Sunderfolk Reviews – Desktop Style Games with Friends
Blog Andrew Joseph 19 Apr , 2025 0

Sunder's people It feels best when you play with friends on the couch, it would have been a smooth weekend afternoon. The game embodies two aspects of my favorite desktop RPG aspects: strategic teamwork and memorable anecdotes. It really is hard to be fun when you are solo, but it's obviously a mistaken way to play desktop-inspired, turn-based tactical RPGs that really really get together, only when different minds work together to coordinate their respective allowances and card-based card-based capabilities to do the task strategically.
In Sunderfolk, each player can control one of six anthropomorphic heroes: Arcanist Crow, a Rocket Vampire Axolotl, a Ranger Goat, Bard Bat, a Brutal Polar Bear or a Creative Weasel. After proving their competent tavern bouncing, the heroes unite to protect their hometown Arden from a series of escalating threats and try to find a way to prevent the growing corruption of the magical tree so that everyone can protect everyone from the coming darkness. This is your typical often-run fantasy setup, and when no one can, the possible heroes will rise up the call of adventure, and in the first few hours, Sunderfolk and contemporary stories will not help.

But then you really get to know NPC and Sunderfolk's story starts with a variety of characters, All are voiced by actor Anjali Bhimani Copy the experience of playing desktop adventures with the game master who portrays all non-hero characters. Bhimani does an incredible job of adjusting the tone, tone, accent and speed of the sound to add flavor to each character and inject a sense of life into the narrative, making love for allies and effortlessly hate villains. My friends and I were saving the village and found out that we had invested more when we met a cute penguin orphan, who was doing our best to keep Arden's mine running, especially once her cruel and lying uncle was introduced. We vow to do our best to save the bird (and desperately hope her uncle can be revealed as the real big bad so we have a chance to destroy him), most of the emotional investment and how we feel about other characters are derived from Bhimani's portrayal.
Sunderfolk is available on both the console and PC, and can be controlled by free downloads to players or free apps for tablets – the game plays on computer monitors or TV, but you look down at your phone to read carefully the available options. The crux of gameplay is that heroes perform missions, most of which boil down to killing every enemy on the board – there are usually other targets that will chase allies and stop them from being captured or exploring space just like defending a defense, but each mission returns to battle. Each hero has his own unique collection of abilities that appear as cards on each person’s phone or tablet. During each turn of the mission, each player can play one of the cards, draw the action and use the touch screen on the mobile device to select the target of the attack. Under the simplest difficulties, you can get it by doing whatever you want, but on all the other difficulties, you encourage you to make available moves with your allies to plan the best card combination and overcome the enemy’s usual numbers. Once someone starts their turn, it stops other players from moving forward, but if everyone decides, you can easily exit while drawing the problem, which is best for others to go first and the party can be done in any order they want. Once you start moving or attacking, you are locked, and as far as I know, once someone is gone, you can't completely turn them around.

The focus on collaboration is Sunderfolk’s biggest advantage because the experience shines when you bounce your ideas with at least one other player. In this review, I played the first two-thirds of the game with others, chose Arcanist. The course can play powerful lightning and gravity attacks, push and pull multiple targets and teleport them to them, allies, or enemies, but the vast majority of these cards depend on mana resources I have to track. Arcanist passively accumulates mana at the beginning of each turn, but it usually doesn't encourage me to give up playing any cards that spend mana or play it specifically so that I can have enough mana to help my team in later turns. One of my favorite cards saw the arcanist teleport, generating a number of mana dependent on how many creativity were adjacent to the arcanist's destination–oftentimes, my friends and I would start combat off with me going first and just teleporting a space or two so that I'd remains pretty much where I was, which was right next to the full party, generating a ton of mana to pull off a devastating second turn.
Every hero feels unique and has the opportunity to stand out for everyone. Although they never depart from their respective core identities, each hero fights with the rest of the heroes, obviously for better work. Our chances are filled with thermoelectric companies, and they can strike huge effects. Bards, healing, polishing and charming allies and enemies following them on the battlefield. Rangers can launch devastating harsh attacks from a distance. We have a team that aims to group enemies and do a lot of damage, which is a strategy we tend to take when unlocking new cards. For example, I took a card and had Arcanist pull a bunch of surrounding enemies into a tight cluster and then teleported to teleport range, which was great with Pyromancer cards, which caused them to jump to a place and release the blast of fire around them, the more affected the enemy.


