
You're here to slay the princess. Don't believe her lies.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 14.29/day in the week to Sep 13 → 26.6/day in the week after.
About
You're on a path in the woods, and at the end of that path is a cabin. And in the basement of that cabin is a Princess.
You're here to slay her. If you don't, it will be the end of the world.
She will do everything in her power to stop you. She'll charm, and she'll lie, and she'll promise you the world, and if you let her, she'll kill you a dozen times over. You can't let that happen. Don't forget, the fate of the world rests on your shoulders.
You're not going to listen to him, are you? We're supposed to save princesses, not slay them...
Features
Fully voice-acted by the impeccable Jonathan Sims and Nichole Goodnight.
Hand-penciled art - every background and sprite is drawn traditionally with pencil and paper by Ignatz-winning graphic novelist Abby Howard.
A princess. She's very bad and you have to get rid of her for all our sakes.
No, the Princess isn't a “cosmic horror,” whatever that is supposed to mean. She's just an ordinary human Princess, and you can definitely slay her as long as you put your mind to it.
Don't even think about trying to romance her. It won't end well for you.
Hopefully you won't die. But if you do, you'll die a lot. Be careful and stay focused on the task at hand!
A branching narrative where what you say and what you believe determines both who you are and how the story unfolds. Though I wouldn’t recommend taking any paths outside of the one I lay before you.
A new roleplaying experience from the creators of Scarlet Hollow.
Slay the Princess is a choice-driven psychological horror visual novel/dating sim with dramatic branching, light RPG elements, and hand-penciled art.
What’s in the Pristine Cut?
3 brand new chapters replete with mysteries—and consequences.
Expansions to familiar routes. The Den, The Apotheosis and The Fury each have each more than doubled in length.
Over 35% more content overall—and all of it filled with great opportunities to listen to me and do your job.
A new ending. And hopefully one that saves the world rather than damns it.
Track Your Progress: Cherish your memories, relive your exploits, and uncover deeply hidden secrets with the new gallery feature.
Over 1,200 New Hand-Penciled Frames hand-illustrated by Abby Howard.
Over 2,500 New Lines of Dialogue fully voiced dialogue by the impeccable Jonathan Sims and Nichole Goodnight.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−50% | 34.1Kreviews | 97% | — | $20.5M |
| $9.89−45% | 249ratings | 94% | #228 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1774 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2] "There are no wrong decisions [...] This is a love story." [/h2] This review will contain spoilers. I felt like I should write a review for my favourite story game I've ever played thus far (with a close second currently being [i]Scarlet Hollow[/i], made by the same developers... I think that speaks for itself on how well much care they put into their work), and my overall favourite game ever, so here I am. yay :D I will start by saying while this is my favourite piece of media in a long time, it is admittedly not suited for everybody. The visual novel aspect aside, it's not a game I would recommend to all of my friends just because it is not that kind of game. Some people will adore it, and some people will not. It be like that for every game. But allow me to talk about why I love it :D I am a huge lover of the overall mechanic of repeating the process of getting to know the Princess in different realities, different worlds. I think in general, it speaks a lot to the idea that the smallest of actions can completely change how your relationship with a person (or anything, really) will continue. It highlights that right at the start when the music abruptly stops if you choose to take the blade in chapter one and it's like oooohhh. ♥♥♥♥. One small decision... a world of possible consequences... so cool There are so many different things I loved about all the individual Princesses... dancing with the Damsel and Happily Ever After underneath the stars... the Razor and her silly stupid :3s... the Fury's "are you still you without your body?"