- Release Year: 2015
- Platforms: Linux, Macintosh, Windows
- Publisher: Cellbloc Studios
- Developer: Cellbloc Studios
- Genre: Adventure
- Perspective: Third-person
- Game Mode: Single-player
- Gameplay: Puzzle elements
- Setting: Fantasy
- Average Score: 58/100

Description
SnarfQuest Tales is a point-and-click adventure game developed by Cellbloc Studios, inspired by Larry Elmore’s classic 1980s comic series from Dragon Magazine. Set in a whimsical fantasy world, players control the bumbling barbarian Snarf, who is teleported into the treacherous Suthaze Castle by the enchantress Ethea to retrieve her magical Wand of Wishes, encountering quirky companions like the duck Willie along the way, solving puzzles, and navigating slapstick comedy in a third-person perspective filled with humor and fantasy elements.
Gameplay Videos
Where to Get SnarfQuest Tales
PC
Guides & Walkthroughs
Reviews & Reception
steambase.io (36/100): Mostly Negative
gameskinny.com (80/100): it is really good
SnarfQuest Tales: Review
Introduction
In the annals of gaming history, few characters bridge the gap between tabletop role-playing roots and digital adventures quite like Snarf, the opportunistic Zeetvah warrior from Larry Elmore’s iconic 1980s comic strip in Dragon magazine. SnarfQuest Tales (2015), developed by the indie outfit Cellbloc Studios, promised to transplant this slapstick fantasy hero into a point-and-click adventure format, evoking the spirit of classics like King’s Quest and The Secret of Monkey Island. As a game journalist with a penchant for unearthing lost gems of interactive storytelling, I approached this title with nostalgia-fueled optimism—after all, Elmore’s work helped define the visual language of Dungeons & Dragons for generations. Yet, what unfolds is a bittersweet tale: a heartfelt homage hampered by ambition outpacing execution, resulting in a single playable episode that captures the comic’s charm but ultimately fizzles into obscurity. My thesis? SnarfQuest Tales stands as a valiant, if incomplete, revival of a forgotten fantasy icon, reminding us of the indie scene’s potential and pitfalls in the mid-2010s crowdfunding era.
Development History & Context
Cellbloc Studios, a small Atlanta-based indie developer founded by programmer James Simpson—affectionately known as “Doctor Unity” for his expertise in the Unity engine—emerged from the vibrant Southeast U.S. gaming scene in the early 2010s. Simpson, a veteran with over 25 years in software development, cut his teeth on everything from MMOs to augmented reality projects, but SnarfQuest Tales marked his foray into narrative-driven adventures. The studio’s core team was lean and passionate, emphasizing games they’d want to play themselves, as Simpson noted in a 2015 interview with Arcade Attack.
The project’s genesis traces back to August 8, 2014, when Larry Elmore, the legendary fantasy artist behind D&D covers and Dragonlance illustrations, granted permission for a digital adaptation of his SnarfQuest comic. Elmore’s strip, serialized in Dragon magazine from 1983 onward, satirized RPG tropes through Snarf’s bumbling quests for glory amid a world of elves, dragons, and cosmic mishaps. With DragonCon looming less than a month away, Cellbloc hustled to assemble a demo: level design, character rigging, animations, pathfinding, music, and sound effects all crammed into three intense weeks using Unity3D. This prototype wowed attendees at the convention, blending 3D visuals with point-and-click familiarity to evoke the era’s Sierra and LucasArts titles.
Technological constraints were minimal in 2015’s indie landscape, thanks to Unity’s accessibility, but the team faced creative hurdles. Voice acting mixed professional talent (like the Laundry Maid from Voxy Ladies) with friends and Simpson voicing Snarf himself, a pragmatic choice for the evolving demo script. Budgeting for full pro VO was earmarked for the final release, alongside plans for multi-platform support (PC, Mac, Linux initially; stretch goals eyed Wii U, Xbox One, PS4, Android, and iOS).
