
You opened your eyes to find a giant girl looking down at you. Experience the fate of Saeko and the little people in this cruel yet captivating story with avant-garde art.
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About
You opened your eyes to find a giant girl looking down at you...
SAEKO: Giantess Dating Sim is an adventure game set in 2000s Japan about the lives of Saeko, a girl with mysterious abilities, and the little people she has shrunk to the size of her thumb. Experience Saeko's and the little people's fates in the day and at night, through two separate game systems with different art styles.
You are Rin, the latest addition to the little people. Under Saeko’s protection, you spend your days in her desk drawer together with the other little people.
But don't let your guard down. Saeko has some...interesting hobbies, to say the least.
Stunning and unique visuals drawn in two different styles of pixel art
A world filled with brutal allure inspired by many strange tales, beginning with Fueti Shizue’s work
An original game system which forces players to make difficult choices and live with the consequences
A soundtrack heavily influenced by future garage and breakcore, composed by the developer himself
The deepest journey into a developer’s proclivities in indie game history
Saeko has entrusted you with the role of supervisor.
In the day, you distribute items to the little people and interact with them, keeping the group together. However, you are no ordinary supervisor.
Each little person has two stats: Health and Appeal. These stats determine whether they will live or die. Give items to the little people in the drawer to manage their stats and make a certain...wish...of Saeko's come true.

At night, you come out of the drawer and become Saeko's confidante. Listen to anything she has to say and reply with a "Yes" or "No" as appropriate.

But be careful. Human life has much less weight to it when you are only the size of a thumb.
If you give the wrong answer, you'll soon find yourself meeting a bad end.

How long can you keep up your role as the supervisor? How many more days can you survive? And when you find yourself in a position to sway their destinies, who will you decide to save?
Originally created as a prototype before the release of the final game, this long-lost scenario has been newly developed and released as a free additional content update.
Featuring characters who do not appear in the main game, as well as unique artwork and conversations with Saeko, “ Prototype” offers a different experience from the main game. This additional scenario provides approximately one hour of gameplay.
Note: This content becomes available after completing the main game.


Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese, French, German, Ukrainian, Portuguese - Brazil, Russian
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Get this game on sale. There are a lot of gaps in the story, but it still manages to stand out from your typical dating sim because of its art style and the strange, unsettling role the protagonist plays. I thumbs‑down this game because I walked away with so many unanswered questions. You spend more time on the phone than actually interacting with Saeko or the Little People, which left the narrative feeling incomplete. But I can’t deny that the game made me uncomfortable and heartbroken. Which, honestly, is exactly what I expected going in. So I’ll give it credit for that. Still, even the severe personality changes and aggression that come from were spontaneous and ruined the progression of the story for me at the end. How does one start with wanting to care for everyone for the first couple of nights to suddenly establishing their dominance over someone who shares those values. Also it just sucked that most characters were not given the chance to leave a mark on this little world despite there being only 3-4 in a room. Now for the real stuff… I hate Rin. Watching Saeko demoralize him made my jaw drop more than once. And Clara’s treatment made no sense. She fought so hard to get her lover back only to be reduced to a spoiled beach for reasons I don't understand. By the end of the end of the game all I really remember from the story is the mc somehow getting their juices out there no matter the inconvenience, I think I learned more about his kinks than how he was slowly changing for the worse or anything do with his memories. (I was excited to be able to see some immediate flashback to what he might've regained). As for Saeko, I’m torn between hating her and loving her. I wish we had learned more about her outside the protagonist’s perspective. Such as how normal people see her, how she behaves in everyday life, anything. Even witnessing how the Little People were taken would’ve added so much depth. P.S. Kina, you were my #1.
