
The Studio’s Final Horror Soft Release
Waxworks arrived in 1992 as Horror Soft’s last game under that name, on Amiga, MS-DOS, and Classic Mac OS, before the studio rebranded as Adventure Soft — the name it would carry into the Simon the Sorcerer series. It’s the spiritual successor to the Elvira games, built on the same engine and design philosophy but without a licensed horror-hostess to carry the show. In her place is a straightforward, effective premise: you inherit a wax museum from your Uncle Boris and discover that each grisly exhibit is a portal into a cursed chapter of your own family history, tied to your twin brother’s disappearance twenty years earlier. It’s loosely inspired by the 1988 film Waxwork, and it commits fully to gothic horror across several distinct historical settings.
Dropping the licensed character was a real risk for a studio that had built two games’ worth of goodwill around Cassandra Peterson’s persona, but it let Horror Soft write a more personal, less comedic horror story on its own terms, which in hindsight reads as a confident final statement before the studio reinvented itself entirely under a new name.
Four Dungeons, Four Nightmares
Waxworks uses the same first-person, grid-based movement and real-time combat as the Elvira games, but instead of one connected location it sends you through four separate, self-contained dungeons: Victorian London, ancient Egypt, an abandoned mine, and a haunted cemetery, before a final confrontation back at the museum itself. Each one has its own puzzles, monsters, and traps, and the game is genuinely well known for its graphic, often darkly funny death animations — a hallmark carried straight over from the Elvira era. Managing inventory, light sources, and party health across four very different settings is the core survival loop, and the layouts don’t go easy on you.
Tips for Surviving Each Era
- Treat each of the four dungeons as its own self-contained puzzle box — items from one era generally won’t help you in another, so don’t hoard everything expecting cross-dungeon solutions to pay off later.
- Light sources are finite and dungeon-specific dangers vary a lot; budget your torches and healing conservatively rather than burning through them in the first area you explore, since Egypt and the mine are noticeably less forgiving than London.
- The graphic death sequences are frequent and often triggered by simple carelessness rather than unfair traps — slow down and read room descriptions instead of rushing through on autopilot, especially in the cemetery.
- If a fight is going badly, retreat rather than push through. The combat is punishing enough that stubbornness gets characters killed permanently, and a dead party member doesn’t come back without a reload.
How Waxworks Differs from the Elvira Games
The biggest change from Elvira is structural: instead of one large connected space, you get four smaller, tightly themed dungeons, which keeps the pacing tighter and lets Horror Soft vary the tone and threats more dramatically than either Elvira game managed. Losing Elvira’s constant running commentary does cost the series some of its humor, but Waxworks compensates with atmosphere — the historical settings feel more grounded and, in places, more genuinely unsettling than the campier Elvira entries. It plays like a studio that had learned exactly which parts of its earlier games worked and doubled down on them.
Legacy: Closing Out Horror Soft
Waxworks is often treated as the underrated third act of a trilogy that isn’t officially a trilogy at all — it shares an engine and a design philosophy with the Elvira games but stands completely apart in story and license. That makes it an easy game to overlook if you’re only chasing the Elvira name, which is a shame, because a lot of longtime fans consider it the strongest pure design of the three. When Horror Soft rebranded as Adventure Soft shortly after, it left this real-time dungeon-crawling format behind almost entirely in favor of the point-and-click comedy of Simon the Sorcerer, which makes Waxworks feel, in retrospect, like a genuine full stop on that chapter of the studio’s history.
DOSBox Notes
Setup follows the same pattern as the Elvira games: mount c [folder], c:, then run the executable. Since combat and movement are real-time, check your cycles if things feel off — our DOSBox guide covers cycle tuning and general configuration if you’re new to the emulator, along with sound card setup for the game’s grim, atmospheric soundtrack.
Does It Hold Up?
Waxworks represents Horror Soft at its most confident, delivering four distinct horror scenarios without needing a licensed face to hold the atmosphere together. It’s aged into a cult favorite for good reason. What hasn’t aged well is the difficulty curve — some of the traps genuinely feel designed for trial-and-error deaths rather than fair puzzle logic, and without save-scumming liberally you’ll lose real progress to mistakes you couldn’t have reasonably predicted. That’s a real frustration for modern players used to fairer design, and it’s the single biggest thing standing between this game and a wholehearted recommendation.
Even so, anyone who enjoyed the Elvira games, or who wants a taste of early-nineties gothic horror with genuine dungeon-crawling substance, should give this one a look — it’s a fitting capstone before Horror Soft became Adventure Soft. My advice: save constantly, treat every unfamiliar object with suspicion, and go in accepting that a few deaths are simply the price of admission to see the game’s best moments.

