Again in 2021, Black Tabby Video games — an indie studio shaped by husband-and-wife staff Tony Howard-Arias and Abby Howard — launched the primary episode of the episodic visible novel Scarlet Hole on Steam. Visually placing with ink drawings and a deep branching narrative, the duo put the studio on the map from episode one, and followers have been lapping it up since.
However one episodic launch simply wasn’t sufficient, and in 2023, the staff launched Slay the Princess, a visible novel that asks you to do what the sport says on the tin: slay the princess. It is an expectations-subverting masterclass that obtained rave opinions upon its launch on Steam. A yr later, Tony and Abby are again with an expanded model of the sport that is coming to all consoles — Slay The Princess – The Pristine Lower.
Utilizing lovely, haunting pencil-drawn artwork to convey horror and thriller, The Pristine Lower provides three model new chapters, new princesses (sure, there are a number of princesses, however we can’t go into that…), expansions to earlier routes, 1,200 new hand-drawn frames (all drawn by Abby) and over 2,500 newly-recorded traces of dialogue. It is a mammoth rerelease for certainly one of final yr’s finest, and we’re extremely excited to dive into the sport in terms of Change later this yr.
Forward of the sport’s launch — which does not have a particular launch date but — we spoke with each Tony and Abby concerning the upcoming rerelease of the critically acclaimed title. With Abby’s earlier work as a graphic novelist, we requested concerning the effort and time behind the gorgeous hand-drawn frames, the inspirations behind the sport, and the challenges of returning to a visible novel structured like Slay the Princess.

Nintendo Life: Okay, let’s begin with a straightforward query – why ‘Slay’ the Princess as a substitute of ‘Save’ the Princess?
Tony Howard-Arias, Lead Author, Sport Designer, and Enterprise Supervisor: I pitched the unique story thought for the sport to Abby because the participant being despatched, alone, to execute a prisoner who might rework to match the participant’s expectations.
Abby Howard, Lead Artist and Author: It instantly felt to me like an inversion of saving a princess – going to a location to do [action] to an imprisoned character you don’t know, merely due to the roles you have got been given. I believe I steered that straight away, “Save the Princess”, as an ironic title.
…we simply knew as quickly as we first stated Slay the Princess that it was the title we wanted to land on.
Tony: And from there we realised that there was already a little bit of a slant rhyme between “slay” and “save,” and from there, miraculously, the title Slay the Princess was simply… out there. A very good title is so necessary for any artistic work, and we simply knew as quickly as we first stated Slay the Princess that it was the title we wanted to land on.
One of many sport’s inspirations was from a scene in your first title, Scarlet Hole, which concerned a number of characters discussing an incident. Are there any horror novels, movies, or items of artwork that you simply drew on elsewhere for Slay the Princess?
Abby: I believe it’s onerous to pinpoint the place inspiration comes from, particularly for one thing like Slay the Princess, the place every model of the Princess pulls from their very own type of tropes and elegance. There’s some Clive Barker (an everlasting inspiration for me), there’s some Stanley Parable, and there’s a number of folklore.
Although for issues like this, I all the time really feel just like the inspiration can’t be pinned down to at least one or two issues, as a substitute drawing from a community of patterns shaped by way of a lifetime of studying, watching, and loving tales. That results in issues like saying “a sport the place there’s a personality trapped in a location and it’s important to go there and do one thing that’s the reverse of saving them? Sounds Princess-y.” It’s simply that good previous age pattern-recognition, however as a substitute of utilizing it to search out berries, we used it to provide you with new thematically-appropriate Princess designs.

