Compare Milky Way Prince – The Vampire Star prices across 50+ stores and find the best deal. Developed by Eyeguys. Published by Santa Ragione. Released on 8/13/2020. Available on PC. Genres: Adventure, Indie.

A bruising visual novel about idealization and abuse, where choosing which senses to engage with your partner shapes how much you let yourself see.

Milky Way Prince, The Vampire Star is a short-form visual novel made by a single developer, Lorenzo Redaelli, drawing directly from personal experience with a relationship built on cycles of adoration and harm. That origin shows in every scene. This is not a story that romanticizes what it depicts; it is a story that asks you to recognize how romanticization works on you while it is happening. The subject matter is heavy and specific: an intense, unstable summer romance between the player character and Sune, a boy the game gradually reveals to be consuming in ways that are hard to name while you are inside them. The mechanic at the heart of the experience is genuinely unusual. At key intimate moments, you are prompted to choose which senses to activate: sight, hearing, touch, taste, smell. What you select filters your perception of the scene, meaning two players can walk through the same conversation and feel entirely different things. It sounds gimmicky on paper but in practice it functions as a quiet metaphor for selective attention, for the way people in difficult relationships choose what to notice and what to let blur. Combined with branching story paths and multiple endings, that system gives the roughly two-to-three hour runtime surprising replayability without feeling padded. The art direction leans into discomfort productively. Character sprites are soft and almost dreamy against backgrounds that occasionally fracture or bleed color. The soundtrack, composed by Luca Facchini, carries most of the emotional weight the writing sometimes leaves implied. There are passages where the music alone communicates a specific flavor of late-night dread that words would only flatten. The pacing is slow by design in the first act, letting you settle into the warmth before things curdle. That slowness is intentional and earns what comes later. Where the game earns its mixed Steam reception is honest to acknowledge. The narrative is elliptical to a fault in places, and some players expecting clear dramatic beats will find the ambiguity frustrating rather than resonant. The ending branches feel slightly uneven in how developed they are. And the subject matter, while handled with care, is genuinely difficult in ways that require content warning awareness: the depiction of emotional manipulation and erratic behavior is close and unflinching. It is not suitable for everyone, and the game makes little effort to soften that. For players who can sit with that discomfort, Milky Way Prince is the rare visual novel that uses every one of its limited tools with real intention. It knows exactly how long it needs to be. It does not explain itself more than it should. It trusts that the person playing it might recognize something they have lived, and it holds that recognition without judgment. That is a harder thing to make than it looks. Kai, Scout Team

Milky Way Prince – The Vampire Star
AdventureIndie

Milky Way Prince – The Vampire Star

Aug 13, 2020EyeguysSanta Ragione
GamerScout Says

A bruising visual novel about idealization and abuse, where choosing which senses to engage with your partner shapes how much you let yourself see.

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About Milky Way Prince – The Vampire Star

Milky Way Prince, The Vampire Star is a short-form visual novel made by a single developer, Lorenzo Redaelli, drawing directly from personal experience with a relationship built on cycles of adoration and harm. That origin shows in every scene. This is not a story that romanticizes what it depicts; it is a story that asks you to recognize how romanticization works on you while it is happening. The subject matter is heavy and specific: an intense, unstable summer romance between the player character and Sune, a boy the game gradually reveals to be consuming in ways that are hard to name while you are inside them. The mechanic at the heart of the experience is genuinely unusual. At key intimate moments, you are prompted to choose which senses to activate: sight, hearing, touch, taste, smell. What you select filters your perception of the scene, meaning two players can walk through the same conversation and feel entirely different things. It sounds gimmicky on paper but in practice it functions as a quiet metaphor for selective attention, for the way people in difficult relationships choose what to notice and what to let blur. Combined with branching story paths and multiple endings, that system gives the roughly two-to-three hour runtime surprising replayability without feeling padded. The art direction leans into discomfort productively. Character sprites are soft and almost dreamy against backgrounds that occasionally fracture or bleed color. The soundtrack, composed by Luca Facchini, carries most of the emotional weight the writing sometimes leaves implied. There are passages where the music alone communicates a specific flavor of late-night dread that words would only flatten. The pacing is slow by design in the first act, letting you settle into the warmth before things curdle. That slowness is intentional and earns what comes later. Where the game earns its mixed Steam reception is honest to acknowledge. The narrative is elliptical to a fault in places, and some players expecting clear dramatic beats will find the ambiguity frustrating rather than resonant. The ending branches feel slightly uneven in how developed they are. And the subject matter, while handled with care, is genuinely difficult in ways that require content warning awareness: the depiction of emotional manipulation and erratic behavior is close and unflinching. It is not suitable for everyone, and the game makes little effort to soften that. For players who can sit with that discomfort, Milky Way Prince is the rare visual novel that uses every one of its limited tools with real intention. It knows exactly how long it needs to be. It does not explain itself more than it should. It trusts that the person playing it might recognize something they have lived, and it holds that recognition without judgment. That is a harder thing to make than it looks. Kai, Scout Team

Tags

steamVisual NovelMultiple EndingsSensory MechanicsSingle DeveloperDifficult ThemesBranching NarrativeAtmospheric SoundtrackShort Playtime

System Requirements

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Reviews & Ratings

Steam
79%(571)

Game Info

Developer
Eyeguys
Publisher
Santa Ragione
Release Date
Aug 13, 2020

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