє нове оточення, що так різко і так сильно змінилося? Починається як солодке убер-кавайне юрі з елементами Princess Maker'a в Англії кінця 19-го століття and then many things happen (хто знайомий з оригіналом\екранізаціями - молодець). Все одно няшно-солодке й цінник як на мене завищений, але загалом гра якісно зроблена й чудово намальована, тож якщо вас не лякає потенційний цукровий діабет - рекомендую.
少见的真百向养成游戏 但百合感不强 养成系统敷衍【还不如去掉 查了下居然还是和女王万岁同一个制作组 写的很弱智无聊 女主钝感力包容度堪比小仓朝日 气的我那里痛 然后百合线大概只有两三条 已知红毛 女仆 那个齐刘海双麻花不知道是不是 没玩那条线偷看了下cg 冒粉红泡泡了大概是吧,,, 其余那个大女仆和黄毛小女孩线是cb 至于里面那个的黑毛呢,,很微妙难评 还以为找到白恋的小百合代餐了 呃大概就是深柜mean富家女x日乙标配小白花直女攻的这种感觉 虽然我还是比较磕这种类型的,但是女主人机感太强了 一点张力也没有 在其他两个女人的线也是 总之百合感真的很弱 互动看不出任何一点暧昧的氛围 剧情也很脑残的发展 然后最后又莫名其妙在一起 好无语 让我想起了惊爆草莓,,里面的所有cp尤其是官配我都觉得很难磕 最后话题回到黑毛线 她虽然结局跟女主表白遭惨拒 但在主页能找到一张额外cg【是的,只有她有,每个女人只有2张cg她有3张】 还会获得个成就 叫未来的某一天 (描述一下就是两个入很亲密抱在一起睡觉还有玫瑰花瓣在旁边 🙏🏻🙏🏻 反正我和我朋友不会这样谢谢 唯一优点立绘普但是cg精致度真的很高像动漫tv
单说原著向的Sara和Becky的话这绝对是我今年玩到的最纯粹澄澈的百合线,但是本游戏里制作组塞入的改编Jessie线和Lavinia线又能把我气死,好吧当场切割。 Sara绝对是我目前为止见过的最值得被爱的女主角,虽出身高贵被宠爱着长大却平等待人、良善又爱憎分明、温和又保有自己思虑、好学博识、乐观积极、耐心开朗……简直是含着金汤勺出生、亮晶晶的宠儿,仿佛被天使吻过被仙女祝福过。 但宠儿的命运并没有一直被眷顾,父亲破产与死亡的消息在Sara生日的那天带走了她的一切。“朋友”的亲近、校长Minchin女士的讨好与恭维、女仆Mariette、优秀学生的地位、优越的生活条件、尊严……全都离Sara而去。从最被他人关注艳羡的小千金沦落为被嘲弄打压奴役的仆从,天堂到地狱不过如此。 重要的剧情转折,关系到各个结局分支。在被改编的路线中,Jessie线和Lavinia线简直槽点满满,爱Sara?不!她们只是爱自己! Jessie是一位有着漂亮的外观可家境不算太好的女孩,她很清楚自己很容易面对被家里人嫁给自己不爱的人的命运——所以她攀附他人,她寻求“强者”的庇护,她不仅攀附着Lavinia这棵大树,她还试图投资Sara这棵有潜力的小树。 她既不敢完全背叛Lavinia,对于落难的Sara也有些许同情,她若即若离。被安排订婚、在知道Lavinia不会给她带来庇护后她向Sara抛出一起叛逃出走的邀请,你说她是很想带Sara一起离开吗,才不是呢!我只觉得她是想抓一个同伴逃避命运,高贵的Lavinia不会理睬她不会是她叛逃的同伴,但落难的Sara可能是。 可Sara现实,拒绝了邀请。Jessie没有找到叛逃的同伴也没有勇气赴死,只能接受订婚的命运,改编剧情中她吻了Sara又赠送了像征自己心意的心型项链。 这是爱吗?我觉得不是,这太可笑了!Minchin女士以心型项链为由诬陷Sara的时候她都不曾出面! 她是菟丝子,渴望他人的力量,她只在乎自己,在乎她的梦想、自由与美丽。 Lavinia更是一位爱自己到极致的让人生厌的角色,我完全不理解制作组为何一心将她做成可选爱情线。 她打一开始就不喜欢Sara,看不起Sara,用生硬、刻薄的话语抵制她。在得知Sara将拥有钻石矿后,Lavinia不再是Minchin女士最“得意青睐”的学生,她也不再是学生里最受关注的那个,她的顶尖地位受到了挑战,她嫉恨Sara。这种情绪在Sara从云端掉落到泥泞后爆发了,Lavinia如愿以偿地回到了最顶端的位置,她践踏侮辱俯视Sara好似能从中获得一些安慰与快感——因为她也具有印度血统,但她极端嫌恶自己的血脉,所以她努力让自己在各方面显得高人一等,这样的行为好像能抹除她心中那点低劣。 Lavinia线感情的发展居然是因为Sara得知了她印度的血统并表明自己也有,她当即表明Sara与自己是相似的,Sara能理解自己,不允许Sara离开她,她爱她。 我十分困惑于这个发展,难道Lavinia不会更加恼羞成怒——你与我都有着低贱的印度血脉,凭什么你一直高贵端庄得像个公主。 这当然也不是爱,自始至终Lavinia都是从上方俯视着Sara的,即使是“求爱”,她也强势、傲慢,态度几近施舍。Lavinia这家伙的当务之急是学会尊重人,将别人(Jessie)称作宠物的人真的懂爱吗。 而且比起说是求爱,Lavinia更像是在找一份能让自己心安的理由,一个同一阵营的同伙——看,我们虽然都有印度血脉,但我们非常高贵。 她是从污浊之地移植走的玫瑰,她享受他人的崇拜与赞美,排斥自己过去的污秽。她只在乎自己,在乎她的高贵与华丽。 痛斥了一通终于要说回原作里的Becky线了,或许正因为是原作情节,剧情很顺畅细腻。 Becky是学院的小女仆,地位处于本作的最底层,Sara以友善平等的态度对待她埋下了善因,这在之后Sara成为女仆后结下了善果。Becky不会低看落魄的Sara,一位在高位时都愿意赠予他人关怀的小姐即使失去了一切,她的心灵也比其他所有人都高贵。 