We Want a Modern, Persona-Style Sailor Moon RPG

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The Issue

Sailor Moon deserves a modern, fully realized video game that lets fans actually live within its world—not only fight enemies in it.

We would love to see a story-driven, Persona-style Sailor Moon RPG that combines the magical-girl battles and world-saving adventures of Sailor Moon with everyday life, relationships, exploration, customization, and meaningful player choice.

Imagine being able to play as Usagi, Ami, Rei, Makoto, Minako, one of the other beloved characters—or even create your own original character and Sailor Guardian and become part of their world.

A major part of the game could take inspiration from Persona’s calendar and time-management systems, with days steadily passing as the story progresses and players having to decide how to spend their limited time wisely. You wouldn’t be able to do everything at once, which would make your choices actually matter.

Do you spend the afternoon studying for an upcoming exam? Work a shift to earn money? Go shopping? Train your Guardian abilities? Spend time with a friend? Go on a date? Improve one of your skills? Investigate something suspicious happening around Tokyo? Or use the evening to prepare for an important mission?

Different activities could consume different portions of the day, and certain opportunities, characters, missions, stores, events, and locations could only be available at specific times, days, seasons, or stages of the story.

The game could allow players to balance their normal life with their responsibilities as a Sailor Guardian. You could attend school (make sure you pay attention in your classes :P), work a part-time job, go shopping, explore the city, spend time with friends, decorate your bedroom or home or cook, develop skills, form relationships, go on dates, and experience everyday events—all while investigating threats, completing missions, fighting enemies, and ultimately helping save the world.

Relationships could be a major part of the experience. Players could build friendships and romantic relationships with characters of their choosing, male or female, with different dialogue, dates, outings, gifts, special scenes, and relationship events depending on the choices they make.

A game like this could include:

Playable Sailor Moon characters and character creation, including the ability to create your own Guardian, civilian identity, appearance, outfits, abilities, and personality.
A full calendar and time-management system, with days, weeks, seasons, school terms, deadlines, and story events continuously moving forward. Players would have to prioritize how they spend their mornings, afternoons, evenings, weekends, and free days because every choice uses valuable time.
Meaningful scheduling decisions, where studying, working, shopping, training, exploring, socializing, dating, completing side quests, and investigating supernatural activity can compete for the same limited time.
Time-sensitive events and opportunities, with certain quests, dates, festivals, sales, characters, locations, and storylines only becoming available on particular days or during specific periods.
Friendship and romance systems with meaningful relationship progression, dates, quality time, special events, dialogue choices, and different outcomes based on your decisions.
LGBTQ+ romance options, allowing players to pursue compatible characters regardless of whether they want a male or female love interest.
School life, including classes, exams, clubs, school events, festivals, friendships, and opportunities to improve different abilities.
Jobs and activities that earn money, increase skills, unlock opportunities, or introduce new characters and side stories.
Shopping and fashion, with clothing stores, accessories, cosmetics, collectibles, gifts, food, and outfits inspired by the enormous fashion legacy of Sailor Moon.
Room and home customization, allowing players to buy furniture, collectibles, posters, decorations, and other items to make their personal space their own.
A tiered skill and progression system, where the activities and choices you make improve different attributes and unlock new dialogue, relationships, abilities, attacks, transformations, missions, and opportunities.
Explorable locations throughout Tokyo, with stores, arcades, restaurants, parks, schools, shrines, cafés, neighborhoods, and familiar locations from the series.
Main missions and extensive side quests, ranging from major supernatural threats to smaller personal stories involving friends, classmates, civilians, and other Guardians.
Turn-based, strategic, or real-time action combat, depending on what best suits the game. Battles could use a traditional RPG approach, or take inspiration from the freedom and responsiveness of early action RPGs like Kingdom Hearts, allowing players to move freely around the battlefield, dodge, jump, attack, chain together combos, use Guardian abilities, switch between powers, and unleash special attacks in real time. Combat could also have the impact and intensity of fighting games, with counters, combo systems, dramatic one-on-one encounters, team attacks, and powerful finishing moves.
Distinct fighting styles for each Guardian, so characters don’t simply feel like different skins of the same fighter. Their elemental powers, weapons, speed, range, physical attacks, defensive abilities, and special techniques could completely change how they play.
Transformation sequences and special attacks that become increasingly elaborate as characters grow stronger, with transformations potentially changing available abilities, stats, attacks, and combat strategies rather than existing only as a visual cutscene.
Seasonal and special events, including birthdays, holidays, festivals, school trips, beach days, sleepovers, concerts, parties, and other moments that make the world feel alive.
Choices that matter, affecting friendships, romances, character development, available quests, dialogue, and potentially parts of the story itself.
Optional online co-op in a future update or expansion, allowing another player to bring their Guardian into your game—or allowing you to join theirs—and continue playing parts of the experience together. Players could explore Tokyo, attend school, shop, train, hang out, complete side quests, investigate supernatural activity, fight through missions, and take on major bosses as a team.
Co-op Guardian teams, where players could combine different powers and fighting styles, revive or support one another, unlock team attacks, and coordinate special abilities during difficult missions and boss encounters.
Shared everyday-life activities, so multiplayer wouldn’t only begin when combat starts. Friends could potentially go to class together, visit cafés or arcades, shop, explore neighborhoods, attend festivals, train, visit each other’s rooms or homes, and experience portions of the daily-life system side by side.
Online PvP as an optional mode, allowing players to test their custom Guardians or favorite characters against one another in friendly battles, ranked matches, tournaments, or team-based fights without affecting the main story.
Different presentation settings for different audiences, allowing the game to preserve the colorful, approachable spirit associated with Sailor Moon while giving older fans the option for a somewhat more intense presentation. A family-friendly or “Classic” setting could tone down blood, stronger language, and the visual severity of combat—similar to games that creatively obscure or stylize violence—while an optional “Mature” setting could allow stronger language, more visible battle damage, blood, and heavier presentation where appropriate. The story and gameplay could remain fundamentally the same regardless of which presentation setting a player chooses.
The time-management aspect would be important because it would make the civilian side of the game feel meaningful rather than simply decorative. Your normal life wouldn’t exist separately from the RPG—it would directly influence it.