You will quickly upgrade in Sunderfolk, and everyone will usually give you a new card, which will make everyone excited to talk to each other, trying to explain cool new things they can do, and then it will soon be quiet as people figure out which old cards to make room. This is a single use item that can be traded during missions or in towns as well as upgradeable weapons – making sure Sunderfolk always has a sense of motivation and growth. There is almost always a new strategy to try or build further calibration, and among the three friends around you, it only makes people feel more complicated and adds more considerations.
Between tasks, the group returns to Arden, which acts as the hub area. Here, the experience exudes something that allows the player to walk away and do his own thing. The conversation with your Arden citizen plays silently on your phone – and the result is some influence; obviously, Bhimani’s work adds a narrative narrative to Sunderfolk’s storytelling – the choice lets you decide the tone and direction of the conversation and potentially affect the hero’s position with other characters. You can also go to the store to buy items, visit the tavern to buy meals with limited time allowances, or change outfits (purely cosmetics) or weapons that have hero gear (which does affect gameplay). Arden is rare at the start of the game, but each player can donate money and materials to build or upgrade buildings and unlock more options. Sunderfolk limits each player to three conversations per visit to Arden to prevent players from spending too much time and then lets everyone vote on which task to solve next – you can never perform each task or talk to everyone, which means there are some motivations that can replay the story.


The length of the mission may vary, but it tends to end in half an hour, which makes Sunderfolk a very easy game to pick up and put down, and if you have any wishes from friends that you would like to try TTRPG without investing it usually takes a lot of time and money to play the game. With that in mind, I might understand why Sunderfolk's story became simple and straightforward – without much preparation, you can jump into the game from almost anywhere and have a grasp on how you read, watch or play any high fantasy story. I'm so grateful for how this makes Sunderfolk more approachable than most desktop inspired video games (trying to jump into the middle) Baudel's Gate 3 or Citizen Sleeper 2 Sounds bad), but I still don't like how this is at the expense of the story, making any bold moves or creating a cool twist. It fits in this weird middle ground, it's not a party game, but a story-oriented game.
The most memorable moments in Sunderfolk stories are usually created by players. Sometimes, the game will randomly appoint a player to name a building, help townspeople remember the names of rare ingredients, or provide nicknames for enemies encountered, and players can enter a response, which becomes the canon of the world and then reflect on other players’ personal conversations or future conversations or future missions. It's all cosmetics, but it helps to add a sense of belonging and ownership to Arden and the people living there. My friends and I fought like hell to prevent the enemy from killing our named roar, the turret-like insect guard dog, and in the subsequent mission we shouted happily as they showed up. When I often talk about something romantic in a conversation once a few hours ago, I romantically illustrate that it was a clear hindsight, which was really nice, but at that moment, it still made me go, “Oh, I’m important, they’re important, they remember me and what I like.” It’s good, and this moment made my friends and I realize that sentimental gifts bring cheers to the amazing gameplay.


Moments like this were magnified while playing Sunderfolk on the couch with my partner and friends, which was obviously the way the game was intended. It can be played alone, but this suppresses the excitement of the experience, like trying to play TTRPG on your own. The variety of playable heroes and their unique abilities decks are designed to attract cooperative games and brainstorm new ideas with friends and try new buildings as fun as seeing your well-paved plans work. Sunderfolk does a great job of imitating the experience of playing tactical focused tabletop games with your friends, and the moment you remember most was done with your companions, not the stories told by the game masters.