二人在Sara最艰难的时期算是一个比较平等的的关系。Sara也一直在告知认为自己低贱的Becky每个人都是一样的,每个人都可以成为自己的公主。两个小小的人在寒冷的夜晚拥簇在破旧寒冷的阁楼里,分享着破旧的被子与体温——这在其他人的剧情线里是没有的,没有人能做到共患难,她们的身份很高她们也没有足够的勇气去抵抗Minchin女士的权威。在她们的线里即使有后续的转折,我也只感觉实际的Sara毫无希望、孤苦无依地死在了那个破旧寒冷的阁楼上,后续Sara爸爸的朋友带着财富收养她显得那么渺茫与理想化。 Becky的存在实在是很好地缓冲了我的悲伤。我也很高兴地看到这条线里Sara虽遭受命运打击却依旧明亮乐观,会继续编缀她美丽的童话,会勇敢地与Becky一起直面Minchin女士,会在教堂Becky要掉下去时紧紧地抓着她的手,果断而用力地说 我会、我一定、我有信心把你拉回来,你不能离开。 在前面的故事中我一直认为Sara是一位虽然懂事温和,心里却像小鹿一样执拗灵动的孩子,不然也不会阳奉阴违在背地里偷偷腹诽她所不认可的话。其他的路线或多或少我都看到了Sara接受命运变得屈服顺从,但Becky线她没有,她依旧倔强、直率、纯真却有力量。 我也觉得教堂Sara拉住Becky这段剧情有点影照整体剧情的意思,是两个人的互相扶持与不离不弃换来的奇迹。Sara一直坚定地决定把Becky“拉上来”,摆脱“深渊”。 二人的结局就很顺其自然啦,衔接上Sara父亲的朋友收养她、Sara重新拾回财富与地位,请求Becky的爱希望带她走的结局,很顺畅与美满。这也是所有路线中Sara唯一一条主动意识到自己的感情并且主动去表白的。两个善良的小姑娘值得获得最好的结局。 如果还要说什么不满,那就是制作组偏心也太厉害了,Sara和Becky的结局cg有点崩,制作组是不是收了Lavinia的贿赂啊,打完后还在“奖励”模块专门额外多给一张Sara和Lavinia在床上极显暧昧的图片。奖励什么?奖励Lavinia是吧。。。游戏直至结束也没有惩罚Minchin这个恶毒势力的女人,也不曾出现后日谈云云。 切割吧。我要去看原著了。(无怜悯)
This is a charming little yuri vn, and I liked the life that the (very light) management mechanics gave to the gameplay (especially since there's no choices to be made here beyond who you choose to romance) but as a huge fan of the original book, the story left me feeling pretty hollow. One of the great strengths of the book is the emotional connections that Sara forms, which sustain her through some absolutely dreadful experiences. And a lot of what makes this game shine is how it expands upon those relationships--every character in this game is in the original novel, but many of them have a very small role in the story. The devs have turned each of these characters into full, three-dimensional people, each with her own life and story and relationship with Sara. And the first act of the game is full of these lovely friendships--you get to have one event per week with the character of your choice (assuming you have the stats for it), and the game outright advises you to focus on two or three at the most, as you won't have time to befriend everyone. Even taking this advice, you will have an event every week, stats permitting, and you might not finish all the routes. The second half, however, is eerily empty. You'll have an event with everyone you befriended in the first act, and then there will be a well-signposted event whose selection will lock you into a character's romance route. Once you're locked to a romance route, the other characters don't speak to you again, even in the game's main story, even platonically. It's jarring to have these friendships you built evaporate overnight, doubly so for the characters whose routes are explicitly non-romantic. And the act two routes don't have enough events to fill even half the weeks in that act. The game thus gets lonely, grindy, and a hair boring in spite of Sarah's budding romance. It would have greatly benefited from shorter, platonic routes that can be played alongside the romance, even if you can only select one of each.
