Devlog #4: Princess Maker, But You're The Princess
If I had to describe Hard Neon to someone in one sentence, it would be that. ↑
If you know Princess Maker, you might've just nodded. If you don't, here's the short version: Princess Maker is a stat-raising simulation from the 90s where you raise a young girl to become, well, a princess. You manage her time, education, relationships. The choices you make shape who she becomes. It's less about winning and more about the kind of person that emerges from the decisions you make on her behalf.
Long Live the Queen did something similar and found a devoted audience. There are quite a few of these types of games now. The formula is compelling: time is limited, choices have consequences, and the character you end up with reflects how you played.
Hard Neon borrows that structure and does one thing differently. You're not raising someone else. You're the one being shaped.
You're behind the bar, in service, making choices under pressure. The stats that develop aren't an abstraction of someone else's growth. They're yours. Your Assertiveness going up or down is a record of how you've been navigating the world. Your Morals drifting one way or another is a record of the choices you made when it wasn't easy. No single decision defines you. It's the pattern that matters. The hundred small moments that add up to a person.
The power fantasy is real but inverted. Most games put you in a position of increasing power and agency. Hard Neon puts you in service. The people who walk through the door have wants and needs and histories that have nothing to do with you, and somehow you're in the middle of it anyway. The universe weighs on you. It's up to you how to react and how it shapes you.
Real life is like that for a lot of people. Everyone, honestly.
Part of what I hope Hard Neon does is give different people different things, depending on who they are when they sit down to play. It's obviously a niche game. I don't expect thousands of people to end up playing it. They're not going to be making films starring Jack Black about this. But I do hope that there's something compelling here for a variety of people. For some players, being in service, navigating pressure without power, having the world make demands of you, that's already familiar territory. I hope the game renders it with enough care and honesty that it feels true. That it feels like being seen.
For other players it might be something they've rarely or never had to inhabit. A perspective that doesn't come naturally. I hope it's uncomfortable in a productive way. The kind of discomfort that teaches something.
And for some it might just be a safe place to try something on. An identity, a body, a dynamic, a way of moving through the world that they're curious about but haven't had the space to explore. That's what games can do that other mediums struggle with. The distance of fiction makes certain kinds of exploration possible.
Princess Maker understood that there's something compelling about a character shaped by accumulated small choices rather than dramatic ones. Hard Neon is trying to do the same thing, with a little more edge and a lot more neon.
One year. One bar. A lot of small moments.
Who you are at the end of it is up to you.
If you like what you're reading, ko-fi.com/hardneon Playable version coming soon!












