Slay the Princess is a 2023 horror adventure game developed and published by Black Tabby Games for Microsoft Windows, Linux, and macOS systems.[3] It was released on October 23, 2023. The game is conceptually a twist on the damsel-in-distress archetype; rather than saving the princess, the objective is to kill her.

Slay the Princess is a visual novel, wherein the player advances through hand-drawn scenes from the player character's perspective. The player's primary interaction with the game is selecting dialogue or action options. How the story unfolds depends on the player's choices and dialogue responses. It features a branching and looping narrative structure. Each loop is generally centered on the player's choice to save or slay the titular princess, and the actions they take towards that goal.


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The initial loop, or chapter, of each narrative branch is always the same, and the choices made by the player affect the narrative and visual design of the next loop and the princess's appearance and character, generally along the lines of eldritch or body horror. The player can once again attempt to slay or save the princess in the successive loops. Narrative branches may have two or more loops before they conclude. A narrator and other unseen, named voices comment on and attempt to influence the player's choices. The initial loop features only the narrator and the Voice of the Hero, with different voices added in subsequent loops depending on the narrative branch. Five branches can be completed in a single playthrough, with the game resetting to the initial loop in between them, but the player is restricted from repeating a narrative branch within a single playthrough.[4][5][6]

An unnamed hero appears in a forest and is instructed by an off-screen narrator to slay the princess imprisoned within the basement of the cabin in the forest, who he claims will end the world if she escapes. From there, the Hero can make several decisions, including following the instructions, attempting to save the Princess, or even refusing to enter the cabin altogether. If the Hero successfully slays the Princess as instructed, he leaves the basement to discover the outside world has vanished, which the Narrator claims is his reward. If the Hero refuses to commit suicide, he spends eternity alone in the cabin and the game ends. Any deviation from this course of action inevitably results in his death.

Howard's pencil drawing art style was initially chosen to save time over the more elaborate artwork of Scarlet Hollow, but was kept as they felt it fit the "dreamy, ever-shifting aesthetic" of the game.[8] The voices in the player character's head were inspired by Disco Elysium as a way to steer how the player felt about the princess or situation, so that changes in the next loop would align with those feelings.[9]

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 tag_hash_108__________. You're here to slay her. If you don't, it will be the end of the world.

The woman known only as the Princess is all parts your foil, love interest, and the antagonist of Slay The Princess. She is the one you are instructed to slay in order to save the world.

"The Princess" does not have a name, or at least, she doesn't remember her name. She is usually referred to as "Your Royal Highness", or "Your Majesty", or any honorific fit for a princess. Just "Princess" is also fine.

The Narrator warns you that the Princess will lie, will cheat, and will everything in her power to stop you from slaying her. In truth, what she says and what she does will depend on where your own intent lies. If you approach her as her savior, she will be soft-spoken and polite. If you show clear intent to slay her, she will be cold, condescending, even downright menacing. She will change between the two depending on how well your conversation goes (or possibly doesn't go).

Requirement(s): Take the Blade from the table. Let The Princess know you intend to slay her before speaking to her, and do not let go of the Blade. Fight The Princess. Alternatively you can still chat with her, before fighting, so long as you don't tell her she's meant to end the world or think that she can kill you.

If the Player brought the knife into the basement, once swallowed you have the option to "Dig with the steel claw." Doing so repeatedly reveals the princesses heart, and gives the player the option to slay her. Doing so will end the Player up in The Wild chapter 3.

Requirement(s): Take the Blade. Talk to The Princess and decide to slay her. Give up while fighting The Princess. Similar to the "Adversary" ending, the Player will be doubtful but choose to attack The Princess. She will dodge the Blade, prompting the pair of them to fight. The Princess will then brutally beat the Player to death as they give up trying to kill her; she expresses disappointment before crushing the Player's throat.