时值英国全球殖民时期,远在印度服役的克鲁上尉,其女儿萨拉从小在印度长大。母亲虽因难产早逝,她在父亲与仆人们的关爱中依然茁壮成长,出落得仪态优雅、内心丰盈,宛如一位真正的公主。 热爱编织故事的萨拉,第一次离开熟悉的家乡,前往英国一所淑女学校求学。怀着期待与不安交织的心情,抵达了学校。 萨拉此前并没有同龄朋友,又因不熟悉英国礼仪,与同学们的相处起初并不顺利,只能向一直陪伴自己的人偶“艾米莉”倾诉心声。 在同学和老师眼中,萨拉像一朵被精心呵护的名贵花朵,拥有全校最奢华的房间与专属女仆。然而随着日渐相处,大家很快发现她天资聪颖却不恃才而骄,待人善良而富有耐心,从不轻易评判他人,甚至愿意充当一位任性小女孩的“妈妈”……一切美好的品质似乎都能在她身上找到。家境殷实的她,在家中是与众人平等交流的“小女主人”,在学校则是被众人钦佩的“公主”。 然而,突发的变故让萨拉的生活跌入谷底,即便如此,她依然在心中坚守着自己是一位“公主”的信念:她尽力不将情绪宣泄于人,继续践行着扶危济困的善意;即便饥寒交迫,也宁愿在自己编织的故事中相信转机会发生,而不是陷入无边的失落。她更明白,出身与天赋不过是偶然,即使外在身份不再高贵,她也绝不妄自菲薄,始终在内心保持着为人的尊严,努力生活。 我真的太喜欢萨拉的塑造了,配角们的形象也很立体。但制作组的某些私货确实令我不满。有几名加害者仅仅表现出一点微小的善意,甚至这“善意”也是靠压迫萨拉换来的,比如让萨拉在凌晨为她做好两人份的早餐并送到房间一起享用,之后却又将自己扭曲的爱意倾泻在萨拉身上。有人为逃婚而把萨拉当作救命稻草,有人认定萨拉与自己是同类便想要独占她,若萨拉不予回应,便继续听从加害方的命令欺凌萨拉。 萨拉的价值观在剧情中早已写得清清楚楚:她不会因为这点伪善就原谅对方一贯的所作所为,而是会抓住机会毫不犹豫地离开。然而在这几条加害者的故事线里,编剧却让萨拉“爱上并原谅对方”……我只愿将这些线路视为不存在。当然,埃芒加德,玛丽特及贝基三人的故事我还是很喜欢的。 总评:在忽略制作组私货的前提下,我给本作满分。萨拉的人格魅力如此之高,足以让我在年初就认定,她会是我今年最喜爱的角色之一。 (看完之后立刻去买了本《小公主》原著。)
I can't believe I never wrote a review for this, it's one of my favourite yuri VNs of all time. I love the art and the general atmosphere, the writing is impeccable, and I absolutely adore Lavinia. She's one of my favourite love interests in any game: I love how conflicted and angry and intense she is. Her story has a lot of meat to it despite it being rather short, and I loved her enemies to girlfriends(? kinda things between them aren't that straightforward haha) relationship with Sara. You should absolutely check this out if you like yuri stories, you owe it to yourself!!!
Lavinia best girl
A Little Lily Princess, developed by Hanabira and published by Hanako Games, is a thoughtful and heartfelt visual novel that reinterprets the classic story of A Little Princess through interactive storytelling and gentle yuri romance. Drawing inspiration from Frances Hodgson Burnett’s original novel, the game places players in the role of Sara Crewe, a bright and imaginative young girl sent from India to attend a London boarding school. While the foundation of the story follows the familiar arc of privilege, loss, and resilience, this adaptation expands upon the emotional relationships within the setting, allowing players to shape Sara’s bonds with those around her in meaningful ways. The narrative begins with Sara