... the fact the Nightmare is a heart filled with sadness... "[o]nly with both of us is there a future to look towards. It is hope that carves meaning into being." A few things I particularly liked hehe This game stuck with me. There are so many lines that I reread multiple times, so many lines that resonated with me on multiple levels... I think as an English major it simply makes me very happy that such a wonderful piece of writing in the medium of video games exists. It's very skillfully done, and it is a piece of writing I look up to both in terms of analysis and simply in terms of living. A personal favourite quote: “[t]o destroy what you perceive as evil is to damn everything you perceive as good.” And finally, this is a love story. This is a story about the embodiment of change becoming one with the embodiment of stagnance. Will we choose to fight her, deny her, remove her from the world? Will we remove a part of ourself in the process? Will we walk out that door with her, hand in hand, into the unknown, because that is all life, and love, really is? Here, that is up to you. But, no matter the "horrors [we] may find in these dark spaces," I think the dragon and the princess will choose to love each other regardless. Personally... I would like to dance. 10/10. I love [i]Slay the Princess.[/i]
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 14.86/day in the week to Jul 30 → 19.86/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +1 more
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fellow aromantics, this one's for you. i open the game. i am greeted almost immediately with the line "this is a love story." i make a face, say ♥♥♥♥ it and play anyways, and very quickly decide that this line is the single most misleading introduction to a game i have ever experienced in my life. this is not a bad thing. this is, in fact, one of the best things ever. even as someone who could not possibly care less about romance and who loathes the belief that love is everywhere, love makes us human, there's no point without it, etc, this "love story" is one of my favorite games of all time. it has very fierce competition and every time it comes out on top, it's my go-to game to recommend to anyone who i know won't be poorly affected by the horror elements. i truly believe that if you can play this game, you should play this game, and you should play with as little prior knowledge as possible. anyways! while love can be viewed as interwoven into every part of the game, it can just as easily be ignored. on one hand, looking at everything romantically significantly contributes to so much of the game's psychological horror. it's not boiled down to perfect fairy tale love that saves the day or even portrayed solely as a terrifying driving force to cause harm. it's complex and complicated, changes things sometimes for better or worse and more often in ways that cant be categorized nearly so neatly as that. i very fondly refer to a specific part of it as "the aromantic route" in that it displays and breaks down So Much amatonormativity in so many little ways. the "love" portrayed in that part alone is binding, blinding, cruel, merciful, careless, delicate, soft as can be; it can very easily be argued that there's no love present there at all. on the other hand, setting love aside completely, there is so much more to this game than that. slay the princess dives deeply into change, into perspective, into autonomy. it explores the countless ways one's "self" can be interpreted or defined: what it means to exist as only a shell of yourself, for yourself to split or grow into different pieces, the meaning of your "self" versus your body. what pieces remain and which will never be the same and how drastic those differences can become. to be too little or too much, to be half of a whole, to carry pieces of another within you; ghosts and echoes and fragments, overflowing and endless and more than anyone was ever meant to be. completely ignoring love, it delves deep into the dynamics of each character with each other, with themselves. how connected they are and how many ways that connection can be strained or strengthened or severed. the constant push and pull and influence they have on one another is endless and fascinating and i can't get enough of it. if you're not interested in character dynamics either, the complexity of these individual characters, who they are and how they learn to be and the way their self is defined and changes ceaselessly, is so thorough and fascinating that it alone is, to me, reason enough to play this game. and of course, every last part of it is indescribably well-executed. the art, the writing, the voice acting, every last little detail. so while the game defines itself as love above all else, don't let that fool you. there is so, so much more to it than the telling of a love story. please slay (or do not slay) that damn princess. it is so worth it in every possible way.
