- Release Year: 2017
- Platforms: Windows
- Publisher: Big Fish Games, Inc, HH Games
- Developer: e-FunSoft Games
- Genre: Strategy, Tactics
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Tile matching puzzle

Description
In Amanda’s Sticker Book: Amazing Wildlife, players help the ambitious Amanda create award-winning wildlife-themed sticker books after her initial competition success. The game features 79 levels across five distinct wildlife themes where players swap stickers, earn power-ups, and solve tile-matching puzzles. With over 20 upgrades, three useful tools to master, and more than a dozen elements to gather, players work to help Amanda achieve her dream of competing internationally with her creative sticker collections.
Crack, Patches & Mods
Guides & Walkthroughs
Amanda’s Sticker Book: Amazing Wildlife: Review
In the vast and often unheralded archives of casual gaming, a title emerges not with the fanfare of a blockbuster, but with the quiet, determined click of a mouse. It is a sequel, a follow-up to a success most will never know, yet it represents an entire ecosystem of game development, distribution, and consumption. This is the story of Amanda’s Sticker Book: Amazing Wildlife, a game that is far more than the sum of its matched tiles.
Introduction
To the uninitiated, it is merely another match-3 puzzle game in a sea of brightly colored gems. To the historian, it is a perfect artifact of a specific time and place in digital culture: the mid-2010s casual game market, a realm dominated by downloadable portals, free trials, and a relentless demand for comfortable, familiar mechanics. Amanda’s Sticker Book: Amazing Wildlife does not seek to reinvent the wheel it so adeptly swaps and matches. Instead, it seeks to perfect a specific, comforting loop, wrapping it in a narrative of aspiration and international sticker book competition. Our thesis is this: While mechanically derivative and critically overlooked, Amanda’s Sticker Book: Amazing Wildlife stands as a quintessential and expertly crafted example of its genre, a title that embodies the business models, design philosophies, and sheer industriousness of the small studio casual game scene. It is a game that knows its audience with intimate precision and serves them flawlessly.
Development History & Context
Amanda’s Sticker Book: Amazing Wildlife was developed by e-FunSoft Games and published primarily by Big Fish Games, Inc., with a release date of May 5, 2017, on Windows. To understand its existence, one must first understand the landscape it inhabited.
The mid-2010s were a period of transition. The golden age of downloadable casual games via portals like Big Fish, Shockwave, and WildTangent was being challenged by the rising tide of mobile gaming and digital storefronts like Steam. Yet, a dedicated audience remained—often older, PC-based players seeking curated, session-based experiences. These portals operated on a “try-before-you-buy” model, offering free trials with the hope of converting players into purchasers.
The studio, e-FunSoft, was a prolific entity in this space. The credits reveal a remarkably lean operation, a hallmark of this world. Agung Wijaya is listed as the sole force behind Design, Programming, and Art—a triple threat developer emblematic of the resource constraints and necessary versatility of these teams. Additional art was provided by Mueed Ul Jahan, while the audio landscape was crafted by Staffan Melin and Gwilym Wogan. The writing, a crucial component for providing narrative impetus to the puzzles, was handled by Samantha Lienhard.
These names are not industry legends, but they are veterans. A look at their credits reveals a staggering output of titles like Fruit Lockers 2: The Enchanting Islands, The Chronicles of Moses and the Exodus, and Crime Stories: Days of Vengeance. This is the cadre of developers who kept the engines of the hidden-object, time-management, and match-3 genres humming. They worked within strict technological confines—the game requires only a 1.6 GHz processor and 1GB of RAM—ensuring it could run on any aging home computer or budget laptop. Their vision was not one of artistic breakthrough, but of polished execution within a proven commercial framework.
Narrative & Thematic Deep Dive
The narrative of Amazing Wildlife is a masterclass in providing just enough context to motivate the gameplay without ever getting in its way. It is a direct sequel, beginning after the protagonist, Amanda, has won her “first sticker book competition.” Flush with victory, her ambition has grown; she now has her “eyes set on even greater heights” and aims to “compete internationally.”
This premise is genius in its simplicity. It casts the player not as a world-saving hero or a deep character, but as a supportive mentor—a silent partner in Amanda’s creative and competitive journey. Your success directly fuels her dream. The narrative structure is divided into five acts, each represented by a different wildlife-themed sticker book Amanda must complete. These themes, though not explicitly detailed in the sources, likely correspond to different biomes or animal types (e.g., Safari, Jungle, Ocean).
The writing, by Samantha Lienhard, functions as connective tissue. Brief dialogue or text prompts likely bookend each chapter, celebrating the completion of one book and introducing the challenge of the next. The themes of aspiration, dedication, and global competition (albeit in a quaint, niche hobby) resonate with a core demographic that appreciates goal-oriented progression. The “sticker book” motif itself is a powerful nostalgic trigger, evoking childhood collections and the satisfying act of placing a sticker in its designated spot—a feeling directly translated into the gameplay loop. Underlying it all is a theme of order and creation, of taking chaotic, scattered elements and arranging them into a completed, beautiful whole.
