Princess Simulator

A realm of roses, crowns and secrets

Every tale begins in a palace, but never the same one. Where your princess comes from, what she rules and whose banner she flies are all chosen before the first scene.

The official palace portrait of Princess Seraphina

The crown princess

Seraphina Elowen Valerith

Crown Princess of Elarion  ·  Keeper of the Dawn Court  ·  Bearer of the Rose Light

Seraphina is the realm's own princess, the face of Princess Simulator, and the heroine you play if you choose not to create your own. She is twenty years old and heir to the throne of Elarion. Only her mother, and a very few others, are permitted to call her Sera.

She was born on the night of the Aurora Convergence, a rare meeting of lights in the sky, and she has carried a faint glow ever since. Light bends softly around her. Roses open where she lingers. People near her grow calm, and sometimes find they have said more than they meant to.

The court sees gentleness: a princess who is gracious, observant and impossible to rattle. What it misses is the steel underneath. She reads a room the way other people read a page, and she has been raised since birth to be the perfect image of her kingdom.

Seraphina surrounded by a storm of light and thorned roses

The Rose Light

Her magic is a rare form of the Dawnlight that runs in the royal line. It is alive, and it answers to feeling rather than command. When she is at peace, flowers bloom. When she is not, vines grow thorns, light blinds, and hidden feelings are dragged into the open, in friends as easily as enemies. She cannot fully control it, and she is afraid of what it might do.

Seraphina playing the harp

What steadies her

Music. She has mastered the harp and the piano, and she plays to quiet her own heart and settle her magic. Those who have heard her say the whole room goes still. She also speaks several languages, living and ancient, and knows Elarion's treaties and court customs better than most of her father's ministers.

Seraphina training with a rapier at dawn

What the court does not know

Captain Thorne of the royal guard has been training her in secret for years. Her swordplay is light, precise and quick, closer to a dance than a duel. He is strict with her, loyal to the bone, and the only person in the palace who treats her as a person first and a princess second.

Seraphina taking an old book from a high library shelf

The Garden Incident

When she was a child, something happened in the palace gardens. Those who were there do not speak of it, and the royal records no longer mention it at all. Her father, King Alaric, is protective of her and careful around her. He knows more about her power than he has ever told her.

Seraphina riding a white horse through a flower meadow toward the palace
“Am I meant to preserve this kingdom… or expose what it hides?”
The rose-covered palace of Elarion at dawn

Elarion

The kingdom of the Dawn Court, and Seraphina's home.

Elarion is the kingdom every other court measures itself against: rose-covered, radiant and, by its own account, without a stain. Its royal house, the Valeriths, has ruled for generations by the light it carries in its blood, and its court gathers at sunrise.

But its neighbours have begun to watch it with suspicion. There are rumours of something old that feeds on light. And the more Seraphina learns, the less certain she is that her kingdom's past is as pure as its reputation.

If you play as Seraphina, Elarion is your kingdom. If you create your own princess, you name and choose a realm of your own.

Where her story begins

Choose her origin

Your origin sets the family you were born to, the mystery at the heart of your tale, and a storyline that belongs to it alone.

Born Royal

Loving parents, a secure throne, and a warning you cannot shake.

You were born to the crown: the cherished daughter of a king and queen who adore you. Your throne is secure, your people love you, and your father has already chosen the man he hopes you will marry.

Then your mother takes you aside with a warning she will not explain.

This is the story of building a reign. There are suitors to weigh, a court to master and enemies beyond your borders, and one question underneath it all: who was she warning you about?

“Trust the one who arrives uninvited, not the one your father chose.”

Storyline: The Uninvited

Secret Heir

The King's child by an exiled chambermaid, raised by a Queen who resents you.

You are the King's daughter, but not the Queen's. Your mother was a palace chambermaid, sent far away before you were old enough to remember her face, and you were raised by Queen Lysara, who has never once let you forget that you are not hers.

All your life you were told your mother abandoned you. Then a servant presses a note into your hand.

