
You're here to slay the princess. Don't believe her lies.
Most likely between $12.4M and $35.1M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $8.99 | 97% | approximately $20.6M |
| GOG | $17.99 | 94% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $4.24 on GOG · Russia (−53%). Compare 30 prices in 15 markets →
Reviews
Themes across 1994 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
《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
В трёх словах: Визуал. Музыка. Озвучка. Что и делает визуальную новеллу хорошей. Есть ещё, конечно, сюжет, но в этой игре он, как мне кажется, не так силён, как всё вышеперечисленное. Но то, что выборов в игре действительно много и они влияют, скорее, не на сюжет и концовку, а на повествование, лично меня порадовало. Игра — шик. 10 принцесс из 10. Их, кстати, там много. Не уверен, что понравится не любителям новелл, хотя для них лучше вообще никакие новеллы не брать... :) :) :) ///
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.
[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]
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
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 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.
This game makes me so happy! And...so cold? Is being happy supposed to be so cold?
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