
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% | 248ratings | 94% | #105 | 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
It's a very original game with great writing, nice drawings and no major flaws, I just want to mention that because of the overwhelmingly positive reviews and many people mentioning it's their favorite game ever on various platforms, I was expecting something more. It was an interesting experience but I thought the gameplay itself would be much more interesting while it's basically a visual novel. I'm reading many people replay it many times for different paths and endings but right now I feel satisfied with one gameplay and I have no desire to replay it because it would feel a bit boring/repetitive to be honest. So it's over in less than 3 hours for me. Some people say it left them devastated, I guess I'm a bit invulnerable to this kind of narrative because I would not say I am. Really, I liked the game, I'm happy I experienced it and that now I know what everyone's talking about, I appreciate the work behind it and the philosophical message it bears. But it's not a game that changed my life or that will enter the top 3 games of my life. I just wanted to leave a positive, but more moderate review to reflect how I feel about it. I have Scarlet Hollow on my backlog from the same authors and I'm curious to play it now.
Media

Related
Related
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
This was gifted to me and I had it in my library for two years. I avoided it for so long because I don't like the visual novel genre. What a mistake... Thankfully the planets aligned and it called me and now I am enamored with the princess for ever! Absolute gem! It is of the utmost importance to go completely blind in it and enjoy the ride(s).
Didn't work for me. The intrigue wears off too fast and then it's quite linear and repetative -- even with fastforwarding the voices are of little variation and there are just too many of them. The whole mistery is too pretentious and solipsistic to my liking. The art is excelent, I really liked the idea but the story -- well, it did not grappled me and I wouldn't bother discovering more princesses.
50 оттенков Принцессы
I know this is a popular game, and more power to them, but I will be that guy to say that this game is 100% writing, and the writing is lame, overwrought, unrelatable nonsense. Someone took an idea that can be expressed in a couple of sentences and made me click through repeatedly as he rehashed it for three hours. This game has a reputation for being about interesting choices. No spoilers, but it's not.
--Audience-- Adults+ Late Teens+ --Gameplay-- 3/5 This is a Visual Novel, but has very many intersecting paths that connect in the end. --Story-- 5/5 Amazing Story, very dark and full of suprises --Graphics-- 5/5 Perfect Art for the type of game.
[h1]Slay the Princess: За гранью визуальной новеллы[/h1] [i]"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."[/i] Для начала стоит уточнить: я не любитель жанра визуальных новелл. Более того, я познакомился с игрой уже после выхода дополнения Pristine Cut, так что этот обзор — взгляд человека, который зашёл в этот лес случайно, но вышел из него с совершенно другим ощущением от того, чем может быть игра. Что же представляет из себя Slay the Princess на поверхности? Это визуальная новелла с множеством реально работающих выборов, каждый из которых приводит тебя к своей собственной реальности. Полноценная озвучка, где голоса звучат как живые собеседники, и невероятная рисованная графика. Вот что встречает вас на пороге. Но это лишь ширма. [hr][/hr] [h2]Глубина сюжета: Фрактал, который не сломать[/h2] На первый взгляд — инверсия классической сказки: вместо "спаси" — "убей". Но уже на втором круге становится очевидно: игра не о принцессе. Сюжет строится как фрактал. Каждый выбор создаёт новую ветвь реальности, каждая смерть — начало нового цикла. Ты просыпаешься на той же тропе, но принцесса помнит прошлое. Она меняется под твоим взглядом, словами, колебаниями. У неё нет изначальной природы — она становится тем, кем ты её выбираешь. Здесь нет "правильного" пути. Есть только твой путь, который ты создаёшь в реальном времени. Игра не рассказывает историю — она создаёт пространство, где история рождается из тебя. К третьему-четвёртому циклу я понял главное: я не был один в своей голове. Голос Героя — первый, кого я слышал, — звучал как моя собственная неуверенность. А следом приходили другие. [hr][/hr] [h2]Психология: Игра как кейс для разбора[/h2] Slay the Princess — это готовый материал для психологического разбора, на котором можно демонстрировать целый спектр концепций. [h3] The Long Quiet и The Shifting Mound[/h3] В центре игры — две метафизические сущности: The Long