If the player has brought the blade, and defies the Princesses orders, they will be given the option to slay the Princess, or slay Yourself. Slaying the Princess will get the Player to the Fury chapter 3, slaying Yourself will get the Player to the Apotheosis chapter 3.

If the Player resists the Shifting Mound's explanations, the Voice of the Hero returns to help the Player. They enter the Shifting Mound's heart, which is in truth the Cabin. The Princess, in her form from Chapter 1 (or the form of The Stranger, if she was the first princess the player met), is once again in the basement and frustratedly asks the Player what they've decided; she is notably unchained. If the Player did not take the Blade, they can leave the Cabin with The Princess; the Voice of the Hero opts to remain behind. The Princess reacts optimistically about leaving and admits that she loves the Player before the two open the Cabin door.

The premise is simple, as the Narrator (played by Jonathan Sims) explains: You're a knight on a quest, walking through the woods. At the end of the path lies a cabin. In the basement of that cabin lies a Princess (played by Nichole Goodnight). Your job is to slay the princess, otherwise the world will end. The Narrator makes sure to emphatically warn you that the Princess is a quite cunning creature indeed and should not be trusted; she will do anything to find a weakness she can exploit in order to dissuade you from your task. She will lie, cheat, offer bargains and bribes, and mix lies with the truth if it means getting an angle on you.

I love the concept of this game & this just being a demo of what is to come is amazing. The art style is so good and the mystery of what is going on just makes me want to explore even more. I thoroughly look forward too seeing just how far you can take each route/princess and live to tell the tale.

This game is incredible! I do kinda hope that the Beast route gets reworked into more of its own niche, like maybe one with a more bestial inner voice and a more hiding or trapping princess I dunno, but I'm definitely pumped for the eventual release!

The concept of Slay the Princess is simple - you must slay the princess. But then, must you, really? Who am I to tell you your destiny? Who is this game, and its mysterious Narrator who can only tell you that your quest is crucial to saving the world, but cannot tell you why, or even why you were chosen to do it. You must slay the princess, but you don't need to. This is how your story is told.

As the game begins, you are walking in the forest, informed you are on a quest to slay the princess. This Narrator describes your surroundings, and your internal monologue as The Voice of the Hero responds as instructed. Maybe they push for more details (few are forthcoming), maybe they reluctantly agree, maybe they enthusiastically race off. Either way, you end up at a basic cabin wherein you find a door, a table, and a knife. You take the knife off the table, open the door, and head down to the basement, where you meet the princess.

This is consistent in every story. The rest is up to you. As you talk to the princess, you mould her, and reality, around your responses. You can die, or kill her, or free her, all in any number of ways. Whatever happens, you are soon back in the forest, with a new Narrator (or perhaps the old one, lying) telling you to go slay the princess. Different voices in your head join you on your journey, depending on the options you take. The Hero remains, but can be joined by the Cold, the Broken, the Smitten, and many more. The cabin changes too, becoming more decrepit, more fortified, more otherworldly. As does the princess, shaped by her experiences with you. And it all races towards the same inevitable (or is it?) conclusion, ready to start all over again.

Though you can do anything you want at first, over time your options become more limited as the game blocks off pathways you've already taken. However, this saves you from annoying sections of doing the same thing over and over, and has a metatextual justification if you go looking for it too. As you explore threads to their various ends, you see the final form of your actions, collecting new narratives each time, as the real purpose for slaying (or not) reveals itself.

The extra voices themselves, a little less so. Being defined by a single characteristic like The Voice of the Smitten only leaves you so much room, and I understand that the nature of the game requires a simple hook for each of them, but the more voices you get the less you want to explore each angle, because they all chime in. There's an attempt to weave humour through the game - even the Voice of the Hero is a bit of a hapless wannabe - but that undercuts the horror and tension everywhere else. Visual novels live and die by their writing, and while Slay the Princess has enough going on besides that, some of the conversations made me want to slay Slay the Princess rather than rescue it (and certainly rather than hear it out). 2351a5e196

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