Sunderfolk Review: Revolutionizing game night

The initial release from Dreamhaven studio’s Secret Door, titled Sunderfolk, serves as an exceptional catalyst for enjoyment. Admittedly, it has its imperfections in terms of being a video game. However, the innovative mechanics and elements it employs are so groundbreaking that it may mark a pivotal point in history, when we recall how game nights with friends were transformed for good.

The idea behind Sunderfolk is straightforward: it’s like merging the world of Dungeons & Dragons with that of Jackbox. Instead of gathering around a table with paper character sheets, imagine everyone comfortably seated on a couch, each holding their digital character sheet in hand while watching the TV. As someone who has been a game master for tabletop RPGs for quite some time, learning about Sunderfolk initially raised my eyebrows due to the numerous attempts to replicate the charm of games like Dungeons & Dragons. However, none had managed to strike that ideal blend of complex RPG mechanics with team storytelling, while maintaining an accessible platform for tactical depth and humor – from the serious to the slapstick – all within a short span.

In a brief span of just a few weeks, I initiated no less than three distinct campaigns for the game known as Sunderfolk – one involving veterans of tabletop role-playing games (TTRPGs) and tactical video games, and another with relative novices. Regardless of the group composition, our gaming sessions consistently surpassed their planned duration by an hour each time we played together. Interacting with friends is inherently enjoyable, and Sunderfolk skillfully amplifies that enjoyment.

How Does It Work?

Generally speaking, I wouldn’t feel compelled to respond to such questions, but Sunderfolk stands out among the video games I’ve encountered. It’s advantageous in terms of accessibility because it eliminates the need for a controller and instead uses just your phone. You won’t have to memorize key combinations like pressing Shift to sprint or figuring out where R3 is on a controller. The Sunderfolk mobile app is free, and all you need to do to join a game is scan the provided QR code. Once the campaign begins, a tutorial will guide you through each step, demonstrating where to tap and what actions to take. The controls are user-friendly, and once you grasp the strategies and combat skills, it’s straightforward to get started.

In a campaign, you can select from six different characters, but the maximum number you can use is four. If your group consists of four people, each one picks a character. With three players, it’s also possible for everyone to pick a character. One player can opt to manage two characters if desired, but it’s not required. When there are only two players, each can select two characters. Therefore, don’t worry about gathering a large group; even solo players can control all four characters.

As a dedicated fan, I can’t help but share my excitement about the dual aspects of the captivating game, Sunderfolk: the thrill of combat and the strategic downtime. Combat, for me, is the heart-pounding moment where the battlefield unfolds. Characters and adversaries occupy spaces, maneuver, employ abilities, and strive towards objectives. The screen adapts dynamically, offering a panoramic view of the map while focusing on crucial details. Each player’s mobile device houses an exclusive set of tactical moves tailored to their unique character. Unlike traditional turn-based games, there’s no rigid sequence of turns here; instead, we have the freedom to act whenever we choose, which introduces intricate layers of strategy. However, this flexibility can lead to chaos if players prioritize their own objectives over cooperation. The allure of that tantalizing treasure chest in the corner is often hard to resist!

When a player chooses their preferred action, they slide upward on the card, making it expand fully for all to see. By moving their finger across their device, the cursor mirrors this motion on the screen in real-time. This interaction was remarkably seamless, even when playing from afar. You can decide your move and target, based on the selected skill, then conclude your turn. All the essential controls for managing your character are clearly displayed without causing congestion or interfering with anyone else’s view.

During the intervals between fights, the characters return to the village where they can explore shops, strengthen relationships with NPCs, and engage in various activities. The game screen will display a panoramic view of the entire village during these downtimes, with icons indicating the location of each player. Details about each building will be accessible on individual phones. For example, if I choose to visit the market, my phone will display a selection of items for purchase. However, my friend may be visiting the tavern concurrently, and our choices won’t interfere with one another.

Managing downtime during tabletop role-playing games, especially when multiple players have different agendas and want to explore various shops or engage with NPCs, can often be a challenge for a single game master. However, the use of Sunderfolk simplifies this significantly, allowing us so much immersion that it feels like hours pass by in the game village as each player becomes engrossed in their own narratives and dialogues. A phenomenon I’ve never encountered during D&D sessions, something that would be unachievable without the aid of Sunderfolk.

PROS:

  1. easy to jump into, still fun for experienced tacticians;
  2. creative, puzzle-like tactical battles keep things fresh;
  3. perfectly facilitates a great TTRPG experience;
  4. colorful cast of NPCs to engage with.

CONS:

  1. some of the story writing, particularly the enemy dialogue, could be better;
  2. limited to six character options;
  3. only one campaign to play (so far).

Sunderfolk vs Tabletop

While Sunderfolk excels in many aspects, it’s not quite a substitute for traditional tabletop RPGs (TTRPGs). Unlike TTRPGs, character customization is limited to swapping out skills and items, and there’s only one campaign available. In an hour, I could easily brainstorm numerous characters and multiple engaging TTRPG campaigns for my friends and me. However, Sunderfolk shines by offering a captivating visual experience and relieving one player of the facilitator role, making it simple to grasp, quick to master, and retaining the cooperative appeal that TTRPGs are known for.