Quiet (Постоянство) и The Shifting Mound (Изменение). Они были разделены, и их взаимодействие — попытка снова стать целым. The Shifting Mound — воплощение трансформации и смерти. The Long Quiet — всё, что остаётся, когда изменений больше нет. Вся игра — их диалог, попытка договориться или уничтожить друг друга. Ты не просто парень с ножом — ты половина вселенной. [h3]Голоса как субличности[/h3] Голоса в голове героя — отдельная структура. Всего их одиннадцать: [list] [*][b]Voice of the Hero[/b] — появляется всегда, базовый. [*][b]Voice of the Broken[/b] — при слабом, жалком поведении. [*][b]Voice of the Cheated[/b] — после несправедливого исхода. [*][b]Voice of the Cold[/b] — после жестоких или отстранённых действий. [*][b]Voice of the Contrarian[/b] — после странных, абсурдных решений. [*][b]Voice of the Hunted[/b] — когда умираешь, но сопротивляешься. [*][b]Voice of the Opportunist[/b] — когда предаёшь или используешь ситуацию. [*][b]Voice of the Paranoid[/b] — когда действуешь из страха. [*][b]Voice of the Skeptic[/b] — когда задаёшь вопросы, сомневаешься. [*][b]Voice of the Smitten[/b] — когда ведёшь себя самоотверженно или флиртуешь. [*][b]Voice of the Stubborn[/b] — когда дерёшься до последнего. [/list] Каждый — функциональная часть психики. Наблюдение за их спором — это процесс принятия решения в чистом виде. Игра разворачивает внутренний конфликт наружу. Ценность игры как психо-кейса в том, что это материал, где можно в реальном времени наблюдать, как работают субличности, как они конфликтуют и договариваются. [h3]Свобода выбора и ответственность[/h3] Игра поднимает экзистенциальный вопрос о свободе. Каждый выбор — акт творения: ты создаёшь версию себя и мира. Слепое следование Рассказчику — отказ от свободы. Осознанный выбор, даже ведущий к катастрофе, — принятие ответственности. [b]Чтобы увидеть, как описанные концепции работают в игре, обратитесь к прохождению Euro Brady — автора, анализирующего игру через призму нарративной терапии.[/b] Он сознательно работает с голосами как с собеседниками, отслеживая, как игра реагирует на смену его позиции. В первом же эпизоде он фиксирует моменты, когда игра предвосхищает его профессиональные наблюдения: [url=https://youtu.be/xbe7nrhlLdU]How is this game READING MY MIND like this!? - Therapist Plays Slay the Princess - 1[/url] [hr][/hr] [h2]Символизм и визуальный язык[/h2] Визуальный стиль — язык, на котором игра говорит напрямую. [list] [*][b]Монохром с кровавым акцентом.[/b] Мир в оттенках серого и чёрного. Красный используется редко — для крови, глаз Принцессы, ключевых деталей. Это визуализация двойственности: мир серый, и только насилие или страсть имеют цвет. (И не смейте мне писать про оранжевый). [*][b]"Милота" и хоррор.[/b] Детская рисовка создаёт обманчивую безопасность. Моменты насилия бьют сильнее именно из-за контраста. [*][b]Субъективный взгляд.[/b] Мы видим мир глазами героя — его руки, оружие, слышим дыхание. Это делает повествование интимным и тревожным. [/list] [hr][/hr] [h2]Звук и голос[/h2] Озвучка заслуживает отдельного абзаца. Джонатан Симс (The Magnus Archives) озвучивает Рассказчика и все голоса, Николь Гуднайт — Принцессу. Голоса переключаются от спокойствия до ярости, звучат как живые сущности. [hr][/hr] [h1]Итог: Игра как совокупность[/h1] Slay the Princess — не хоррор, не новелла, не трактат. Это всё вместе, и каждый элемент усиливает другие: [list] [*][b]Без психологии[/b] голоса — просто текст. [*][b]Без философии[/b] выбор — просто механика. [*][b]Без визуала[/b] символизм — абстракция. [*][b]Без звука[/b] игра теряет глубину. [*][b]Без геймплея[/b] идеи остались бы лекцией. [/list] Вместе они создают редкий эффект: игра не рассказывает историю — она становится твоей историей. Она отражает тебя, заставляет встретиться с собственными голосами. Каждый финал — зеркало, и после выхода ты выносишь не ответы, а вопросы — и более чуткое восприятие собственного внутреннего диалога.
It's got pockets of good and interesting narrative storytelling inbetween the different routes, and collecting all of the different CGs makes for a fun puzzle. But the story has no cohesion over all, and the promise the game makes at the beginning that it's a "love story" is baffling.
"Perspectives meld together, and the breath of my experience stretches to new corners. There are contradictions, conflicts in my nature. And there are familiarities that bind everything together." An amazing story about the discovery of someone's identity though each facet of themselves. Although the humour feels kinda redundant with time, the scenes with the Shifting Mound all feel very carefully crafted, and the dialogues are peak each time
im 14 and this is deep
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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