Side note before everything: While I do plan to 100% this game eventually, I wanted to give my thoughts as they are after one playthrough to try to reflect the more casual experience a person would have. Having only played through its entirety once and re-experiencing the first night twice, I’m more than willing to say that some of my impressions and thoughts on how things work in the game could be wrong. If there is inaccuracy, please point it out. If I agree, I’ll change my review to reflect that. If I don’t, I’ll reply below and state my disagreement to said comments and why. I I’m gonna be frank: I heard that despite the BIG ♥♥♥♥♥♥♥ ELEPHANT in the room that the title of this game projects into the mind of anyone who sees it, is that it wasn’t really a fetish game. And having a glimpse at the steam page and trailer convinced me that what people were saying was true. So I decided since I’ve been longing for some proper psych horror that I’d play it out. Now, for the first half of the game, I was hooked. I really enjoyed the premise and role that you play in the story, as well as the general design of the conversation system with Saeko. The art, music, and general pace really helped to sell the bleakness of the scenario you’ve found yourself in… However, I can’t help but feel that even in the one playthrough I’ve completed, that the depths that could’ve really pushed this game to the absolute limits, even within the genre, was robbed by faux choices and preset facts/introductions that really demonstrate even with with the potential the game has if reworked, the current product is not a proper choice story game, but something far closer to a telltale title. SPOILERS below I’m not lying when I say I found the concept of having to choose your fellow comrades in suffering to be eaten to be enthralling and disgusting (in the right way) on a psychological level. Even though you’re really just as much a victim in all of this as everyone else is, I can’t help but feel a sense of defeat and shame towards myself knowing that I chose someone to die, knowing that each person had their own lives, desires and connections only to be snuffed out because I, on some level, didn’t like them more to choose someone else before them, all because some bored women found a sense of joy in eating tiny people. So, despite the heaviness that such a game has bestowed upon my mind, you might still be wondering why I dislike it. The problem is that I’m also not a fan of being given faux choices, big or small, but especially big. To put it one way, I feel cucked from what could have been a moment to truly explore my most depraved choices and reasoning to back them up. If there’s anything I couldn’t despise as a concept more, it’s being lied to about having agency. To break it down: the key to figuring out who is going to die is by giving them a piece of food to increase their appeal value ≥ 50. This wouldn’t really mean anything IF there were multiple ways of increasing appeal… but there isn’t. You get one predetermined piece of food to give out to, at most, 5 people in the drawer who all have predetermined appeal values. If you don’t get anyone to 50 or over, Saeko crushes you, reverting the game back to choose someone who can go to 50 appeal. Unfortunately, what this looks like in game is that even when you have, say 5 people to choose from to sacrifice, the true choice is between 2 people, regardless of ANYTHING else. It’s like being the first customer to go to a brand new food joint that just opened, looking at all the options on the menu, and when you try to order, you’re told "We can’t make that today… or that one… or- you know what, we can make you one of two things, possibly three things. But don’t worry, we do plan on expanding the options to what’s on the menu currently." OH! Except one last issue: to make that choice feel even more pointless, you’re probably going to have to off the person you didn’t choose last time the next time. So basically, the next time you stop by to eat… you find out you can only get the other dish offered the first time… Here’s a simple question for a dev: For a multiple choice story game that’s not even 3 hours long as is when you’re actively playing (and not even 8 to 100%), why can’t you just trust your players to play and make choices at their own fancy. If a player wants to offer either the sexy flirty woman who has a history with the MC without even getting to know her or even the former supervisor who’s going to be killed regardless due to the set up as is, why not have those as fully developed choices? I mean, seriously, what’s the point of having either of them as an option to give food to if the most it’s going to affect gameplay wise is how long I’m going to be reverting to checkpoint for the sake of reading some unique dialogue and watching a unique gif? I mean, think about this for a solid moment: The most proper gameplay we get, and what seems to affect the direction of the story the most besides the sacrifices, is the way we talk to Saeko once we’re out of the drawer. I actually really like the manner at which it’s generally handled, too. You have to make sure you’re responding to her, but not yapping or interrupting. You can even disagree with her, but you have to be careful with that because if you have to say sorry once, that’s all you get. It’s genuinely intriguing to have a conversation system that captures the energy of walking on eggshells… So why is it so two dimensional, brief, and linear once you’re put back in the drawer with people you’re supposedly stuck with for days on end. Like, unironically, there are so many directions you can go with the characters you have at your disposal as they are, but you can’t even get true, proper character depth on any of them other than the one you can’t sacrifice until the end. “Appeal” is just a shallow, pathetic excuse to keep certain characters around in a manner that disrespects the player’s agency. You might ask “surely there’s SOMETHING you can do while in the drawer other than choose that night’s sacrifice?” to which I say: I ♥♥♥♥♥♥♥ WISH! You don’t get to choose who you do or don’t want to talk to, or who gets to interact with who else or any of the amenities granted to the people in the drawer. All of it’s already decided for you based on which night it is and the few binary choices in sacrifices you’ve made the nights before. Here’s what I believe would have improved the game from the get go: IMMEDIATELY give us all the characters we have to choose between AND allow for the player to have a proper conversation with each of them (slowly opening up more and more each night they live) so as to give us a reason to replay the story more and get invested in who’s worth the least in the player’s minds. Have the player genuinely introspect about who they’re about to pick and why. Really cement in the player's mind how they decide people’s value. Throw “Appeal” into the trash as the garbage mechanic it is and “health” out the ♥♥♥♥♥♥♥ window while we’re at it cause health barely plays a role other than being a nudge to pick the person with the least (who also happens to ALWAYS be one of the people to choose from, anyways.) Tl:dr, there are so many games that offer so much more in terms of cash-to-meaning experience for the same $15 this game costs. If I was told to readjust the price of the game to reflect that, I’d say $3.
