- Release Year: 2019
- Platforms: Windows
- Publisher: DLsite
- Developer: Atorasoft
- Genre: RPG
- Perspective: Third-person
- Game Mode: Single-player
- Gameplay: Fighting
- Setting: Fantasy
- Average Score: 100/100
Description
In the prosperous Empire’s grand Imperial city of Caertina, where coliseum tournaments serve as a means of governance and spectacle, Mad Princess: The Great Gladiators places players in the role of a criminal detained in prison, compelled to fight as a gladiator against fierce beasts and opponents in extreme bestiarii events to survive and secure release; once freed, the journey expands into a free-roaming RPG adventure of skill-sharpening, storyline exploration, comrade recruitment, tournament victories, and equipment customization in a vibrant fantasy world rendered in anime/manga style.
Gameplay Videos
Where to Buy Mad Princess: The Great Gladiators
PC
Guides & Walkthroughs
Reviews & Reception
store.steampowered.com (100/100): 100% of the 14 user reviews for this game are positive.
steambase.io (100/100): Mad Princess: The Great Gladiators has earned a Player Score of 100 / 100.
Mad Princess: The Great Gladiators: Review
Introduction
Imagine the roar of a bloodthirsty crowd echoing through ancient stone walls, the clash of steel against beastly hides, and the desperate scramble for survival in an empire where spectacle reigns supreme over justice. Mad Princess: The Great Gladiators, released in 2019, thrusts players into this visceral world of Roman-inspired fantasy, where you begin as a chained convict fighting for your life in the coliseum’s brutal arenas. Developed by the indie studio Atorasoft and published by DLsite, this RPG has carved a quiet niche among fans of open-ended narratives and tactical combat, blending anime aesthetics with gladiatorial grit. Though it flew under the radar upon launch—boasting a modest 14 Steam reviews, all positive—its legacy endures as a testament to the power of “free-scenario” RPGs, where player agency shapes a sprawling tale of redemption and rebellion. My thesis: While Mad Princess stumbles in polish and pacing, its innovative blend of exploration, character bonds, and branching paths elevates it to a compelling artifact of indie RPG design, deserving rediscovery for those who crave freedom amid chains.
Development History & Context
Atorasoft, a small Japanese indie developer founded in the mid-2010s, entered the scene with a passion for narrative-driven RPGs that prioritize player choice over linear progression. Mad Princess: The Great Gladiators (originally titled Madde Purinsesu: Kareinaru Tōshi-tachi in Japanese) was their ambitious sophomore effort, initially launching on DLsite—a digital marketplace known for doujin (indie) games, visual novels, and adult-oriented content—in December 2017. This early release catered to Japan’s RPG enthusiasts, leveraging the WOLF RPG Editor, a free tool popular among hobbyist developers for its ease in crafting 2D adventures with branching dialogues and event scripting. The engine’s limitations—fixed-screen visuals and menu-based navigation—shaped the game’s flip-screen perspective, evoking classics like early Final Fantasy titles or Dragon Quest clones, but Atorasoft pushed it further by integrating real-time combat elements.
The English localization arrived in March 2019 via Steam, a pivotal move orchestrated by DLsite to expand globally. This timing aligned with a booming indie RPG market, where games like Undertale (2015) and Celeste (2018) had popularized personal, story-rich experiences. However, Mad Princess faced technological hurdles typical of WOLF Engine projects: no native resolution scaling, rudimentary UI, and mouse-only controls that hark back to the era’s doujin constraints. The 2010s gaming landscape was dominated by AAA epics like The Witcher 3 (2015) and open-world behemoths such as Skyrim (2011), making Atorasoft’s compact, 400MB title a deliberate counterpoint—a “petitely packaged” RPG, as the publisher described it, focusing on simulation-like depth in gladiator life rather than vast procedural worlds.
Development vision centered on empowerment: Developer comments emphasize a “free-scenario” structure, allowing players to ignore main quests and forge their own path post-prison. Challenges included balancing the engine’s event-driven system with dynamic time progression and multiple endings—up to dozens, per localization notes. Budget constraints meant no voice acting or high-fidelity animations, but the team’s ingenuity shines in custom systems like equipment enhancement and comrade recruitment, born from iterative playtesting in Japan’s doujin circles. In an era of live-service giants, Mad Princess embodies the indie ethos: raw ambition from a team of likely fewer than 10, proving that even with outdated tools, heartfelt design could simulate the grind of gladiatorial ascent.