Tony: I do know that Scarlet Hole scene you’re speaking about, and it’s much less of a direct inspiration and extra of a “oh god I desperately need to by no means should work on a scene like that in any future tasks.” It was this massive ghost hunt within the third episode the place anyplace from 5 to 9 characters can present up.
Virtually all the character sprites in our video games are drawn to be immersive with our backgrounds. So, as an illustration, in a big room, a personality might need a completely distinctive set of illustrations of them leaning in opposition to a wall. And we additionally transfer sprites in a really reactive manner, so if a personality on the far facet of the room talks, different characters will look their manner, which will get to be a number of work when as much as 9 persons are in a room without delay. One character speaks up? I manually should pose the opposite eight to have a look at her. All in all, between the sprite motion, and conditional logic based mostly round who was current, and extra conditional logic based mostly across the participant’s relationship with different characters, that scene was about 3,500 traces of code for one thing that takes gamers 5, perhaps ten minutes to get by way of.
Which is why with Slay the Princess, there’s solely ever one non-player character on display at a time (please ignore the truth that nearly each body has a number of poseable layers,) and altogether, Slay the Princess at present has extra illustrations than the primary 4 episodes of Scarlet Hole mixed.
When or why did you resolve to make the leap from graphic novels to video video games?
Abby: I had simply completed work on my final massive graphic novel, The Crossroads At Midnight, and was engaged on a pitch for my subsequent venture, nevertheless it wasn’t clicking the way in which I needed it to, I didn’t really feel very linked to it. On the similar time, Tony was winding down his personal work, so we have been each on the proper time for a giant pivot– so we checked out one another in the future and simply requested what was stopping us from attempting our hand at a sport. That’s after we began work on Scarlet Hole, and it’s been superb discovering our footing as sport builders and dealing as a bit of staff!
Tony: Since I used to be beforehand working in media and tech corporations, beginning a sport studio was such a welcome change — I lastly bought to start out flexing my artistic muscle tissues doing one thing apart from DMing tabletop campaigns.
What’s the method like for translating the graphic artwork type from the web page to a online game? How lengthy does it take to attract a single “panel” or display?
Abby: I don’t know how lengthy it takes to attract something! I really feel like work expands to fill the house you give it, so meaning generally I’ll spend without end engaged on a chunk if I really feel like I’ve without end to spend, or I churn them out each ten minutes in a determined frenzy to get executed on time. On common, I’d say it takes in all probability about half an hour for the extra difficult Slay the Princess sprite artwork from begin to end, and an hour for backgrounds.
I don’t know how lengthy it takes to attract something!
As for translating that type to a online game, there are some distinctive challenges – principally that it’s all in first-person perspective, which frequently limits what angles I can use for dramatic impact, and naturally, I’ve to attract each single factor that occurs. When you transfer in the direction of a door, I’ve to attract a brand new, nearer model of that door. When you shift angles within the room, I’ve to attract a brand new background from that angle. If the Princess strikes in any respect, she wants a completely new sprite set from her new place. You get the image! For this reason there are literally thousands of photos within the sport. Fortunately, comics educated me effectively – I simply should not be too treasured, and settle for that “executed” is healthier than “excellent.”
Tony: Abby is miraculously quick. I don’t suppose we’d have the ability to fairly make the sorts of video games we’re capable of make if she wasn’t primarily a one-woman military. One thing she didn’t point out on her personal is that, identical to her comics, all of her work on Slay the Princess, apart from the sunshine use of color, is finished totally by hand with pencils (and ink for Scarlet Hole.) I believe that’s one thing that offers our video games a singular visible type, and with Slay the Princess particularly, the usage of pencils actually lends itself to the sport’s continuously altering, dream-like ambiance.
Why did you resolve to return to Slay the Princess for The Pristine Lower?
Abby: Engaged on Slay the Princess was such a whirlwind – the preliminary launch got here after simply seven months of improvement, so we didn’t have a lot time to take a seat again and mirror on the sport outdoors of what we had already executed. Mainly, the 2 weeks post-release gave us that point, and we realised there have been some areas the place there was extra we needed to say. I name them “holes,” that’s how they felt to me– little areas the place the sample reduce off when it felt prefer it ought to proceed. Three princesses who didn’t get their very own devoted Chapter 3s, and some Chapter 3s that ended what felt like prematurely. I’m so excited that we have been capable of do The Pristine Lower, the sport is so, so a lot better for it!

Tony: I bear in mind we did a Reddit AMA a few week after the sport got here out, and folks within the AMA saved clamouring for DLC, or an enlargement, or a sequel, and we saved telling them “no, the sport is finished. If we’ve got an thought that may really make it higher, perhaps we’ll revisit it, however proper now it looks like a completed story to us.”
On the time, that’s how we actually felt, however after saying that to love the fifth particular person in a row, we type of checked out one another and requested ourselves, “effectively… what if did this or that” and by the tip of the day we had some actually strong concepts for issues we might nonetheless discover.
… individuals within the AMA saved clamouring for DLC, or an enlargement, or a sequel
It’s actually humorous, as a result of now that we’ve completed The Pristine Lower, that launch model of the sport — the one which we insisted to so many individuals felt full — it feels utterly unfinished! So I’m actually grateful to the followers for asking for a bit of extra and giving us the chance to actually begin reflecting on what we made as a substitute of simply instantly transferring on.
Was any of the brand new content material reduce from the bottom sport, or are among the additions totally new concepts?
Tony: We left surprisingly little on the reducing room ground, however like Abby talked about within the earlier query, we additionally didn’t have a number of time to mirror on what we have been engaged on. I might say that the concepts we did depart on the reducing room ground have been left there as a result of they weren’t working — they weren’t enjoyable to jot down, and for us, if one thing isn’t enjoyable to jot down, it isn’t going to be enjoyable to play.
As Abby talked about, among the new content material for the Pristine Lower takes the type of expansions to pre-existing routes, so having the ability to revisit a few of these shorter chapters after launch meant that we had a ton of actually thrilling concepts for the right way to push them to new extremes.

