Sunderfolk, a multiplayer co-op turn-based RPG for four players, aims to feel like a tabletop game and bring joy to players. In this game, participants collaborate through a story where each NPC and player decision is narrated by a game master, creating an opportunity for friends to unite for weekly game sessions to progress through a campaign together. Sunderfolk may not provide the same level of narrative freedom as a title like Baldur’s Gate 3 (or an actual tabletop game with a human game master); instead, it embraces binary choices within a crafted narrative. Although this implies that Sunderfolk’s game master is essentially guiding the players along set paths (a critical faux pas in the tabletop gaming scene), I still find this approach incredibly appealing, as it might effectively emulate what it’s like to participate in a story-driven tabletop campaign with friends.
In Sunderfolk, every player can choose from six distinct classes: the spell-casting Arcanist, support-focused Bard, front-line fighter Berserker, area-of-effect specialist Pyromancer, sharpshooter Ranger, and sneaky Rogue. You take on the role of the titular Sunderfolk, anthropomorphic creatures inhabiting the Sunderlands, which have been compromised by the corrupt influence of shadowstones. You can engage in Sunderfolk with everyone present in person or virtually with some or all players in different locations. While the gameplay unfolds on a single TV or computer screen (meaning someone will need to stream the game if you’re playing virtually), each participant interacts with their smartphone (similar to a Jackbox Party game), allowing players to determine their character’s next actions from anywhere.
Sunderfolk utilizes its own system, yet it is founded on the principles of modern tabletop games. “The game that has influenced us the most, gameplay-wise—I believe some of the players have noticed this in the mechanics—is Gloomhaven, which is a board game. Gloomhaven and Frosthaven stand as our primary inspirations,” stated game director Erin Marek.
“Our studio is passionate about tabletop RPGs, but we also cherish board games, particularly tactical turn-based ones. We recognize that these games can be quite inaccessible for many players. Board games often present challenges such as lengthy setup times and extensive reading to comprehend the rules. However, there’s a unique magic in gathering together in person to play, fostering synergy. Our goal was to create something reminiscent of that experience but more accessible for those unfamiliar or who may have previously opted out for any reason, thus providing an entry point. Though we’ve evolved from this concept over time, I believe elements of it are still visible in certain aspects of our design.”
One notable feature is a relationship tracker that allows players to engage with and potentially romance NPCs. “[We’ve designed] several NPCs to be romanceable, and I find that particularly exciting for fans of dating simulators and similar genres,” Marek noted. “We have a variety of NPCs in the town to interact with, learn about, and then choose to pursue either a platonic or romantic connection with. Additionally, achieving the end of their storyline can reward you immensely.”
Similar to Gloomhaven, Sunderfolk is divided into two recurring phases. “You have the mission phase, which is very intense, where everyone collaborates, takes turns, and battles monsters,” Marek explained. “This phase features elements like cinematics and the game master’s narration. At the beginning and end of these missions, you’ll experience the story content voiced by Anjali [Bhimani]. When you return to town, it serves as a pause in the action. It’s a moment to say, ‘Oh, I can take a break. I’m going to grab a snack.’ And during this phase, you’re not restricted by others needing to be present to continue, allowing you to use your phone, interact with various characters, and experience side stories. One of my favorite features is something we call Mad Libs—you get to name things in the storyline, and those names appear elsewhere in the game. …This allows each group to create little surprises and inside jokes for one another, enabling a sense of agency over certain aspects of the world.”
While there may be elements of unpredictability within these Mad Libs, Sunderfolk isn’t an extensive branching RPG, so the level of agency players possess is guided by the game master’s narration. “There are primary story missions, essential to the overall progression that you will always undertake,” Marek indicated. “However, in between these, you have three to four different mission choices to select from. So, there’s a slight sense of agency there. …Once a mission is chosen, the [game master] fills in the gaps, saying, ‘Okay, you’ve opted to go there, and here’s the reasoning behind your choice.’ Thus, part of it is reactive, while the other part feels more linear.”
There are elements from both sides, and I believe it achieves a reasonable equilibrium. We have made a concerted effort in our writing approach to avoid the game master imposing actions on the players, ensuring they retain agency over their choices.
To illustrate just how non-intrusive the game’s control is regarding the characters’ motivations, these characters do not engage in any dialogue. The game essentially allows players the freedom to roleplay their characters as they see fit. However, another character is voiced by the same individual, who also serves as the sole narrator for both the actions and the choices made by the player characters: the game master. Anjali Bhimani, who is a game master in her own right and the voice behind characters like Overwatch’s Symmetra and Apex Legends’ Rampart, narrates and guides the adventure in Sunderfolk.
“What drew me to this role was the unique design of the game,” Bhimani shared with me. “When Chris [Sigaty] from Dreamhaven reached out to me, we discussed it at length, and he articulated precisely their vision for the game, which aims to transform game nights for families and players around the world. They wanted to blend the ease of starting up a video game with the collaborative essence of tabletop gaming. These two beautifully complementary aspects of gaming coming together really resonated with me. Like them, I have faced challenges getting some friends to try a TTRPG due to its complicated setup and rules. Even persuading them that it’s an open-book test doesn’t always seal the deal.”
“We recognized the need for someone with experience in the tabletop RPG realm,” Marek remarked. “It’s difficult to convey, but there’s