《Slay the Princess》像是一部披着恐怖游戏外衣,深入探讨亲密关系的互动剧。本作最耐人寻味之处在于,它将亲密关系中那些微妙的张力转化为具象的交互反馈,你的每一次选择,都会有其对应的后果。玩家对待公主的方式,无论是敌视,怀疑还是沟通,最终都会塑造出她不同的模样。这种互动逻辑隐喻了关系中的一种普遍现象:在亲密关系里,对方往往是我们个人心理投射的产物。游戏中的叙事颇具哲学意味,它不断追问真实的自我与臆想中的对方之间究竟有何关联。个人认为对于希望在游戏中寻求情感共鸣或愿意深入剖析亲密关系中个体心理的玩家,这部作品提供了一个独特的切入点。它像是一面镜子,让玩家在那些扭曲与疯狂的形态中,看到自己在关系里的影子
Truly fascinated by how immediately I became obsessed with Slay the Princess, and how unlikely it should have been for it to be that way. I don’t usually like horror games. Signalis was a big exception but that fed my lesbianism with a silver spoon. Unless you squint past all the text and imagine Quiet as a lady, StP has none of that. I especially don’t like visual novels. I usually try to save the money and watch them through videos or stream VODs of trusted channels, and it did start out that way when I watched the two streams SnapCube did of the game, and. Yeah. It caught my interest. I liked the way it subverted the things I was used to. It wasn’t just a single story to be told through text, with minor dialogue changes depending on the options you choose, with all of them leading to the same inevitable destination. It was a myriad of stories with hundreds of outcomes and dozens of unique settings and charming iterations of the same exact character. The horror was grounded and disgustingly real, even the rare instances of extreme events like The Fury popping you like a balloon and The Razor’s skeleton of swords still having this gross, unnerving weight of realism to them. It was filled to the brim with a mountain of wonderful hand-drawn artwork, a breathtaking soundtrack pouring out of every corner, and topped with a garnish of incredible writing, wit, and self-awareness. I bought the game only a week ago and now I’m only one ending and 40 achievements away from completing everything this game has to offer. Easily the best game I’ve played this year, and I’ve played a lot of amazing games this year.
The casual base constantly misclassifies Slay the Princess as a simple narrative visual novel. This could not be further from the truth. In reality, the game is a masterclass in Adversarial Narrative Architecture. Most games use a narrator to spoon-feed instructions and narrative to the casual player/consumer. Slay the Princess deviates from this completely and weaponizes the Narrator as an active, hostile system designed to restrict player agency. The Narrator represents an untouchable meta adversary, who is constantly gaslighting the player, withholding data, and attempting to force you into a linear, pre-determined outcome. Treating the Narrator’s instructions as absolute truth immediately exposes you as a consumer. Breaking the loop requires the player to carefully audit the pieces of information you have and assert high-level independence. Every choice you make doesn't just change a dialogue branch, it physically alters the reality of the entity in the cabin. If you approach the situation with fear or hesitation, the system immediately manifests a nightmare tailored to exploit that mental collapse. The game punishes uncalibrated emotional responses with brutal efficiency. It is what the Real Gamer Movement correctly identifies as ludonarrative cohesion, an important quality seal for any game regardless of genre. Especially noteworthy is the game's take on expectation management: Casual gamers enter the experience expecting a conventional fairytale logic loop. Meanwhile the software completely filters out those who seek comfort or traditional narrative payoffs. It forces you to question the very nature of existence, perception, and stagnation versus transformation. It is psychological warfare disguised as a hand-drawn storybook. Highly recommended! -Kite
Unironically the best love story I've ever experienced, if you don't go in completely blind you will do yourself a massive disservice, just trust your gut, there are no wrong decisions only the choices you've made and those you haven't yet
this game blows. for a game about choices you have nearly no choices and the game takes agency out of the players hands and just forces things to happen
This game thinks it's profound and very smart, but it's just pretentious. Every time you start a new act, a new voice appears. A voice, that is supposed to be yours as a player. It predicts your personality and stream of thoughts, except it doesn't. It makes fun of you for playing the game the way it was intended. This is not my thoughts and personality, and i don't see a reason why would that be the case. I don't even see a reason for this feature to be in the game. The game has no actual endings. Every "ending" leads to one place, because turns out every playthrough you had is a part of a bigger story. This could be interesting, except that's not what i came for. The game is literally called "Slay the Princess", and turns out the story is not about slaying and not about the princess. Then what's the point? To waste my time? Well, you did it. You wasted just enough of my time so i couldn't refund the game.
Great start: in a very short time, it creates a situation where the player no longer knows what to do, who to trust, or why. The game offers an endless amount of interactions and different scenarios, often impossible to replicate. The unfolding mystery is intriguing and sufficiently well-developed. The art style is okay, even if a bit generic and humble. The voice acting is very good, but a larger cast to better differentiate various voices would have been great. The ending is perhaps too convoluted and not entirely clear, yet it remains narratively and emotionally satisfying enough, with several ways to complete it. Replayability is also good, as you can easily load your saves and try different endings.
This game makes me so happy! And...so cold? Is being happy supposed to be so cold?
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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