Photo credit: arstechnica.com
Dreamhaven Studios has facilitated travel from Washington, D.C. to New York and provided accommodations for a night, allowing Ars to engage with the creators of Sunderfolk and play the game firsthand. Importantly, Ars maintains a policy of not accepting paid editorial content.
Tabletop and video games often include features designed to lessen difficulty, but organizing a consistent game night with friends—especially when schedules and skill levels vary—can be a significant challenge. Sunderfolk aims to tackle this issue directly. This upcoming game, developed by Secret Door and guided by Chris Sigaty, a veteran designer from Blizzard, combines familiar tactical RPG elements with an accessible format that encourages group engagement. By incorporating the inclusive spirit of Jackbox games into its design, Sunderfolk endeavors to simplify gameplay, reduce setup times, and foster camaraderie among players.
A unique aspect of Sunderfolk is its use of mobile devices as controllers. My experience during the two-hour gameplay session demonstrated that this integration worked well, allowing players to engage with the game using their phones for setup, card management, and character navigation while enjoying a big-screen display for group viewing. This approach taps into the digital skills many developed during the pandemic, such as using QR codes and coordinating on platforms like Discord.
Scheduled for release in 2025 on PC, Xbox, PlayStation, and the Nintendo Switch, Sunderfolk seeks to attract both video game enthusiasts and tabletop fans, carving out a niche that blends these two communities.
Sunderfolk: A New Venue for Game Nights
Dreamhaven, co-founded by Mike Morhaime, embodies a fresh approach to game publishing, prioritizing employee equity and autonomy within its studios, including Secret Door. Led by Sigaty, who has a solid pedigree in titles like Hearthstone and StarCraft II, Secret Door also features a team of developers with rich experience from Blizzard.
Throughout my interactions with Sigaty, he consistently highlighted the joy of hosting game nights and how Sunderfolk serves as a vessel to promote tabletop gaming’s engaging aspects while leveraging digital tools to mitigate its complexities. Kara Centell-Dunk, Senior Game Designer, shared her insights about making tabletop games more approachable for newcomers, highlighting the industry’s jargon that can often alienate potential players. She emphasized that Sunderfolk is designed to provide a welcoming entry point into the genre.
Centell-Dunk remarked, “The further you get into tabletop games, the more you speak your own language. It can become daunting for newcomers who may feel pressured not to appear inexperienced.” Her commitment to streamlining gameplay aims to entice both seasoned gamers and those unfamiliar with tabletop mechanics.
The game encourages conversation and social interaction, aiming to connect players, whether in person or via online platforms, fostering friendships through shared experiences during gameplay.
Exploring the Sunderlands
Players in Sunderfolk choose from a selection of six unique heroes—each an anthropomorphized animal such as an arcanist bird or a berserker bear—embarking on a quest within the enchanting yet perilous realm known as the Sunderlands. The primary mission is to uncover the source of a mysterious threat to their fantasy community in Arden, including a vital life-giving tree.
Here, gameplay unfolds on a hexagonal grid, where players strategize to overcome adversaries and achieve mission objectives. The cooperative dynamic allows for shared decision-making and strategy discussions, with players able to guide their moves through their mobile devices. Grasping the mechanics felt intuitive, and by the end of my session, I barely needed to consult my phone for basic actions, signaling successful design.
Each action is influenced by a Fate deck, introducing elements of chance that require players to draw cards that can affect their performance—adding depth and unpredictability to the gameplay. This dynamic mirrors staples of tabletop RPGs, combining strategy and luck in a unique way. My gameplay experience was filled with camaraderie, humorous moments, and strategic planning, reminiscent of classic tabletop experiences.
Can Sunderfolk Satisfy Two Markets?
When questioned about the ambitious undertaking of launching a new original game across multiple platforms, Sigaty acknowledged the challenge but emphasized it was a deliberate choice designed to bridge gaming communities. He articulated the goal of crafting an experience that resonates with both hardcore tabletop fans and newcomers, cultivating an environment where families can enjoy shared gaming experiences together.
Interestingly, the game relies solely on mobile devices for player interaction, eliminating the need for additional hardware. This decision aligns with modern gaming trends and aims to foster community play without sacrificing accessibility. Players can join a session by simply scanning a QR code, which also promotes organic growth through playing together.
Sigaty expressed optimism regarding the game’s dual market appeal, noting that he hopes Sunderfolk will serve as a gateway for gamers unfamiliar with tactical strategy games. By creating a collaborative environment, the game aspires to demystify both tabletop and video gaming and introduce new experiences to a broader audience.
Source
arstechnica.com