Narrative & Thematic Deep Dive
At its core, Mad Princess weaves a tale of subjugation and self-determination in a pseudo-Roman empire at its zenith, where coliseum bloodsports serve as both entertainment and social control. You awaken as an unnamed convict in the imperial city of Caertina, detained for unspecified crimes (a blank slate allowing player projection). Forced into bestiarii events—pitting humans against captured wilderness beasts—the narrative opens with raw survival horror: daily preparations in a grim prison, terse dialogues with fellow inmates revealing backstories of betrayal and desperation, and the ever-looming threat of death in the arena. This opening arc, spanning the first 10-15 in-game days, masterfully builds tension, culminating in a tag-team deathmatch that grants partial freedom but saddles you with a crushing 1,000,000 gold debt, courtesy of the enigmatic noble Lutharia.
Post-prison, the story explodes into a web of branching paths, a hallmark of WOLF RPG’s event system. Time marches inexorably—days cycle through morning, afternoon, evening, and night—affecting NPC availability, world events, and consequences. Refuse a storyline? Regions evolve without you; dawdle too long, and missable tournaments (e.g., Newcomer’s Cup on Day 13) alter alliances. The main arc divides into phases: the Founder’s Forest campaign (Days 32-49), where gladiators repel woodland threats; the Frontier expeditions; and the climactic Mad Princess Cup on Day 75, a no-holds-barred tournament triggering the finale. Endings vary wildly—triumphant freedom, tragic betrayal, or even empire-toppling rebellion—hinging on actions like paying off debt thresholds or allying with factions (e.g., Woodfolk rebels vs. imperial loyalists).
Thematically, Mad Princess interrogates power structures through gladiatorial metaphor. The empire’s “governance by coliseum” critiques spectacle as oppression, with beasts symbolizing untamed nature subjugated for elite amusement. Characters embody this: Lutharia, your debt-holding patron, oscillates between mentor and manipulator; Athena, a stoic general, grapples with duty vs. morality; and comrades like the fiery twins Alexandra and Iris highlight camaraderie amid exploitation. Dialogue sparkles with humor—witty banter during tavern rests or ironic asides in battles—but localization quirks (e.g., strict word limits) occasionally yield stilted exchanges. Sub-themes of identity emerge via weapon-class shifts (sword-wielding warrior to trident-retarius), mirroring personal reinvention, while romance-lite bonds with partners add emotional stakes without overt fanservice.
Deeper dives reveal layered arcs: Claude’s forbidden research into ancient tech hints at techno-fantasy lore; pirate side-stories explore maritime rebellion; and the orphanage chain with Irene and Khalin underscores themes of legacy and protection in a violent world. Flaws abound—the “messy layout” leaves quests unjournaled, forcing memory or external guides—but this opacity enhances replayability, rewarding historians who map the 75-day calendar. Overall, the narrative’s strength lies in its intimacy: not epic sagas, but personal odysseys where every choice etches your legend into the empire’s sands.
Key Characters and Arcs
- Lutharia: Enigmatic benefactor; her arc ties debt repayment to political intrigue, unlocking comradeship post-freedom.
- Athena: Military leader; high friendship yields invitations to campaigns, culminating in an epilogue of loyalty or defection.
- Annalee and Clara: Rival gladiators; their chain explores rivalry-to-alliance, with training duels revealing vulnerabilities.
- Comrades (e.g., Pirates, Woodfolk): Recruitable via criteria like events or gifts; each adds unique epilogues, deepening themes of found family.
Gameplay Mechanics & Systems
Mad Princess distills RPG essence into accessible loops: fight, explore, bond, and grind toward emancipation. Core combat unfolds in turn-based arenas (fixed-screen for beasts, dynamic for gladiators), where mouse-clicking attacks targets the nearest foe—simple but unforgiving, as prison losses mean game over. Vigor (a 100% stamina bar) fuels skills: swords enable balanced strikes with shields for parries; spears pierce armor for multi-hits; bows snipe from afar. Equipment dictates class—nine types, from mace-samnites to gauntlet-brawlers—each with slot-specific abilities (e.g., helmets reduce cooldowns). Innovative combos arise in duos: a saber-trident “Scorpion Pinch” deals massive single-target damage, while bow-ax “Triple Shot” shreds groups, encouraging partner synergy.
Exploration pivots to a world map post-prison, where node-based travel (left-click waypoints, right-click clear) leads to towns, dungeons, or random beast ambushes. Dungeons are procedural mazes (10 areas, infinite rooms) demanding resource management: keys unlock gear chests, shovels dig herbs, bombs mine ores. Completion meters fill via interactions (fighting ailments, harvesting), culminating in guardian bosses that “clear” the dungeon for faster revisits. Progression ties to training points (from levels/tasks) spent at camp on stats (HP, strength) or perks (e.g., +item damage). Debt payments (10k increments) yield perks like reduced travel time or better beds, blending economy sim with RPG.