arriving at the seminary as a wealthy and adored student, nicknamed a “little princess” because of her background and demeanor. Early chapters focus on establishing friendships, adjusting to the school’s routines, and navigating subtle rivalries among classmates. However, tragedy soon disrupts her comfortable life, and Sara’s social standing collapses overnight. Forced into servitude within the same institution where she was once admired, she must endure hardship while maintaining her compassion and dignity. This transition forms the emotional backbone of the story, exploring themes of perseverance, kindness, and inner strength. Unlike purely linear visual novels, A Little Lily Princess incorporates light stat-raising and scheduling mechanics that add an element of strategy to the experience. Each in-game week allows players to choose Sara’s activities, such as studying, working, or spending time with certain characters. These decisions influence her statistics and determine which events become available. This structure encourages careful planning and experimentation, as building certain attributes or prioritizing particular relationships unlocks new scenes and route developments. While the overarching plot remains recognizable, the individual character arcs can vary significantly depending on player choices. The romance routes are a central feature of the adaptation, offering six potential companions whose relationships with Sara can evolve beyond friendship. Each character brings a distinct perspective and emotional dynamic. Some routes highlight loyalty and long-standing camaraderie, while others delve into unlikely alliances formed through shared adversity. The romantic elements are handled with sensitivity and restraint, focusing on emotional connection rather than overt dramatics. The result is a series of heartfelt stories that emphasize trust, understanding, and mutual growth. The character writing stands out as one of the game’s strongest elements. Sara herself is portrayed as imaginative and empathetic, retaining her resilience even in the face of humiliation and hardship. The supporting cast is equally layered, with personalities that range from warm and supportive to insecure or antagonistic. Even characters who initially appear one-dimensional are given opportunities for growth and nuance, especially through the branching routes. This depth enriches repeat playthroughs, as players gain a fuller understanding of each character’s motivations and vulnerabilities. Visually, the game adopts a soft anime-inspired art style that