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| “ | That barely worked... I hope I'm not too late. | „ |
Sybil is the central character of Pseudoregalia and the only one the player directly controls from start to finish. Although the game offers minimal exposition and remains vague about its world, a handful of clues throughout Castle Sansa help paint a broader, if still uncertain, picture of her.
She is typically seen wearing her default outfit, but the player can unlock several other appearances. In this standard form, she presents as a tall, anthropomorphic figure with features that blend goat, cat, and rabbit-like qualities. Compared to most of the Castle’s denizens and adversaries, Sybil stands noticeably taller and more imposing. Her most distinctive physical traits include two jagged, lightning-shaped horns that extend from between her hair and split at the tips. Her hair and fur are similar shades of gray, with two front strands bearing golden bands. Her drooping ears, long and frayed tail, and hoofed legs further contribute to her animalistic appearance. Her striking eyes consist of square-shaped irises rotated diagonally and glowing blue, while the pupils appear white, contrasting sharply against the rest of her face. Thick, downturned eyebrows give her a consistently stern and serious look. Her body is lean and muscular, especially evident in her legs, which are exposed in most outfits and suggest a practiced agility. Official art occasionally depicts her with either a humanoid face or a more beast-like snout, both of which have been confirmed as accurate interpretations by the game's creator, Rittz.
Sybil’s base outfit includes a sleeveless white vest layered over a dark button-up shirt, both fastened with gold buttons. She also wears matching gold bracelets on both wrists and has fabric wrappings around her ankles that resemble partial socks, also with decorative buttons.
Not long after entering the Dilapidated Dungeon, an NPC remarks that Sybil might be wearing a disguise. However, the remark is ambiguous—it's not clarified whether it refers to her physical appearance, her clothing, or something deeper. This sets the tone for much of what follows: mystery, fragments of meaning, and unanswered questions.
Throughout the game, Sybil says very little, rarely offering direct insight into her thoughts or motivations. One of the few moments she does speak is when examining a mirror near the beginning, where she quietly hopes she's "not too late." This line implies urgency and intent, suggesting she deliberately entered Castle Sansa for a specific purpose. Based on the descriptions from both the Steam and itch.io listings, the events of the game take place within a dreamscape. That Sybil was able to enter this realm of her own volition strongly implies she possesses abilities beyond those seen during gameplay—potentially tied to dream-walking or other metaphysical skills. Her presence in this space seems to revolve around the figure known as the Princess, likely aiming to confront or rescue her, though the nature of their relationship is never made explicit.
Despite the scarcity of direct exposition, these elements together suggest a character with a deliberate mission, one connected to the dream world and potentially to the larger forces at play within it.
Sybil is a tall, humanoid creature with features that blend elements of a rabbit and a deer. Her build is sturdy yet refined, with digitigrade legs and a slightly elongated torso that gives her a distinct, upright posture. Her fur is a consistent slate gray, broken up by white accents on her forearms, lower legs, chest, and the underside of her short tail. Her facial structure is slightly angular, with large, expressive blue eyes framed by dark gray eyelids and long lashes. Prominently, she has a pair of golden antlers that rise from her head in an angular, zigzag pattern—adding to her unique silhouette and giving her a natural air of authority. Her ears are long and upright, falling slightly to either side, with inner fur that's slightly lighter in tone.
Sybil’s horns, which are usually a defining feature of her appearance, can be altered or removed depending on the outfit. Certain outfits like "Bleeding Heart" and "Sol Sister" make significant changes to her overall look, removing or adjusting her horns and adding accessories like wreaths or headpieces. Additionally, her tail and other features may also change in specific outfits to match the theme.
Though not much is known about the Princess, we know from the games steam page and itch.io page that Sybil is entering a dream and trying to remove someone from their dream to return them to reality. Sybil shows care herself about the Princesses wellbeing stating that she hopes she's not too late[1].
When she finally encounters the Princess, she seems to be fully corrupted, attempting to attack and kill Sybil[2].
Though after Sybil defeats her, she returns to normal[3] realizing the reason Sybil is there to pull her out of the dream[4] saying how she just can't hide in the dream forever and pretend she doesn't exist[5]. She thanks Sybil for helping her saying how she'll be sure to write down her name as soon as she wakes up as she does not want to forget her[6]. Not wanting to take up her time as she's sure Sybil has others she needs to help, telling her to take care[7].
Nicknames: Goat-Bunny-Cat Lady[9]