Gameplay Mechanics & Systems
At its core, Amanda’s Sticker Book: Amazing Wildlife is a “Tile matching puzzle” game from a “1st-person” perspective with a “Point and select” interface. This translates to a classic match-3 experience viewed head-on, controlled entirely by the mouse.
The core loop is impeccably designed:
1. The Puzzle: The player is presented with a grid of colorful stickers (functionally identical to gems or jewels in other games). The objective is to swap adjacent stickers to create rows or columns of three or more identical ones, causing them to clear from the board. The core mechanics are instantly familiar to anyone who has ever played Bejeweled or Candy Crush Saga.
2. The Goal: Each level has a primary objective, typically to clear a certain number of a specific type of sticker or to clear all the tiles under a layer of “fog” or obstacles. Beating the level earns you the right to place a new sticker in Amanda’s book.
3. Progression & Metagame: This is where the game builds its depth. Completing levels earns you resources, which can be spent on “over 20 upgrades.” Furthermore, you gather “more than a dozen elements” and must master “three useful tools.” These tools are likely power-ups such as a bomb (clearing a group of tiles) or a line-clear (wiping out an entire row), which can be earned by creating large matches and are crucial for overcoming more complex boards.
The game’s structure is its standout feature. The 79 levels are not a linear slog but are organized into the five distinct sticker books. This creates a natural rhythm and a sense of major accomplishment at the completion of each album. The UI would have been clean and minimal, designed to emphasize the puzzle board and the slowly filling sticker album, a constant visual reward for the player’s efforts. The business model, being a one-time commercial purchase, means the game is devoid of the energy timers or predatory microtransactions that plague mobile free-to-play titles. The challenge is purely based on puzzle design, not on waiting or paying.
World-Building, Art & Sound
The “world” of Amazing Wildlife is a bright, cheerful, and safe space. The art direction, helmed primarily by Agung Wijaya, would have prioritized clarity and charm over realism. The stickers themselves are the main attraction—brightly colored, cleanly designed representations of wildlife (animals, paws, leaves, etc.) that are easy to distinguish at a glance. The boards are likely set against soft, thematic backgrounds corresponding to each sticker book (e.g., a savannah for an African theme).
The first-person perspective places the player directly at the table with the sticker book, creating an intimate, focused atmosphere. The sound design, by Melin and Wogan, would feature satisfying, crisp audio cues for matches, clears, and power-up activation—a critical feedback mechanism that makes each action feel impactful. The music would undoubtedly be a light, cheerful, and repetitive loop designed to relax rather than distract, perfectly suited for long, comfortable play sessions. Every aesthetic choice is in service of the gameplay, reducing stress and enhancing the satisfying, almost ASMR-like quality of organizing chaos into order.
Reception & Legacy
Critically, Amanda’s Sticker Book: Amazing Wildlife exists in a void. As evidenced by the MobyGames page, there are no professional critic reviews. This is not an anomaly; it is the standard for the vast majority of titles in this sector. They were not made for critics but for a specific consumer base that bypassed traditional media and relied on portal storefronts and word-of-mouth.
Commercially, its legacy is defined by its persistence. It found a home on Big Fish, WildTangent, Shockwave, and eventually Steam and bundled collections like Spellarium 6 + Amanda’s Sticker Book 1+2. Its player reviews on sites like GameTop (a 4.3/5 from 35 reviews) paint a picture of a game that was exactly what it promised: a fun, competent match-3 experience. Its influence is not seen in grand innovations copied by AAA studios, but in its contribution to sustaining a business model and a genre. It is a brick in the wall of the casual game empire, a testament to the viability of small-scale, hyper-specialized development. It proved that even in 2017, there was a vibrant market for a well-made, pay-once match-3 game on the PC.
Conclusion
Amanda’s Sticker Book: Amazing Wildlife is not a masterpiece in the traditional sense. It is not a landmark of storytelling, a pioneer of technology, or a revolution in game design. It is something else entirely: a perfect specimen. It is an exceptionally well-executed product designed for a specific purpose and audience. It takes a proven formula and refines it with a compelling meta-structure, a pleasant aesthetic, and a complete lack of exploitative practices.
For historians, it is a vital time capsule. It represents the countless games developed by studios like e-FunSoft that formed the backbone of the digital distribution era before the mobile market’s total dominance. For players, it is a reliable, comforting, and genuinely enjoyable puzzle experience. Its place in video game history is secure not on the main stage, but in the extensive catalog of titles that entertained millions, supported countless developers, and exemplified the quiet, diligent craft of making a good game within strict boundaries. The final verdict is this: Amanda’s Sticker Book: Amazing Wildlife is a quintessential and peerless example of its genre, and a worthy champion in the international sticker book competitions of our hearts.