UI, alas, falters: No quest log means memorizing requests (e.g., “Gather 100 rocks in 5 days” from taverns), and text overflows screens despite fixed resolution. Controls are mouse-centric—left-confirm, right-cancel, Ctrl-skip—eschewing keyboard for “easy” battles, but exiting requires Alt-Tab, a relic of doujin design. Flaws like tedious gathering (single-use tools) and repetitive fights grate, yet innovations shine: time-sensitive popularity from tournaments boosts fame/rewards, and comrade recruitment (via friendship ~900+) adds tactical depth. New Game+ imports gear, unlocking a “Training Palace” for endgame challenges. It’s a grindy delight for patient players, flawed but free-form.
Core Loops Breakdown
- Daily Cycle: Fight (coliseum/tavern requests), rest (inns save/recover), trade (merchants refresh goods).
- Progression Tiers: Debt milestones unlock map areas; equipment enhances via boosts/sells from chests.
- Combat Nuances: Auto-targeting limits strategy, but vigor management and combos reward planning; defeats in key scenes end runs.
World-Building, Art & Sound
The empire sprawls across a Mediterranean-esque fantasy: Caertina’s bustling forums contrast wild Founder’s Forest and volcanic Dragon’s Peaks, with nodes evoking Roman provinces—ports for pirate intrigue, academies for lore dumps. Atmosphere builds through time-of-day shifts: dawn markets buzz with traders, night taverns foster bonds. World-building excels in details—beasts sourced from “nearby wilderness” underscore imperial hubris; Woodfolk forts hint at indigenous resistance. Dungeons vary thematically (e.g., shadowy ruins with corruption mechanics in NG+), fostering immersion despite menu navigation.
Art adopts anime/manga flair: Vibrant backgrounds—sun-drenched coliseums, misty woodlands—provide stasis beauty, but pixelated sprites clash during dialogues, overlaying scenes like crude cutouts. Enemies as shadowy silhouettes (rats, tentacles) evoke mystery, while human foes use crude portraits. No voice acting means text-heavy immersion, with occasional humor in allusions to Roman history (e.g., gladiator nods to Spartacus).
Sound design is serviceable but dated: Orchestral BGM sets epic moods (triumphant arena fanfares, somber forest dirges), evoking 8-bit RPGs. SFX, however, underwhelm—clunky clashes and beast roars feel mid-90s primitive, amplifying tedium in prolonged fights. Together, these elements craft a lived-in yet lo-fi world: evocative for lore lovers, but visually/audibly unpolished, mirroring the game’s indie constraints while enhancing its underdog charm.
Reception & Legacy
Upon 2019 Steam launch, Mad Princess garnered a perfect 100% positive rating from 14 reviews, praising its “originality” and “free-scenario” freedom—users lauded branching paths and comrade depth, with playtimes averaging 20-40 hours for completionists. Sales hovered modestly (>1K owners, ~$10K gross per estimates), fitting its niche DLsite roots. Critically, coverage was sparse; Operation Rainfall highlighted its launch positively, emphasizing WOLF Editor innovation and Roman allusions. However, Ulvespill’s 2.6/10 review (2019) critiqued “messy” quests, tedious mechanics, and UI woes, calling it suitable only for “slow days”—a fair counterpoint to Steam’s enthusiasm.
Over time, reputation stabilized as a cult gem: Steam Curators (8 reviews) echo positives, while forums and guides (e.g., Steam Community’s reference WIP) reveal dedicated fans mapping events. Influence is subtle—pioneering doujin-style open RPGs on Steam, it prefigured titles like Space Gladiators (2020), blending fighting with progression. No sequels, but its legacy lies in accessibility: empowering small devs to craft deep simulations, impacting Japan’s indie scene and global JRPG hybrids. In a post-Elden Ring era, it reminds us of RPGs’ humble origins, flawed yet formative.
Conclusion
Mad Princess: The Great Gladiators is a rugged coliseum of an RPG—raw, ambitious, and unyielding, much like its gladiatorial heroes. Its narrative web of choices and themes of defiance shine brightest, supported by inventive mechanics that reward tactical bonds over brute force, even as UI clunkiness and grind mar the flow. Art and sound provide atmospheric backbone without dazzle, while its indie context underscores a legacy of creative resilience. For historians, it’s a snapshot of 2010s doujin evolution; for players, a journey worth the debt. Verdict: A solid 7/10—essential for RPG aficionados seeking uncharted arenas, but temper expectations for polish. In video game history, it stands as a mad princess among indies: fierce, flawed, and forever free.