Origin: Pseudoregalia
First Appearance: Pseudoregalia
Creator: rittzler
Assigned Gender: Female
Sexuality: Unknown
Refers to Herself: First-Person (Sybil refers to herself by using "I"[10])
Pronouns: She/Her
Handedness: Right-Handed (Sybil holds the dream breaker in her right hand[11])
Age: Unknown
Birthday: Unknown
Time Period: Unknown (As the game takes place within a dream that Sybil enters to remove one from the dream they're using to escape reality)
Timeline: Main Timeline
Homeworld: Unknown
Residence: Unknown
Story Role: Main Protagonist, Dream Traveler
Legacy: Unknown Legacy (Sybil's exploits are done within dreams, with many characters not knowing of her as she takes a disguise when she enters the dreams)
Influence: Personal Influence (Sybil helped rescue the Princess from staying in her dream forever and pretending she doesn't exist)
Language: Common Language (Able to speak the same language as the Princess)
Ethnicity: Unknown
Religion: Unknown
Classification: Hybrid, Bubble girl[12]
Species: Goat-Bunny-Cat Hybrid[13]
State of Being: Regular
Physiology: Hybrid Animal Physiology
In-Universe Creator: Unknown
Occupation: Unknown
Affiliations: The Princess (At the end of the game)
Enemies: The Princess
Height: Around 6 feet (Noted by rittzler that Sybil is probably around 6 feet give or take a few inches)
Weight: Unknown
Status: Alive
Alignment: Neutral Good (The events take place within a dream where Sybil enters to remove one from the dream they're using to escape reality. The Princess notes that Sybil is here to help and save her from staying with in the dream[14], she also implies that Sybil goes around helping others that are trapped within their dreams, not wanting to return to reality[15])
Protection Level: Mental Protectors (The events take place within a dream where Sybil enters to remove one from the dream they're using to escape reality. The Princess notes that Sybil is here to help and save her from staying with in the dream[16], she also implies that Sybil goes around helping others that are trapped within their dreams, not wanting to return to reality[17])
Grade: S
Tier: At least 9-B, Higher with Indignation, Far Higher with Strikebreak
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Wall level (Buster) (Sybil can destroy large walls after several hits[18], and smaller ones in a single hit[19]. Can break through brick and stone floors with the Sunsetter technique[20]), Higher with Indignation (Higher Power gives Sybil increased combat capabilities, increasing her damage at level 3[21]), Far Higher with Strikebreak (Unleashes a charged attack that can be used to destroy[22] heavy barriers that Sybil cannot destroy regularly[23])
Durability: At least Wall level (Can take attacks from enemies that can take hits from her[24]. Can take hits from Strong Eyes[25], who can cause giant rocks to sprout out from his hits[26])
Striking Strength: Unknown: True Class (Sybil can only destroy large walls due to the Dream Breaker[27])
Lifting Strength: At least Superhuman (Able to kick her sword, causing a large bell-like sound[28], which hits the ground so hard it makes a large metallic sound and sticks into the ground[29], all the while she can easily carry it and grab it while it's flipping in the air[30])
Travel Speed: Average Human Speed, Higher with Slide (Gains a boost of speed while using the slide technique[31])
Attack Speed: At least Superhuman (Sybil attacks so fast she creates yellow afterimages[32]. Sybil slides so fast she leaves behind afterimages[33])
Reaction Speed: At least Superhuman
Stamina: Superhuman (Traveled across the entirety of the castle, finding the Princess to wake her from her dream without tiring, only resting in order to recover health)
Range: Standard Melee, Extended Melee with Dream Breaker, Higher with Indignation (Higher Power gives Sybil increased combat capabilities, extending her range at level 2[34]), At least Tens of Meters with Soul Cutter (Soul Cutter fires long distance projectiles that travel this far[35])
Intelligence: Unknown Intelligence
Knowledge: At least Expert level (The Princess notes that Sybil is here to help and save her from staying with in the dream[36], she also implies that Sybil goes around helping others that are trapped within their dreams, not wanting to return to reality[37], meaning that she is experienced in doing this. She also showcases mastery of acrobatics and parkour, being able to maneuver around various rooms with ease)
Sybil's primary weapon, used to attack while moving and build magical power with each successful hit. By default, it deals 15 damage, but this increases to 26.25 when either the Indignation Powerup (unlocked at power level 3) or the Martial Prowess Aspect is active. With both enhancements simultaneously active, its damage increases to 37.5.
An ability that allows Sybil to cling to and ride along walls by pressing [RT/Left Shift] while falling beside them.
A power that greatly enhances Sybil's combat abilities, giving her a strategic edge in battle.
An item that allows Sybil to perform an air kick while in midair.
Once Sybil has obtained the Sunsetter, she gains the ability to perform a Plunge and immediately cancel it by pressing Jump. This gives her an additional short jump in midair, even if she has already used all three (or four with Heliacal Power) air kicks, creating a powerful combo to gain extra height.

