The Daughter
The girl placed under the player's care. Her name, abilities, career, and eventual future are shaped by the player's decisions.
How it plays
The game uses menu-driven, mostly first-person management screens. Each month is divided into scheduled activities, with the guardian assigning school courses, part-time jobs, vacations, or rest.
The objective is to guide the girl until the end of the raising period. Statistics, fatigue, stress, money, equipment, relationships, and random events influence her development and determine which career or story ending becomes available.
Plan your run
Balance study, work, rest, and recreation instead of maximizing one statistic immediately. Watch fatigue and stress, because excessive scheduling can reduce health and cause poor results.
Keep funds available for food, clothing, equipment, tuition, and trips. Record important choices and outcomes when pursuing a specific ending, since several requirements can overlap and some events are time-sensitive.
Meet the cast
The girl placed under the player's care. Her name, abilities, career, and eventual future are shaped by the player's decisions.
The household's helpful fairy and the daughter's companion. Cube provides advice and assists with the household's daily management.
Before you begin
Plan each month around the girl’s current weaknesses rather than repeating one activity indefinitely.
Use rest or recreation when fatigue and stress begin to accumulate.
Save before major purchases, trips, or important events when the version supports saving at that point.
Princess Maker 2 is a life-raising simulation developed by Gainax. The player takes the role of a retired warrior who becomes the guardian of a young girl and manages her upbringing over several in-game years. Study, work, rest, social activities, equipment, and finances all affect her abilities, personality, health, and eventual career. The DOS version presents the series’ calendar-based structure and event-driven storytelling in a computer role-playing format rather than conventional combat-focused play. Its detailed statistics and many possible endings made it a notable and influential Japanese simulation, although the DOS release is less widely documented than the original Japanese computer versions.
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