Average Playtime: 6 hours

Caverns of the Snow Witch

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About

Deep within the Crystal Caves of Icefinger Mountains, the dreaded Snow Witch is plotting to bring on a new ice age. A brave trapper dies in your arms and lays the burden of his mission on your shoulders. But time is running out – will YOU take up the challenge?

Originally written by Ian Livingstone in 1984, Caverns of the Snow Witch celebrates its 30th anniversary in 2014. The ninth book in the Fighting Fantasy series, it expands upon the original version published in WARLOCK magazine, taking you beyond the Crystal Caves.

Relive the adventures in the Icefinger Mountains, lovingly updated for PC, Mac and Linux. Presented in full colour with realistic physics-based dice rolling for battles, an auto-updated adventure sheet and stat keeping.
Platforms
Release date
Developer
Tin Man Games
Publisher
Tin Man Games
Age rating
13+ Teen
Website
http://www.fightingfantasyapps.com/

System requirements for Android

2.0.1 and up

System requirements for PC

Minimum:
  • OS: Windows XP SP3
  • Processor: 2 GHz dual core
  • Memory: 2 GB RAM
  • Graphics: Hardware Accelerated Graphics with dedicated memory
  • Storage: 350 MB available space
Recommended:
  • OS: Windows 7/8
  • Memory: 4 GB RAM
  • Graphics: Hardware Accelerated Graphics with 1GB memory
  • Storage: 350 MB available space

System requirements for Linux

Minimum:
  • Processor: 2 GHz dual core
  • Memory: 2 GB RAM
  • Graphics: Hardware Accelerated Graphics with dedicated memory
  • Storage: 350 MB available space
Recommended:
  • Memory: 4 GB RAM
  • Graphics: Hardware Accelerated Graphics with 1GB memory
  • Storage: 350 MB available space

System requirements for macOS

Minimum:
  • OS: Mac OS 10.7.5+
  • Processor: 2 GHz dual core
  • Memory: 2 GB RAM
  • Graphics: Hardware Accelerated Graphics with dedicated memory
  • Storage: 350 MB available space
Recommended:
  • OS: Mac OS 10.8
  • Memory: 4 GB RAM
  • Graphics: Hardware Accelerated Graphics with 1GB memory
  • Storage: 350 MB available space
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Last Modified: Aug 28, 2019

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Caverns of the Snow Witch reviews and comments

Translated by
Microsoft from French
If it is not better written than the other texts of Ian Livingstone, caverns of the snow witch succeeds from the first pages to swallow us in his world. One is teleported into an ice age traversed by wolves with white fur, a Canada squared where the survivors advance all entrenched behind the vapors of their breath. The immersion is so strong that one does not notice the forearm covered with eruptions of goose bumps, too busy to get lost in an extreme Bordeciel. The neck hair, which we forgot to shave this morning, gets so hard that he remembers us and signs his death stop. A micro-cut further, one picks up the blanket that slept on the bed and wraps in it like a young Prince in the Royal Cape stitched in his father's wardrobe. So ready for the next two to three hours, you catch a hot chocolate and go back to sit in front of the computer keyboard and, a few centimeters above, this window open on a frozen world that waits for the bearings of our eyes to continue to live; then we forget that we will have to leave behind us this pataud body in which we were born, abandon him in his chair and in a heatwave of the month of July. Maybe we'll come back later. Caverns of the snow witch is like a tree. As we advance along his trunk, we will have to provoke ever more events to visit a maximum of branches and thus delay this inevitable moment when we will die for a bad roll of dice or simply because we forgot to pick up the right object or to cross the right person. An adventure rich in bad encounters and unpleasant surprises enamelled with illustrations to the aesthetic Dungeons & Dragons, sweets for a nostalgic eye of the years 80. Also, unlike other books-games where one simply wander in a maze and where face to face only lasts one page, the icy caves convent friendships to knot, good dung with which to share the bread and tips of the way. By going a little further on each run until finally resting on the last paragraph as exhausted as a marathon runner carving the finish line with his ribs, we count the holes in our mouths, these memories of these broken teeth on the adventures often unfair and random. Not grudges, we forgive this old-school book its thousand cruelties to better remember on this particular atmosphere of heroic fantasy mixed with the prehistory and the cold of the great North. The interface is comfortable and we can juggle between a sleek design faithful to the original book and an icy skin, the text engraved in the frost. The adventure, built in three times, is not confined to a Dungeon but makes us travel in the lands of the fighting fantasy. Four to six hours later, it is the smile above the Chin that we leave the caves of the snow witch. Then we return to his Office Chair to discover a tired, hungry and weary body to live. It was worth it.
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