
What happens when the fate of the world falls into the hands of the most irresponsible bubblehead to ever trip over royal birth? Play this 16-bit style old-school RPG and find out!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 23 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
RPG Maker strikes again! A Princess' Tale is one of hundreds of low effort retro-pixel RPG Maker asset/construction kit flips spamming the Steam catalog, made with the RPG Maker video game construction kit... in their own words, "Our easy to use tools are simple enough for a child." Like all RPG Maker "games", this is essentially a bunch of low quality/canned assets from RPG Maker coupled with a cringeworthy high school anime club fan fiction. As with all RPG Maker games, the poor quality engine displays badly in fullscreen and doesn't have full HD support or any graphics tweaking options, making this unacceptable for any dedicated modern PC gamer. The point can be made that the intention of RPG Maker is to make demos and small games to pass around friends, and shouldn't be used for "professional" game development. This time Andorlea/Warfare/SimProse/whatever other shell account this guy uses to try hide his identity has once more stamped out a painfully generic copy + paste RPG Maker asset flip. Another consistent pattern from this "developer" is to write little fan-fics about one of his anime waifus, I wouldn't be surprised if the plot from this came from a body pillow. It's horribly basic, riddled with grammatical and spelling errors, full of stock copy + pasted RPG Maker assets... no real game development has taken place here, this is just a cash grab, it's shovelware polluting Steam for profit. This "developer" has dumped over 100 copy+pasted RPG Maker asset flips onto Steam, and keeps pumping out minimum viable product RPG Maker asset flips as rapidly as possible to try gouge gamers. We must ask why this ongoing pollution has any serious value for gamers or the gaming industry. This kind of cash grab construction kit shovelware from bad actors like Andorlea gives amateur developers a bad name. This pollution takes marketing space away from genuine indie developers who are doing the right thing, and making real games instead of copying+pasting premade assets in a children's video game construction kit. It makes it harder for gamers to find genuinely made games. This pollution is harmful to Steam, to gamers and the gaming industry. Like most RPG Maker shovelware and asset flips, the game features extremely low quality copy + pasted 2D retro pixel art, looks awful, and has even worse gameplay. RPG Maker is an absolutely terrible construction kit, and never results in games of any reasonable quality or value to gamers. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a very healthy spike in player counts for the game. But this only appears around the same time that trading cards were applied to the game... so this is just card idlers getting their cards and moving on. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. A Princess' Tale has the laughable price of around $5 USD, it's not worth it given the defects and shortcomings with the product, especially considering the sheer number of completely free, much higher quality games on Steam. Gamers who want a good retro JRPG experience would be better off playing the originals, like Final Fantasy, Star Ocean or Chrono Trigger.
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Languages: English
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Full disclosure, I didn't get very far in this game. I played for about half an hour, then the game hard froze. I don't know if it was the developer's fault or not that the game froze, could be a script that go set to autorun (something I've done to myself while playtesting before) or just bad luck. Either way, I was underwhelmed enough that I decided it wasn't worth trying again. You spend a lot of time walking across pointlessly large maps, which are under inspired in terms of design. The dialogue and setup were mediocre. I got it for cheap so I'm not upset, I just couldn't recommend it.
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
So, this game centers around a princess named Calliope... who has her head in the clouds... or chasing kitties... And now she has to save the world. Well, at least she has the heart for it. Now if only she could stop herself from trying to rescue every lost cat...
