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Snow White and the Whistle Wood

Tend · Befriend · Make a Home

The game loads when you press play.

  • Free
  • No ads
  • No account needed
  • No install — plays in your browser

About the game

Care for the creatures that come to the clearing, and turn the cottage into a home. No timer, no score pressure, and no way to lose.

An original game built from the Brothers Grimm's public-domain Snow White (KHM 53). A creature arrives at the tree line with one readable need. Tap it, tap the matching action - Feed, Warm, Mend or Brush - and Snow White crosses the clearing to help. Care for it correctly and it stays for good; get it wrong and nothing happens at all. There is no fail state, no timer and no difficulty setting anywhere.

Every creature you help unlocks one cottage item: 21 of them across seven rooms, placed freely, moved freely, undoable, with a colour-swatch tool for the cloth. Outside, four garden beds grow seeds through sprout, bud and flower, and whatever is in flower decides who comes out of the trees next - so the player causes the arrivals rather than waiting on them. The whistle calls every friend in the clearing to you at once: no target, no cost, no cooldown.

Fourteen European woodland species, beginning with Grimm's own owl, raven and dove, each with a habit of its own - splashing, hoarding, sitting on the roof, napping in the sun. Four seasons follow, each with its own creatures, flora and palette. Your score is simply the number of creatures you have helped.

Includes the Clearing Editor: paint ground, trees, water and paths, place resting spots and the cottage, undo, playtest and save. Twelve languages, including the on-canvas HUD, creature names and item names. Tap targets are sized for small hands, and nothing in the audio can startle a small child. One self-contained file, entirely offline, with no network requests of any kind.

How to play

  1. Someone comes to the edge of the trees. Tap them.
  2. A picture over their head shows what they need.
  3. Tap the matching big button. Snow White will go and help.
  4. Nothing can go wrong. A wrong tap just does nothing — try again.
  5. Cared-for friends stay for good, and each one brings home a new thing for the cottage.
  6. A picture with a heart means a friend would like something. It is never urgent — granting it just makes their day.
  7. Tap the whistle any time. Every friend in the clearing comes running to you.
  8. Tap the bare earth by the cottage to plant a seed. Whatever flowers there decides who visits next.

Controls

TouchTap a creature, then tap the big button that matches what it needs; tap the whistle to call every friend.
MouseClick a creature, then click the big button that matches what it needs.
KeyboardArrow keys or WASD move a pointer and Enter or Space taps; Esc goes back or pauses, P pauses and M turns the sound on or off.
GamepadLeft stick or D-pad moves a pointer (hold LT to slow it), A or RT taps · LB/RB step through the creatures · Y decorates · B backs out · Start or X to the menu.

Screenshots

  • Title menu with an owl badge and Tend · Befriend · Make a Home: Enter the Clearing, The Cottage, Clearing Editor, Journal
  • Spring, Day 1: Snow White by the cottage with a fawn, a raven and others showing need icons; 7 friends, You planted a bramble
  • Autumn dusk in the clearing: Snow White, a fawn and a raven by the cottage as the seven miners walk home; 10 friends
  • Winter dusk: a snowy, lit cottage with Snow White, a fawn, owls and birds; 12 friends, The cottage has a new Seat Cushion
  • The Hearth Room, 1 of 7: a stone fireplace, a red rug and three candles, lit against the dimmed clearing outside
  • The Seven Small Beds, 5 of 7: a row of small red-and-white beds and a red quilt, against the dimmed clearing outside

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