
Magical Princess Interview
Raising a family takes time and effort for any prospective parent. Seeing what kind of adult they become is a rewarding experience. In Magical Princess , developer Neotro Inc. takes this daughter raising life-sim RPG and puts players in the shoes of a single, widowed father who raises a daughter from childhood, through their magic academy years, and into adulthood. Joining RPGamer today is Producer Hiroaki Omiya of Neotro Inc. to talk about the game and how expansive connecting with their daughter can be, before its Spring 2026 release on Steam .
Ryan Costa (RPGamer): Magical Princess gives time to grow attached to its protagonist, bonding closely through wonderful voice acting. How much risk is there in player choices ending in a heartbreaking tragedy for those that grow too attached to these adorable characters?
Hiroaki Omiya : First of all, I’m delighted to hear that you’ve connected with the game on such a deep level. Helping players grow attached to the daughter through the voice cast's performances, character animation, event CGs, and many other presentation elements is exactly what our development team set out to do.
With that said, we don't think any route in this game ends in what we'd call a "heartbreaking tragedy." The daughter may choose paths that society would label "evil" — becoming a dark lord, a black knight, an assassin, or a robber — but those are still futures she chooses for herself.
RPGamer: Are there any possible routes that break the strong familial bond between father and daughter, or will Marc always be proud of Alice no matter what she does?
HO : No matter what path Alice chooses, Marc will always be proud of her. And even if she seems to have gone bad, deep down she still trusts her father. That ties into the game's themes and endings, so I hope players will see it through to the very end.
RPGamer: From the demo we meet the interesting Crois Olive, who is mentioned as a summoner, but has a background as a thief. Will other characters have surprising pasts that will be uncovered as we connect with them in the game?
HO : A lot of people streaming the demo were surprised to learn about Crois's background as a thief. Though honestly, saying it's just her background makes it sound like it's in the past — she still steals pretty often...
Of course, Crois isn't the only character with a surprising past. I hope players will deepen their connections with the cast and uncover those pasts for themselves.
RPGamer: What went into the decision to make going out at night have some of the highest possibility to turn the daughter evil?
HO : That decision came from both the game's themes and its balance. One of the central themes of the game is that whether the daughter becomes good or evil, we want players to accept her and love her.
From a balance standpoint, going out at night creates a dilemma: it's an easy way to earn money, but it also pushes her toward "evil." We felt that making nighttime outings work that way would add depth to the game from both angles.
RPGamer: It seems like every possibility leads the daughter to spending time with her father. Are there any ways that those conversations can directly influence any choices that the daughter can make or unmake?
HO : Absolutely. Conversations between father and daughter can directly influence the daughter's decisions. For example, there are multiple "evil events" throughout the game where she may be drawn down a delinquent path. Depending on how you speak to her as her father in those moments, she may go through with it, or stop herself.
RPGamer: There are many inventive and fun names for the characters in Magical Princess , are there any in particular names or characters you're proud of crafting?
HO : To be honest, many of the character names were not created by our development team. This game is based on a board game series that ran for more than ten installments, and many of the character names were originally chosen through fan submissions back in the board game era. Cornet, Fran, Crois, Roll, Chocolat, Anne, Mary, and Sophie were all named by fans.
I didn't name her myself, but if there's one character I have a special attachment to, it would probably be Cornet, the heroine of the board game era. Her name comes from choco cornet, and because the protagonist of the first board game had a bread-based name, many later characters in the series also ended up with names inspired by bread, sweets, and other foods.
RPGamer: With so many different ways the daughter can be raised in town, how will this customization carry over to the turn-based combat sections?
HO : The stats you build up at the academy and in town carry over directly into the turn-based combat sections. Every stat category — Stamina, Intelligence, Charm, and Sensibility — affects combat performance in different ways, and your weapons, outfits, accessories, as well as the skills and magic you've learned, are all important in battle.
At first glance, it may seem like boosting Stamina or Intelligence would always give you the advantage in combat, but it isn't that simple. For example, focusing on Sensibility can also make her strong in battle through a variety of direct and indirect effects. That's something I'd love for players to experience for themselves.
RPGamer: Will going too far down particular routes make is so the daughter is unable to connect with or even meet some of the characters in the game?
HO : No, that doesn't happen. We wanted to avoid restricting player freedom as much as possible, so no matter which route you take, you'll still be able to meet and grow close with almost every character.
RPGamer: Is there a point where chastising or worrying about the daughter will result in more Good points? In the demo it seemed showing anything but affection caused a negative response.
HO : Children tend to find a parent's chastising or worrying annoying, even when it comes from a place of love. That's why, in ordinary conversations, chastising her or worrying over her will usually be met with a negative response from the daughter.
However, if you never take a firm stand during critical moments and simply let her do as she pleases, she may end up making a terrible mistake. I hope players will experience for themselves the delicate challenge of finding that balance.
RPGamer: Will the daughter's background change how the Crimson Moon events play out?
HO : The Crimson Moon events themselves will still occur, but how the daughter responds to them depends on the choices she's made. That affects who she fights alongside to drive back the monsters invading the town and where those battles take place — or she can even choose not to fight at all. As a result, some characters may be wounded and hospitalized, and it can even affect the ending.
RPGamer: What is something that you would love to share about the game not discussed above?
HO : We are a tiny development team of only three core members, but we’ve poured all of our passion, skill, and soul into this project. I can say with confidence that this is our ideal daughter-raising game. If anything you’ve read here piques your interest, I truly hope you’ll give it a try.
RPGamer would like to thank Hiroaki Omiya for their time answering these questions about Magical Princess as well as Sarah Blackwell and Stride PR for making it all happen. Those looking forward to raising their own daughter can look forward to it releasing just around the corner during Spring 2026 on Steam .
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