[h3]A Review of 'A Princess' Tale': Or, The Paradox of Unspooling Yarn in a Labyrinth of Self-Referential Mirth [/h3] [u](Or: How I Learned to Stop Worrying and Love the Cat)[/u] To engage with *A Princess' Tale* is to siphon the nectar of absurdity through a straw woven from the sinews of its own fourth-wall carcass, a recursive ouroboros of 16-bit pixels that both mocks and venerates the crumbling edifice of "heroic destiny." Here, the archetypal *Chosen One* is not a brooding cipher draped in the gravitas of existential torment, but a glittering mote of chaos—Princess Calliope—whose attention span rivals the half-life of a mayfly’s daydream. She is less a protagonist than a quantum fluctuation in the fabric of narrative inevitability, a tumbleweed of id propelled through a world that insists, against all evidence, on taking itself seriously. The game’s premise is a hall of mirrors disguised as a hero’s journey: an ancient evil stirs, as ancient evils are wont to do, in a land where royalty is less a bloodline than a cosmic prank. Calliope, the "Princess Ooh-Look-a-Kitty," exists in a state of perpetual distraction, a sentient glitter bomb in a crown, whose royal duty is eclipsed only by her knack for tripping over plot devices. Her companions—a bodyguard sweating existential dread, a mercenary whose eyerolls could power a small nation, and a nomad whose heart throbs like a misfiring dial-up modem—are less a party than a support group for those cursed to orbit her supernova of incompetence. But to critique *A Princess' Tale* as a "game" is to mistake the dance of Schrödinger’s cat for a tutorial on feline choreography. Its 16-bit aesthetics are neither homage nor pastiche, but a necromantic ritual summoning the ghosts of cartridges past, only to feed them through a woodchipper of postmodern ennui. The combat system, with its turn-based rhythms, is a Turing test for patience: are *you* the player, or are you the played? Each random encounter—slimes, bandits, the occasional existential void—becomes a meta-commentary on the futility of progress, a Sisyphean loop where victory grants not glory, but the nagging sense that you’ve forgotten to water your houseplants. The narrative, if one dares to affix such a bourgeois label to this fractal of anti-meaning, is a Rube Goldberg machine constructed from non sequiturs. Quests unfold like IKEA instructions translated through a chain of dead languages: *Retrieve the Sacred MacGuffin!* becomes *Chase a squirrel into a haunted cheese shop!* The dialogue oscillates between Wildean wit and the linguistic profundity of a fortune cookie left in the rain. Yet, buried in the cacophony is a sneaking suspicion that the game is *winking*—not at you, but at some inside joke etched into the DNA of the universe, accessible only to those who’ve mastered the art of unreading. Calliope’s "growth" is the game’s most elaborate troll. To "mature" in a world this unhinged is akin to learning origami during a hurricane. Her arc—if such a linear term applies—is less a trajectory than a Brownian motion, a series of stumbles that somehow coalesce into a semblance of agency. Is she evolving, or is the universe bending to her whims like a drunkard’s compass? The answer, much like the definition of "post-meta-irony," is deliberately lost in the hedge maze of the game’s design. And what of the player’s role? To guide Calliope is to pilot a satellite through an asteroid field of tonal whiplash. The game resists mastery like a cat resists a bath, rewarding diligence with absurdity and strategy with pratfalls. Save points double as therapy sessions; NPCs dispense advice that could double as Dadaist poetry (*"Beware the moon’s third cousin, for it throws shade literal and metaphorical"*). The experience is less "play" than "existential improv," where every choice is both meaningless and monumentally consequential—a choose-your-own-adventure penned by Kafka on a sugar crash. Yet, for all its contrarian posturing, *A Princess' Tale* harbors a clandestine sincerity. Its refusal to genuflect to epic tropes is itself a kind of reverence—a love letter to the joy of irreverence. The pixelated vistas, drenched in the melancholy of a bygone era, ache with a beauty that transcends their artifice. Calliope’s journey, for all its farce, stumbles into moments of accidental profundity, like a clown tripping into a Nobel lecture. To dismiss her as a "bubblehead" is to miss the game’s quiet thesis: that responsibility, like a poorly rendered boss battle, is a construct best navigated with a sense of humor. In conclusion (a concept the game would revile), *A Princess' Tale* is a Mobius strip of ludonarrative dissonance, a title that dares to ask: *What if the Chosen One chose nothing but brunch?* It is a game that critiques itself into oblivion, then resurrects as a phoenix made of glitter and self-aware quips. To play it is to engage in a ritual of controlled madness—a dialogue with the void, where the void replies with a punchline and a sparkly crown. But perhaps this review, like the game, is merely a riddle wrapped in a enigma, stuffed inside a piñata of recursive irony. To parse it is to miss the point; to embrace the chaos is to… *ooh, look, a kitty!*
Comprei pra poder pegar insignia barata e acabei gostando do jogo, 2D simples, compacto prem tem uma historinha bem daora. me lembrei de pokemon FIRE RED
Just another RPG game that you should probably avoid.
Un RPG casu très très moyen
2д пиксельная дрочь, в которую играть только фанатом старого говна
The earth is 4.6 billion years old and we managed to exist at the same time as this masterpiece.
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