“Sunderfolk: A Tactical RPG for Couch Co-Op Play Managed through Smartphone”

"Sunderfolk: A Tactical RPG for Couch Co-Op Play Managed through Smartphone"

“Sunderfolk: A Tactical RPG for Couch Co-Op Play Managed through Smartphone”

# **Sunderfolk: Connecting Tabletop and Video Game Realms**

The gaming industry has recently witnessed a rise in hybrid experiences that merge the finest aspects of tabletop board games and video games. A highly ambitious project on the horizon in this arena is *Sunderfolk*, a turn-based tactical RPG crafted by Secret Door, a studio within the Dreamhaven conglomerate. Directed by Blizzard alumnus Chris Sigaty, *Sunderfolk* aspires to enhance game nights’ accessibility and enjoyment by amalgamating the strategic intricacies of tabletop games with the convenience of digital gameplay. The anticipated release is set for 2025 on PC, Xbox, PlayStation, and Nintendo Switch, promising a distinctive experience for both gamers and tabletop lovers alike.

## **The Game Night Challenge**

While both tabletop games and video games provide options to modify difficulty settings, one of gaming’s most significant hurdles—particularly within the tabletop sphere—is gathering a group for regular game nights. Aligning schedules, addressing varying experience levels, and organizing the game can pose intimidating obstacles that dissuade many from partaking in the fun.

Enter *Sunderfolk*. At its essence, the game is a turn-based tactical RPG featuring recognizable hero classes and mechanics that will resonate with fans of both intricate tabletop games and traditional computer RPGs (CRPGs). Yet, its true innovation resides in how it streamlines the logistics of game night. By integrating the accessibility of *Jackbox* games with the tactical depth of tabletop mechanics, *Sunderfolk* seeks to lessen the learning curve, eradicate setup time, and make gathering with friends—either in person or remotely—more feasible.

## **A Distinctive Gameplay Concept**

Among the notable features of *Sunderfolk* is its innovative use of smartphones as controllers. Players connect their devices to a central “big screen”—which could be a TV, monitor, or even a screencast on Discord—and utilize their phones for character control. This approach removes the necessity for physical game elements like cards, tokens, and dice, enhancing the overall gameplay experience.

During a preview session, the phone-based control system proved intuitive after just a few rounds. Players navigate their devices to swipe through actions, trace movement paths, and make tactical choices. The game also features QR-code scanning and Discord integration—skills many of us refined during the pandemic—to ensure rapid and simple setup for remote sessions.

The design is crafted to attract both video game and tabletop communities. This ambitious gambit aligns well with the experience of the team behind it. Secret Door, the studio that produces *Sunderfolk*, is headed by Chris Sigaty, a Blizzard veteran celebrated for his contributions to *Hearthstone*, *StarCraft II*, and *Warcraft III*. The studio is part of Dreamhaven, a publishing enterprise established by Mike Morhaime, a co-founder of Blizzard, along with his wife Amy. Dreamhaven grants its studios extensive autonomy and equity opportunities for staff, cultivating a setting where creativity can flourish.

## **Enhancing Accessibility in Tabletop Gaming**

A primary objective of *Sunderfolk* is to make the intricate world of tabletop gaming more approachable for newcomers. Kara Centell-Dunk, the senior game designer for *Sunderfolk*, boasts a rich background in tabletop design and is dedicated to ensuring that the game’s complexity doesn’t overwhelm less experienced players.

“As you delve deeper into tabletop games, the terminology becomes a foreign language,” Centell-Dunk shared. Phrases like “worker placement,” “resource management,” and “engine building” may intimidate newbies. *Sunderfolk* weaves these mechanics into the gameplay, but gradually introduces them, allowing players to slowly acclimate.

For seasoned tabletop enthusiasts, *Sunderfolk* presents an additional advantage: it assumes the role of rule facilitator and game master, permitting players to concentrate on strategy and enjoyment instead of instructing new players about the rules. The game manages much of the complexity, simplifying the introduction process for veterans eager to share their passion without the burden of being the primary game master.

## **A Two-Hour Expedition into the Sunderlands**

In *Sunderfolk*, up to four players can select from six anthropomorphized heroes—arcanist, bard, berserker, pyromancer, ranger, and rogue—each possessing distinct abilities and playstyles. Set in the fantastical town of Arden, where a vital life-giving tree faces peril, players must embark into the Sunderlands to unravel the mystery and safeguard their realm.

Every mission unfolds on a hexagonal grid, requiring players to defeat adversaries, rescue innocents, and fulfill various objectives. The game promotes teamwork, encouraging players to discuss tactics, support each other, and even utilize a pointing tool (Overview Mode) to outline ideas on the big screen. When