complements its Victorian setting. Character sprites are expressive, and event illustrations add emphasis to pivotal emotional moments. Backgrounds capture the atmosphere of the boarding school and surrounding London streets, reinforcing the period tone without overwhelming the narrative focus. The soundtrack features gentle compositions that enhance the emotional beats of the story, creating a consistent and immersive mood. While the scheduling system adds replay value, it can occasionally feel unpredictable, as certain events depend on stat thresholds or random outcomes. This may require multiple attempts to unlock specific routes or endings. However, for many players, this element of uncertainty mirrors the unpredictability of life itself and enhances the sense of accomplishment when a desired outcome is achieved. The presence of multiple endings further encourages exploration, making each playthrough feel like a new perspective on the same foundational tale. Ultimately, A Little Lily Princess succeeds as both a respectful homage to its literary source and a fresh reinterpretation that centers on character agency and emotional intimacy. It transforms a familiar story of hardship into a branching narrative rich with friendship and romance, allowing players to shape Sara’s journey toward happiness. For fans of character-driven visual novels, historical settings, and gentle yuri romance, it offers a layered and emotionally resonant experience that balances classic storytelling with interactive depth. Rating: 8/10
游戏如其名,小百合公主是款轻百合类的游戏,通过选择日常活动积累对应的资源以触发对应角色的事件,事件触发够一定次数后可以在第二章选择进入该角色路线触发其结局,整体而言没什么难度也不太耗时间,就是成就同步有些问题,如果乃在游戏中达成成就的话游戏的checkpoint选项中可以看到对应字体变黑,但是点了同步后也要退出游戏后才能在steam上获得对应成就,如果乃玩了半天什么成就都没跳的话不妨试试看退出下游戏~('ω')ノ
前排提示 本作算得上恋爱感情的 应该只有两个半 杰西(但是真的很难磕) 小女仆贝基(这是好的) 埃芒加德(半个) 其他都是朋友 扭曲的朋友 和亲人 虽然本作攻略对象大部分都是小女孩(记得没错的话有一位甚至是8岁) 所以心态摇摆不成熟也可以理解 但是看到女主角被狂怼但是某几位攻略对象(特指"那两位")毫无作为一下就妥协实在是难以评价.. 在女主最困难需要安慰的时候 基本上大部分攻略对象都是干瞪眼或者根本就不在 只有小女仆贝基是真的小天使 [spoiler] 她甚至把自己赚的钱都给女主保管了天哪 其他线基本都是女主单方面的大量付出 然后女主才能得到一点点甜头 [/spoiler] 甚至在其他线也有很多剧情 大女仆线甚至还打算和贝基计划未来(在其他人的线都正宫感拉满了) 某大女仆虽然说确实没有义务帮女主 但是教个女主拍个毛毯就好像女主欠了她多大人情一样 "这不是我的工作我不该开口的"(所以你要感谢我哦) 甚至一开始因为minchin和一个破产小女孩儿置气 也就sara这种主角才能不计较了 每打一个线我就会想起贝基有多好 不愧是封面真女主
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Hauntii | $178.4K | 412 | 91% | $19.99 |
| Nonentity Galaxy | $178.3K | 595 | 95% | $9.99 |
| Blackwell Epiphany | $178.3K | 1K | 98% | $9.99 |
| Silent Hope | $178.3K | 305 | 74% | $29.99 |
| DAVY x JONES | $178.3K | 416 | 85% | $17.99 |
| Atari 50: The Anniversary Celebration | $178.3K | 572 | 92% | $15.99 |