The 2015 gaming ecosystem was a golden age for crowdfunded indies, with Kickstarter exploding post-Double Fine Adventure. SnarfQuest Tales launched its campaign on July 30, 2015, at GenCon, raising $37,282 from 652 backers by September 7—surpassing goals for additional levels and mini-games but falling short on multilingual support. Entered into Steam Greenlight in May 2015, it greenlit in a blistering 170 hours, entering Early Access on September 15. This era’s optimism for episodic releases (Telltale Games style) fueled visions of five quarterly episodes starting Q1 2016, blending swords, sorcery, and sci-fi in 25 levels. However, indie pitfalls—scope creep, funding evaporation, and team burnout—loomed large, as evidenced by the project’s later stall.
Narrative & Thematic Deep Dive
At its core, SnarfQuest Tales is a comedic odyssey rooted in Elmore’s satirical take on fantasy archetypes, where heroism is less about valor and more about cunning survival. The plot kicks off with Snarf, a wide-eyed Zeetvah from Zeetville, embarking on a quest for fame, fortune, and the tribal throne—priorities skewed heavily toward the latter two. Episode 1, The Beginning (the only completed chapter, released standalone in 2017), teleports Snarf into Suthaze Castle via the enchantress Ethea’s Wand of Wishes. Tasked with retrieving the wand to escape, he allies with Willie the Duck, navigating a labyrinth of guards, traps, and quirky inhabitants like a laundry maid and Prince Raffendorf.
The narrative unfolds episodically, with Snarf’s solo start evolving into ensemble antics alongside staples from the comics: Telerie Windyarm, the fierce human warrior woman whose beauty belies her combat prowess; Aveeare, the armored space wizard blending medieval and sci-fi absurdity; and Willie, the plucky duck sidekick injecting slapstick levity. Dialogue crackles with Mel Brooks-esque humor—Snarf’s opportunistic quips (“Why fight a dragon when you can trick it and get the gold?”) poke fun at RPG clichés, from damsels in distress to pompous elves. Themes of greed versus growth permeate: Snarf’s “never-ending quest for wealth, power, and all that other good stuff” critiques the adventurer’s ego, evolving through interactions that force reluctant heroism. Subtle nods to D&D lore abound, like cosmic interventions echoing Elmore’s strip, where fantasy meets farce.
Yet, the story’s depth is curtailed by its incompletion. Episode 1 resolves the castle escape but teases broader arcs—overcoming evil, wooing Telerie, claiming the throne—left unrealized. Character arcs feel embryonic: Snarf’s cunning shines in puzzle-driven banter, but companions like Aveeare appear sparingly, their backstories (e.g., Telerie’s warrior ethos clashing with Snarf’s scheming) underdeveloped. Thematically, it excels in parodying 1980s gaming tropes—point-and-click puzzles as metaphors for illogical quest logic— but the abandonment robs it of narrative closure, leaving a promising satire as an open-ended jest.
Gameplay Mechanics & Systems
SnarfQuest Tales faithfully emulates point-and-click DNA, with third-person 3D navigation where players click hotspots to interact, examine, or manipulate objects. Core loops revolve around exploration, inventory puzzles, and dialogue trees: Snarf scours Suthaze’s rooms for items like keys or disguises, combining them to bypass obstacles (e.g., tricking guards with a stolen uniform). Mini-games inject variety—a sliding block puzzle to align castle mechanisms, or timing-based log-turning to ferry allies across a crocodile-infested lake—drawing from classics like Maniac Mansion while adding light RPG flair, such as opportunistic choices affecting outcomes (steal gold now or ally later?).
Combat is absent, true to the genre; “fights” resolve via wit, like distracting foes with thrown objects. Character progression is minimal—Snarf levels up cunning through skill checks in dialogues or puzzles, unlocking quips or shortcuts—but Episode 1 keeps it linear, with no robust inventory management beyond a simple drag-and-drop UI. The interface is clean yet occasionally finicky: cursor precision falters in tight spots, like positioning Snarf during timed sequences, leading to frustration (as I experienced hurling virtual curses at a stubborn log puzzle).
Innovations shine in hybrid elements: pathfinding aids navigation in 3D spaces, preventing pixel-hunting drudgery, and mini-games like a quick-time feast preparation add comedic rhythm. Flaws emerge in pacing—puzzles can loop frustratingly if hints (via Willie’s nudges) are missed—and the Early Access state left bugs like clipping animations or unresponsive hotspots unpatched post-2017. Overall, systems evoke nostalgic joy but lack polish, making it a solid if uneven tribute to LucasArts’ puzzle legacy.