Studying could improve academic or intelligence-based skills. Working could provide money and introduce new people. Training could strengthen combat abilities. Spending time with another Guardian could deepen your relationship while unlocking combination attacks or bonuses in battle. Going on dates could develop your romance. Exploring could reveal side quests, hidden locations, or supernatural activity.

And sometimes choosing one thing would mean missing something else.

Maybe you have an exam tomorrow, but a friend asks to spend the evening with you. Maybe there’s a limited-time festival happening while you’re also supposed to investigate a possible enemy sighting. Maybe someone you’ve been romancing invites you somewhere on the same night you planned to train.

Those decisions would help make every player’s experience slightly different.

The single-player experience should always remain at the heart of the game, but if the game were successful, online multiplayer could become a natural extension of that same world rather than a completely separate mode.

Imagine you’ve been playing alone for hours, developing your Guardian, progressing through school, building relationships, improving your abilities, and following the story—and then a friend joins your game with the Guardian they created in their own save.

Instead of being restricted to a small multiplayer lobby, you could keep living the game together.

Go to class. Explore Tokyo. Shop for new outfits. Train after school. Hang out at the arcade. Complete a side quest. Investigate an enemy sighting. Transform together. Fight through a mission. Take on a massive boss. Then head home and decide how to spend the rest of the evening.

Certain missions could even be designed specifically around multiplayer, with enemies or bosses that encourage Guardians to combine their abilities and work together.

And for players who enjoy competitive games, an optional PvP mode could let Guardians face each other in one-on-one or team battles, using the abilities, transformations, equipment, and fighting styles they’ve developed throughout the game.

None of this would need to replace the single-player experience. It could simply expand what is already there.

Most importantly, the game should capture something that makes Sailor Moon special in the first place: these characters aren’t superheroes every second of their lives.

They’re students. They’re friends. They fall in love. They argue. They shop. They eat together. They have crushes, dreams, responsibilities, embarrassing moments, ordinary problems, and entire lives outside of battle—and then they transform and save the world.

We want to experience both sides of that life.

The Sailor Moon universe is practically made for this type of game. Its huge cast, friendships, romance, fashion, transformations, mythology, locations, villains, everyday slice-of-life moments, and supernatural storylines could create an incredibly rich RPG and life-simulation experience.

And it would have room to grow. Future updates or expansions could introduce new locations, characters, storylines, villains, outfits, transformations, events, missions, customization options, cooperative play, competitive modes, and other online experiences—giving fans reasons to keep returning while continuing to experience and expand the main story, rather than treating multiplayer as something that only becomes relevant after the story is finished.

It could also be designed to appeal to different generations of Sailor Moon fans. Younger players could experience the adventure through a more stylized, family-friendly presentation, while longtime adult fans could choose a somewhat more mature version of the same experience. The goal wouldn’t be to turn Sailor Moon into something unrecognizably graphic—it would simply give players some control over the tone and intensity of what they see and hear.

Sailor Moon has remained beloved across generations, yet fans still have never received a large-scale modern game that fully takes advantage of everything its universe could offer.

We want a Sailor Moon game where we aren’t simply watching these characters live their lives.

We want to live alongside them.

If you would play a game like this, please sign and share this petition so Bandai Namco, Toei Animation, Naoko Takeuchi and the companies responsible for Sailor Moon can see how much interest there is in finally bringing the Sailor Moon universe to life through a modern RPG.

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