From what I’ve gathered so far, it seems like there are no known plans for Sunderfolk to launch fresh campaigns or create new characters. However, if this game manages to thrive, it wouldn’t be surprising if additional stories and characters emerged within the Sunderfolk universe. I’d be thrilled if the creators, or any other developers, decided to utilize the same mechanics in different worlds and narratives as well. This could very well pave the way for a brand new category of games.

In the tale of Sunderfolk, the narrative is stripped down, making it adaptable for various interpretations. This simplicity allows a group of friends to become engrossed in conversation or laughter without feeling they’ve missed crucial details. The plot primarily revolves around defending the village’s Brightstone, while the antagonistic ogres exploit Shadowstone. Therefore, the depth of detail in this story is relatively shallow.

However, the absence of interaction with these diverse animal characters doesn’t hinder the world from existing. In between gameplay sessions, players may engage in numerous chats with the non-player characters inhabiting the village. With such a rich cast of characters, these interactions turn out to be an enjoyable aspect of the game. This element brings variety to each player’s experience and offers an effortless chance for roleplaying.

In addition to discussing this topic, let me point out a fun feature: the occasional chance to rename game elements. During certain missions and in our village, a player might be allowed to modify the name of an item or character. For instance, my buddy named an NPC’s business plan Wu Tang Financial, while another friend labeled a rabbit NPC after the Zootopia character, Judy Hopps. This adds humor, but it also allows players to feel they have some control over the game world, making our experience distinct from others as this specific feature isn’t common in all campaigns.

The Tactics of It All

As a devoted fan, I could gush about this game for hours on end! The intricacies are countless, and each one contributes to the game’s undeniable charm. However, it would be unfair not to delve deeper into the heart of the matter – the engaging turn-based tactical battles. Throughout your campaign, you’ll encounter a series of story missions interspersed with a selection of side missions. These confrontations unfold on hexagonal grids in relatively confined spaces. Don’t expect grand, expansive landscapes here; instead, you’ll find yourself using most of your movement skills to traverse four spaces.

One interesting aspect is that you can utilize one of those moves to engage with an object – opening a treasure chest, healing at a shrine, or even pushing an enemy back a space. It adds a layer of strategy and versatility to the gameplay, making every move count!

Some characters, such as the Bard and Arcanist, shine in team support with skills like granting buffs or teleportation. The Ranger and Berserker excel at inflicting moderate damage while either absorbing blows or positioning their allies for stronger attacks. Additionally, the Rogue and Pyromancer specialize in dishing out high damage; the former is best against single targets, whereas the latter can strike multiple enemies simultaneously. In essence, they each excel at unique abilities, yet there’s enough shared strengths that no one feels excluded, ensuring a balanced team composition regardless of hero selection. I found myself enjoying every character, as they all bring something distinct to the table, making it challenging to make an unwise choice in the character selection screen.

As a gaming enthusiast, I’ve got to say, the encounters in this game are nothing short of thrilling! Instead of just another series of missions with different adversaries, the developers cleverly deviated from the usual “kill everyone” objective. In fact, that goal is quite uncommon here. One mission that particularly stood out for me was a tower defense-like scenario where we had to safeguard the village gates against an impending attack, using strategically placed ally bugs capable of inflicting damage. Another memorable moment was an unexpected ambush in the tavern. Our task was to ensure all villagers reached the exit unharmed, but some had additional objectives like being the last one out or grabbing their valuables before they left. These intricate missions kept each combat encounter unique and engaging. Since I couldn’t play every side mission during my first playthrough, there was a wealth of content waiting to be explored on a second go-around.

Final Thoughts

To make time for work on this review, I had to put off expanding our gaming sessions with this game. We’ve been nearly incessantly discussing it over the past week among friends. For many people, Sunderfolk would be an excellent choice for a game night; however, for certain groups of players, it could easily become their new fixation.

One of the fantastic aspects of the game called “Sunderfolk” is that just a single out of the four players needs to possess the game. I was delighted when I got an opportunity to experiment with playing it, both in person and remotely, and found that both methods functioned perfectly. During one round, I even had two players physically present and another remote, and it still performed marvelously. As long as someone can constantly view the screen and has their phone at hand, they can participate in “Sunderfolk“.

In addition to several other aspects I found delightful, the game employs a unique mechanic where characters draw from a deck of ten fate cards whenever they launch an attack. These cards offer a mix of outcomes such as increased damage, decreased damage, or special effects like inflicting statuses or granting boosts. Reminiscent of rolling dice in tabletop role-playing games, these cards inject the perfect dose of unpredictability. I found myself observing that the initial adversaries typically have seven hit points, and most players’ basic attacks deal three points of damage. Consequently, drawing a +1 fate card can significantly impact whether an enemy is defeated in two strikes or survives, thereby amplifying the suspense associated with each attack. Drawing a +1 at a crucial juncture can sometimes have the same impact as rolling a critical success.

The team’s commitment to recreating a tabletop role-playing game night is evident, as it seems the game’s narrator assumes all non-player character voices. This isn’t necessary, and some might prefer otherwise, but it adds a delightful touch that enhances the overall atmosphere, making it feel more like a friendly gathering to play. Sunderfolk, without a doubt, has emerged as one of my favorite games this year. I eagerly anticipate what new ideas the team will bring in the future.

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2025-04-18 17:03