World-Building, Art & Sound
The game’s setting is a vibrant, Elmore-inspired fantasy realm where medieval castles rub shoulders with sci-fi anomalies—Aveeare’s armor hints at interstellar origins amid dragon-haunted towers. Suthaze Castle pulses with lived-in detail: creaky corridors lined with tapestries, bustling kitchens echoing with clanging pots, and hidden vaults brimming with lore nods to SnarfQuest‘s comic roots. Atmosphere builds immersion through dynamic lighting—flickering torches casting shadows that conceal hotspots—and environmental storytelling, like graffiti mocking Snarf’s ineptitude, reinforcing themes of underdog folly.
Visually, the stylized 3D art direction honors Elmore’s cartoonish aesthetic: Snarf’s expressive Zeetvah features (furry ears, mischievous grin) animate fluidly in Unity, with exaggerated proportions evoking Monkey Island‘s whimsy over photorealism. Environments pop with color—emerald greens in castle gardens contrasting crimson dragon lairs—while character models retain comic fidelity under Elmore’s oversight. It’s not cutting-edge for 2015, but the simplicity enhances accessibility, inviting players to relive childhood RPG books.
Sound design amplifies the comedy: a jaunty orchestral score, blending lute-driven fantasy motifs with twangy sci-fi synths, underscores quests, swelling during triumphs like outwitting a troll. Voice acting, partially professional, sells the humor—Snarf’s nasally opportunism (voiced by Simpson) pairs with Willie’s quacky interjections and Telerie’s sultry barbs, evoking Space Quest‘s irreverence. SFX, from clattering armor to comedic boings, punctuate interactions, though occasional lip-sync mismatches and sparse ambient layers (e.g., echoing halls feeling static) dilute immersion. Collectively, these elements craft a cozy, laugh-out-loud world that punches above its indie weight.
Reception & Legacy
Upon Early Access launch in 2015, SnarfQuest Tales garnered niche buzz among D&D veterans and adventure fans, with the Kickstarter triumph and GenCon/DragonCon demos fueling optimism. However, critical reception was sparse—MobyGames and Metacritic list none, while Adventure Gamers previewed it positively as a “hilarious journey” blending fantasy and humor. Player feedback on Steam soured to a 36/100 “Mostly Negative” from 11 reviews, citing bugs, repetitive puzzles, and the galling abandonment (no updates since 2017). A 2017 GameSkinny review praised its nostalgia for D&D players, calling it “really good” for evoking comic charm despite cursor issues, but lamented the sliding puzzles’ frustration.
Commercially, it underperformed: priced at $19.99 (or $15 for backers), sales were modest, with Episode 1’s standalone release in March 2017 (at a quarter the cost) failing to revive momentum. Platforms expanded minimally to PC/Mac/Linux; console/iOS ports evaporated with stalled development. By 2025, it’s flagged as abandonware on sites like VideoGameGeek, still sold on Steam with warnings of inactivity.
Legacy-wise, SnarfQuest Tales endures as a footnote in indie history—a successful crowdfund birthing the first digital Snarf outing, influencing micro-niches like comic-to-game adaptations (Cris Tales echoes its episodic fantasy). It highlights 2010s pitfalls: overpromising episodes without safeguards, as seen in other Kickstarters like YIIK. For Elmore fans, it’s a preserved artifact of Snarf’s spirit, but broadly, it underscores the fragility of passion projects, inspiring cautionary tales in adventure gaming’s revival wave.
Conclusion
SnarfQuest Tales is a labor of love that captures the essence of Larry Elmore’s satirical fantasy—cunning quests, ensemble hijinks, and laugh-out-loud parody—in a point-and-click package brimming with nostalgic potential. From its rushed-yet-inspired development to evocative world-building and humorous mechanics, Episode 1 delivers fleeting joy for D&D diehards. Yet, its abandonment after one chapter cements it as an unfinished symphony, a reminder of indie’s high-wire act between vision and viability. In video game history, it occupies a quirky niche: not a masterpiece like Monkey Island, but a heartfelt echo of 1980s comics in pixels. Recommended for retro enthusiasts willing to forgive its flaws—score it a 6/10, a solid curiosity in the pantheon of unfulfilled promises. If Cellbloc ever revives it, it could soar; for now, it’s a quest worth starting, but not quite completing.