How tough is it to seamlessly add new content material right into a narrative sport?
Tony: I believe Slay the Princess was uniquely located for brand new content material in comparison with just about another narrative sport. Virtually each playthrough of the sport is totally different ultimately, and most gamers will end all the sport having seen lower than 20% of what there’s to see. Actually, I believe essentially the most “routes” a participant will presumably see on one playthrough is 45% — and never solely would doing so be extremely uncommon, however it will additionally imply lacking out on a number of outcomes alongside the way in which.
This construction signifies that the overarching story has to work with what the participant learns throughout any doable mixture of routes they journey alongside, which signifies that so long as a brand new route tackles the numerous themes of the sport, and so long as it tackles these themes in new ways in which supply recent views, we are able to broaden the sport with out undermining the work we’ve already executed on it.
… if one thing isn’t enjoyable to jot down, it isn’t going to be enjoyable to play.
And since so many gamers undergo the story a number of instances to deepen their understanding of it, we’re ready to make use of these routes to offer much more context and depth to what they’ve already skilled.
Abby: To broaden a bit of on the construction of the sport, it type of builds on selections in a manner that the majority narratives can’t – together with our different sport, Scarlet Hole. Slay the Princess has a form of winding path type to it, the place every alternative is supposed to take you in new instructions, and the extra branches we add, the clearer it turns into that you simply, the participant, are influencing the world round you.
So inserting new branches was fairly seamless! There have been a number of areas the place we felt extra selections could possibly be made, so we added these selections and the implications for these selections. It might be very tough to do this with Scarlet Hole, as we might then should insert the brand new path into the remainder of the narrative from that time ahead and something new would possibly unbalance our fastidiously crafted “massive determination” moments, so Slay the Princess is sort of a playground as compared.

Has creating Slay the Princess – The Pristine Lower for consoles thrown up any new challenges?
Tony: Fortunately, it’s our writer, Serenity Forge, who’s managing the porting course of, so many of the porting work for us has simply been taking a look at what the porting studio has been doing, after which saying “yeah, that’s nice.” I do know that our engine, Ren’py, is famously very tough to port to consoles, so I’m glad we’re working with a bunch of good individuals who know what they’re doing.
Actually, one of many greatest challenges with this complete course of has been on the localisation facet: we’re doing translated subtitles in twelve languages, and the textual content of the sport is very metaphorical, so I spent an enormous chunk of my summer time working carefully with translators to ensure the that means of the unique language was carried over. I believe I wound up answering over 1,100 questions, on high of writing about 50 pages of literary evaluation on the story, which isn’t one thing you anticipate to do in your personal writing!
Lastly, Slay the Princess has confirmed extraordinarily in style because it launched. Are you shocked by the response, and what can newcomers stay up for when the sport launches on consoles?
Abby: I all the time go into releases with the bottom expectations doable, so I can set myself as much as be pleasantly shocked if issues don’t go disastrously. And I really feel it’s secure to say the discharge went simply concerning the reverse of my worst-case eventualities, so I used to be over the moon. When the primary few gamers began ending the sport, I used to be completely floored by the sorts of issues they have been saying to us, and the way a lot the sport began to imply to individuals. I couldn’t have wished for higher.
Tony: As our studio’s “analytics man”, I knew from the reception to our first trailer that the sport was going to be a lot greater than Scarlet Hole. However you additionally by no means actually know the way one thing goes to go over till, effectively, it’s executed. Till you’ve launched it. I believe one thing that by no means actually will get talked about is what coping with the quantity is like when a sport will get massive. It’s been so variety to us, nevertheless it’s additionally part of your mind that you simply by no means actually get to totally shut off!
This interview has been edited frivolously for readability.
We need to give an enormous thanks to Abby and Tony for taking the time to reply our questions. Slay the Princess – The Pristine Lower launches on Change and different consoles in 2024. The Pristine Lower content material will probably be free to those that personal the sport on Steam.
Tell us whether or not you will be saving, or slaying, the princess within the feedback.