An Aspect that enhances Sybil's healing ability by increasing the amount of health restored with each use.
Locations

Items that expand Sybil's magical power reserve, increasing how much energy she can store for healing or ability use.
Locations

An upgrade that enhances Sybil's healing ability by allowing limited movement during channeling.
Location

An upgrade that enhances Sybil's magical power.
Locations

An upgrade that increases the damage dealt by Sybil's attacks.
Location

An upgrade that allows Sybil to regain her balance while in knockback.
Location

An upgrade that grants Sybil the ability to perform an additional air kick.
Location
Notes
Allows Sybil to strike enemies or objects to rebound off of them.
Her weapon also begins to emit a bright light, illuminating dark environments.
Ascendant Light can be used not only on enemies and black holes, but also on decorative torches throughout the game to gain extra lift or momentum.
Location: The Underbelly
Press [LT/Q Key] on the ground to initiate a Slide. This technique provides a burst of speed, allowing the player to slip through tight spaces and avoid certain attacks. It's an essential move for navigating obstacles and dodging incoming projectiles or enemies that are too large to pass through.
While it boosts mobility, the Slide by itself remains an incomplete technique.
In addition, the Slide can be used creatively to interact with certain elements of the environment. For example, Sybil can slide under barriers, reach hidden areas, or even bypass some of the tougher enemies that may block her path.
Once combined with specific power-ups, such as Solar Wind, the Slide becomes far more versatile. With the right upgrades, the Slide allows for more fluid movement, enabling Sybil to slip past hazards, take on enemies more efficiently, and tackle tougher challenges.
Location: Dilapidated Dungeon
Completes the technique of the slide. Cross long distances with an airy long jump.
Solar Wind significantly boosts Sybil's momentum. By performing a technique called bunnyhopping, where Sybil jumps out of a slide, then immediately jumps again as she hits the ground while moving forward, she can maintain her momentum, allowing for quick movement through areas.
Additionally, Solar Wind enables advanced techniques like the Ultra Sidehop. To execute this, jump out of a slide, keep holding forward, and just as Sybil lands, hold the control stick backward and press jump. This will dramatically increase the speed and height of Sybil's backflip.
Location: Empty Bailey
Hold Attack to charge your weapon, then release to fire.
This ability enhances your regular charge attack, transforming it into a long-range projectile that travels across the screen. When Sybil's power level is at least one, the attack's damage is significantly increased. The longer you charge, the more potent the attack becomes, allowing Sybil to deal heavy damage from a safe distance.
The attack can be aimed in first-person mode, which is particularly useful for targeting enemies that are far away or located at different elevations.
Soul Cutter’s base damage depends on Sybil’s power level: if her power is at level 1 or higher, the attack will deal 45 damage, otherwise, it will only deal 1 damage. This damage value remains fixed and is not affected by Powerups or Aspects, so the attack’s effectiveness is directly tied to Sybil's current power level. The charge speed and attack's effectiveness are key for determining the best time to unleash this move against tougher foes. Timing is essential for maximizing its damage potential.
Location: Twilight Theatre
Hold Attack until your weapon is ready, release to strike.
A charged attack that locks Sybil in place. It can be used to break through heavy barriers.
Strikebreak deals 50 base damage to enemies, which can be increased by activating the Indignation Powerup at power level 3 or the Martial Prowess Aspect. If either boost is active, the damage increases to 87.5. If both are active, the damage increases to 125.
Strikebreak is used in only two areas apart from where it is acquired. It is necessary to progress, as it is required to obtain the Major Key in Twilight Theatre.
Location: Sansa Keep
Press [LT/Q Key] while in the air to Plunge downwards, which can chain into a High Jump.
This move allows Sybil to break through fragile floors or halt her descent mid-air. When performed correctly, immediately following a Plunge with a jump will result in a High Jump.
Sybil can also cancel the plunge into a backflip if she jumps right as the plunging action starts. However, this can only be done once before resetting, so timing is crucial.
Sunsetter's Plunge attack deals 5 damage to enemies. This damage remains unaffected by Powerups or Aspects. Additionally, the move provides versatility in maneuvering through certain areas, making it crucial for exploration and platforming challenges.
Location: Sansa Keep
Standard Tactics: Sybil's mainly uses her movement options to get around areas, when in combat she will use her dream breaker for attacks, using either one of her charged attacks or reflecting attacks back with the dream breaker, or kicking the dream breaker to have it home in on the target. She will utilize healing when damaged, and the terrain to help her out.
Weaknesses: Big attacks can make her drop her Dream Breaker, losing her weapon that allows her to fight along with some of her abilities such as healing[94].
As the game takes place within a dream that Sybil enters to remove one from the dream they're using to escape reality, many say that Sybil's look is actually just how she looks within the dream.
A point they use to support this is that one of the NPCs claim that she is wearing a disguise[95], though this could also be referring to her outfit.
This theory spawns from the ending dialogue, where after defeating the Princess, the Dreamer speaks to Sybil, stating "Not really the kind of person you wanna hang out with, right?"[96] along with "I barely remember what she was really like at this point[97], this implies that the Princess is the Dreamer's vision of an old person they knew, someone they likely did not like as they state "Not really the kind of person you wanna hang out with, right?". They also note "You're probably wondering who I am? Honestly... I don't know anymore. Nobody special, I guess."[98] as another separation from the Princess, who was treated as a special entity throughout the dream world. They also state "I can't just hide here forever and pretend I don't exist."[99] which implies they removed their own "existence" in a sense from the dream, with the Princess being the last section to truly reawaken that existence.
Though this is all speculation, they are strong points towards this theory. It could equally be them referring to this in a more metaphorical way of this is the person they used to be and someone they no longer are.
Dream Breaker is only needed to Sybil to use things such as healing magic, she can use other magic abilities such as Cling Gem however[103]. Along with this, the way she entered the dream could be considered magic and she did this before she even received the Dream Breaker.
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