This is a story about finding your family: a truth that was buried long ago, a Queen determined to keep it buried, and a name you were never meant to learn.

“She did not abandon you. Find her name.”

Storyline: Find the Truth of Your Origin

ExiledPremium

Cold, demanding parents. A forbidden past love. A throne you have returned to claim.

Years ago you fell in love with someone you were forbidden to love, and your own parents cast you out for the shame of it. You grew up far from home with one friend in the world: a little Blossom Fox you raised yourself.

Now you have come back to claim the throne that is yours by right. Your father, King Alaric, and your cold, unloving mother are not glad to see you, and they are watching every step you take.

And somewhere out there, the one you were exiled for is still waiting.

“You were never meant to come back. I'm still here.”

Storyline: The One Still Waiting  ·  Comes with its own gown, headpiece and companion

Chosen OnePremium

Part goddess, born of a god's seduction. A power all your own, and a trueborn rival sister.

The King raised you as his own, but your true father is a god. Divine blood runs in your veins, and with it a power no one else at court possesses, one you are only beginning to understand.

On your birthday a Sylphr Kirin arrives, a gift from the father you have never met. Your younger sister, the King's trueborn daughter, has grown up in your shadow, smiling sweetly all the while.

This is a story about what you are becoming, and about who will still love you once you get there.

“Whatever you become… you are still my daughter.”

Storyline: What You Are Becoming  ·  Comes with its own gown, headpiece and companion

The land you rule

Five kingdoms

Before the story begins you choose the realm she rules, then give it any name you like. The land you pick becomes the world your story is painted in: its palace, its skies, its gardens or its snow.

A map of the realm
A painting of the The Floral Kingdom

The Floral Kingdom

A lush, blossom-draped realm of endless gardens and flowering groves.

Spring never quite ends here. The palace is half swallowed by climbing roses, court is held on garden terraces, and every noble house is known by the flower it grows. Quarrels are settled with bouquets, and every bloom carries a meaning, so choose carefully what you send.

A painting of the The Snow Kingdom

The Snow Kingdom

A frozen realm of icy peaks, crystal spires and glittering snowfields.

The palace is carved into the mountainside and lit from within against the long night. The winters are hard and the court is harder: proud, reserved and slow to trust. A promise made here is kept for generations. So is a grudge.

A painting of the The Forest Kingdom

The Forest Kingdom

A verdant realm of ancient woods, mossy castles and winding rivers.

The trees are older than the crown, and the castle has stood so long that the forest has begun to take it back. Its people keep the old ways and leave lanterns out for things they do not name. They say the wood remembers everyone who walks beneath it.

A painting of the The Coastal Kingdom

The Coastal Kingdom

A seafaring realm of sea-cliffs, lighthouses and turquoise bays.

The palace watches the harbor from the cliffs, and every tide brings ships, traders, strangers and news from far kingdoms. Fortunes are made and lost at sea, and half the court has salt in its blood. Nothing stays secret for long in a port.

A painting of the The Desert Kingdom

The Desert Kingdom

A sun-scorched realm of golden dunes, oasis towns and palm groves.

By day the palace domes blaze gold above the oasis. By night the markets wake, the lanterns are lit, and the court gathers under more stars than anywhere else in the world. Water is wealth here, hospitality is law, and no guest is ever turned away.

Your house

Six sigils, seven colors, one crest that is yours

Your sigil and house color become your crest. Write a royal motto of your own, and the kingdom is truly yours.

Rose
Moon
Phoenix
Unicorn
Tree of Life
Dragon

Life at court

What awaits inside

Love, slowly

Hearts are not won in a single scene. Bonds deepen through dates, letters and gifts, and through what you choose when it matters.

Rivalry and scheming

Every favor you gain is noticed by someone. Rumors spread, old flames return, and someone is always counting your mistakes.

Secrets worth finding

Each origin hides a truth about who you are. Quests, friendships and daring choices bring it to light a piece at a time.