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PC Games BuzzVerdict

Slay the Princess

4.4 / 5
How we rate

2023 · Visual Novel / Horror · PC / Steam


You’re on a path in the woods, a voice explains, and at the end of that path is a cabin, and in the basement of that cabin is a princess, and you’re here to slay her. Slay the Princess, Black Tabby Games’ 2023 visual novel, spends its entire runtime detonating that opening instruction, the narrator’s certainty pressing against the player’s every hesitation, the princess in the basement, chained, luminous, and very persuasive, insisting she has no idea what he’s talking about, and the first encounter’s outcome, whatever it is, ending in death and the path in the woods again. The loops are the game, each new cabin reshaped by how the last visit went, the princess arriving as damsel, monster, razor, or something stranger depending on what you believed her to be, hand-drawn pencil art warping genre by genre while the narrator’s patience erodes at the controls.

Reception built from indie darling to genre landmark across its release year, praise concentrating with unusual unanimity on the same pillars, a branching structure where choices reshape ontology rather than plot flags, the two-hander voice performances, Jonathan Sims’s narrator and Nichole Goodnight’s princess carrying every role between them at astonishing range, and writing that turns a horror premise into a philosophical instrument without losing its teeth or its humor. An expanded edition deepened the branches further. Criticisms have stayed consistent and proportionate, a game that is entirely reading and choosing, loop repetition that tests some players’ patience at the midpoint, and an abstract finale whose ambitions divide the audience it stunned.

One Cabin, One Blade, Infinite Princesses

Structure is the achievement, and nothing else in the genre works quite like it. The game’s central mechanism, the princess remade each loop by your prior perception, converts choice from navigation into authorship, treat her as a threat and the next cabin holds one, arrive devoted and meet something that expects worship, betray her and descend to find the betrayal waiting with longer claws, and the design’s genius is that the machinery is the theme, a story about how belief constructs what it observes, played rather than lectured. Each princess variant arrives with redesigned art, the pencil-sketch style sliding from fairy-tale softness into scratching, frame-shaking horror, and the variants’ range, tragic, terrifying, hilarious, occasionally all three, keeps the loop hungry.

The voices are the production. Sims plays the narrator across registers no single role should span, patient guide, thwarted author, desperate petitioner, his control fraying differently down every branch, and Goodnight’s princess matches him transformation for transformation, damsel to eldritch to deadpan comedian, the two performances in constant negotiation over who is telling this story, with the player’s choices as the contested territory. The writing earns the performances, funny in the margins, precise in its dread, and unafraid of its own questions, what a self is when perception writes it, what love means between constructs, whether an ending can be chosen rather than imposed, and the finale gathers every loop into an argument grand enough to divide its audience and honest enough to have earned the attempt. Few games this small have this much on their mind. Fewer still are this entertaining while thinking.

Where Slay the Princess Falls Short

Format files the honest boundary. This is a visual novel in full, reading, listening, and choosing without adventure-game furniture, and players allergic to the form find nothing here converting them, the game’s interactivity entirely interpretive, its pace entirely conversational. Repetition files second, the loop structure’s necessary cost, cabin, stairs, blade, princess, recurring past the midpoint into stretches where variants rhyme more than they differ, and completionists chasing every branch report diminishing shock as the pattern’s grammar becomes legible.

Abstraction files last. The endgame ascends into metaphysics at full commitment, imagery and argument replacing the cabin’s concrete dread, and the finale’s philosophical register, transcendent to its admirers, reads as dissertation to a dissenting minority who wanted the horror kept closer to the ground. Content calibration deserves its note, the game’s horror running psychological but vivid, death frequent and intimate by design. None of it has slowed the game’s standing. The complaints are the terms of the experiment, and the experiment’s results speak.

The Visual Novel That Argues Back

Slay the Princess matters beyond its cabin because it settled an old argument about the form. Visual novels had long been gaming’s suspect genre, interactivity’s minimum wage, and this game weaponized the format’s supposed poverty, no mechanics to hide behind, just voice, art, and choice, then demonstrated that choice alone, pointed at perception rather than plot, could generate more genuine consequence than most open worlds, every loop a mirror the player redecorates. Its success, a two-person cast, hand-drawn frames, and a premise that fits in a sentence, became indie development’s favorite recent proof that scope and ambition are different axes. The narrator wanted one simple thing, a princess slain, a story finished as written. The game’s whole legacy is what happens when the reader declines.

Should You Play Slay the Princess?

Play it as the modern visual novel’s high-water mark and one of horror’s smartest recent designs, essential for narrative-first players, philosophy-tolerant horror fans, and anyone who has ever argued with a narrator. Go in blind, choose honestly, and let the loops read you back.

Skip it if reading-and-choosing gameplay or recursive structure holds no appeal, the game never becomes anything else and never apologizes. The blade is optional. The conversation isn’t.

The Verdict on Slay the Princess

Slay the Princess takes a knife, a cabin, and a voice with an agenda, and builds one of the great recent arguments for narrative games, loops that remake their princess from the player’s own beliefs, two performances the size of a full cast, and art that degrades beautifully from storybook to scratchboard nightmare. The format is talk, the loops repeat by design, and the ending swings for metaphysics, terms the game states plainly and honors completely. Whatever you make her, the basement obliges, and whatever you believe the story is, it becomes. Sharpen accordingly. The path through the woods is exactly as advertised, and nothing after it is.