Overall, I enjoyed the game quite a bit — though I should probably warn people right away that it's only a dating sim in the loosest sense, no matter how much some players might wish otherwise. Instead, it's an interesting horror game with a fresh premise that explores abuse of power, dehumanization, and emotional manipulation. It does what horror often does best: create an extreme situation that allows us to examine human psychology under pressure. On top of that, it adds a healthy dose of nihilism. The game is deeply unsettling and highly effective in the way it presents its central situation. The game operates on two levels. During the day, you spend time with the other tiny humans living in Saeko's drawer. They aren't particularly complex characters, but each of them has at least one memorable trait. You help them, talk to them, and reward them in your role as their overseer. There are some choices to make, and later decisions can affect the ending, but I would have liked to see much more done with this aspect. I found the endings rather weak, as none of them felt especially consistent with the events leading up to them or with Saeko's characterization. They also come across as fairly clichéd horror endings. In the evenings and at night, you spend time talking with Saeko. Here, you have to be careful not to get on her nerves. The game is surprisingly effective at conveying through gameplay just how completely at the mercy of her moods you are. There's also a fairly entertaining minigame during these sections. Saeko herself is a very fitting central character for the story. She's intimidating, holds absolute power, and cannot be meaningfully opposed. She's not a charming psychopath in the vein of Bateman; instead, she's cold and detached. Personally, I never felt any attraction toward her — she's simply far too horrifying for that. Then again, I've seen plenty of people who thought she was hot and believed they could fix her, so who am I to judge?
首先说明,差评是打给作者本人的,游戏质量很好,我个人也是GTS向喜爱者,虽然流程短小但却精悍,每个人塑造的很立体。 但是!这游戏的三个结局没有一个是能让人满意的,我想是个三观正常的人都不会喜欢,明明可以向好的结局发展的,这也是为什么要差评,同时也给我的心理留下了不可逆的打击,尤其是过完屠杀结局,我看见牙子(那个字输入法没找到,读音通“亚”)只有深深的愤怒和憎恶。 先说其他两个结局,精简一点来讲,如果屠杀结局不存在,那么我对牙子的评价就是“余情可悯,于法不容”,她是受害者的同时也是施暴者,变成恶魔也是因为小时候父亲带回来的面具诅咒了她,客观来讲她也是可悲的,但!!!这并不能成为她加害于别人的理由!两个结局分别是亲手杀了牙子和偷偷的将她保护起来让她做着看似是赎罪的行为。 赎罪结局,她的赎罪对于那几千个被她生吞活吃和虐杀掉的无辜受害者可以说是屁用没有,只是为了给自己找个台阶下自我感动+心理安慰罢了,虚伪至极,这几点从游戏流程中的点点滴滴就能看出来,只要别人没有顺应她,只要别人有一丁点让她感觉到不耐烦不舒服,就会被立刻处决捏死。 而直接杀了牙子却又有些片面,也太便宜这样没有人性的杀人魔,就像前面说的,客观来讲她也是受害者,同时也会让我们的主角“麟”沾染上因果。 这两个结局不管怎么选都是相当矛盾的,不处死她对不起几千个无辜受害者,而杀死她就跟上面说的一样。那接下来就可以说说我个人感觉最恶心最愤怒的“屠杀”结局了。 先说一点,在这条故事线,作者很成功的塑造了一个杀人不眨眼并以此为乐的反社会畜生,女主牙子她失去了所有能使人感到哪怕一点点“同情”的理由,而这个结局却是让我感觉最真实的结局,我认为女主这种彻头彻尾自私自利的反人类畜生就是会在最后毁灭全世界,屠杀掉所有人。在她当着男主的面杀死男主的心上人的时候,我就已经对她没有任何正面看法以及所谓救赎她的想法了,只有恐惧和愤怒,她必须被千刀万剐,血债血偿。 总结一下,游戏的剧情和每个人物塑造绝对是上乘的,只是结局明明还有更好的选择但却只能存在于我们的幻想中,尤其是剧情里“明菜”她自知无力回天,坦然赴死的样子让我永远也无法释怀,每个人最后的结局和那上千个受害者也无法让有正常三观的人去原谅女主牙子。最后............... 作者你他妈就是个傻逼!
If you're on the fence, ignore the title. This is a horror visual novel with good writing and several endings. Sexual topics come up, but this isn't porn.
I bought this game as a joke and now I have a Fee Fi Fo Fum Fetish
There is a scene where the main character forcefully shoves his tongue into a woman and forcefeeds her food via his tongue. I understand that its a horror game but relying on sexual assualt to portray horror is lazy imo
The content warning was too vague for forced sexual interactions involving your character.
相信我,这游戏只有免费你才可以试试,作者纯粹在恶心你
I started hating earrings with my whole heart just because of this game. Aside from that, a ridicilous but beautiful in it's own way novel
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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