Sunderfolk
game
8/3/2026

Sunderfolk

bySecret Door
8.6
The Verdict
"Sunderfolk is the rare game where the technical premise and the emotional goal are the same thing. Secret Door didn't build a phone controller because it was clever; they built it because a shared screen plus private hands is how a table works, and that's what they were actually trying to recreate. The tactics are good. The village is warm. The narration is excellent. But the reason the game lands is structural: it removed every piece of friction between "I have three friends over" and "we are playing a tactical RPG together."" "The generosity of the buy-one-play-four model deserves specific credit in a market that has spent a decade finding new things to charge for. A single purchase entertains four people for a full campaign. Measured against a $60 board game that entertains the same four for the same duration and requires someone to read a rulebook first, the value case isn't close." "What holds it back from the top tier is real and worth stating plainly. The online layer isn't as reliable as the premise demands. The story doesn't reach as high as the systems do. And the game has a hard dependency — other humans — that no patch can address. If you can meet that dependency, this is close to essential. If you can't, it isn't for you, and no amount of design brilliance changes that." "The most interesting thing about Sunderfolk isn't what it is. It's what it proves: that the biggest untapped peripheral in the living room has been in everyone's pocket for fifteen years, and it took a studio full of ex-Blizzard veterans to build something worth putting on it. Other developers should be paying very close attention."

Gallery

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Key Features

Phone-as-Controller Architecture: Each player's device runs the free companion app, which serves as their private card hand, character sheet, inventory, and rules reference. Card play, targeting, and movement all happen via touch; the shared screen stays clean and cinematic. The QR-code join flow means a new player is in the game in under thirty seconds with no account, no download friction beyond the app store, and no purchase.
Hex-Grid Card Tactics: Six classes — Arcanist, Bard, Berserker, Pyromancer, Ranger, Rogue — each with a distinct skill-card deck. Combat is a resource puzzle: you spend cards, argue over turn order, and chain abilities across characters. Pyromancer lights the terrain; Berserker shoves an enemy into it. The combos are the game.
Arden, the Village Hub: Between missions the party returns to a town they rebuild together — upgrading shops, unlocking gear, sharing meals, and cultivating relationships with the townsfolk. It's the downtime phase of a tabletop campaign, rendered without the bookkeeping.
Remote Play Support: The host can stream the session so distant friends play from their own couches, phones in hand, using the same app. Online multiplayer with mouse and keyboard is supported directly.
Broad Accessibility: Full audio and subtitles in eight languages, Steam Cloud, Remote Play, and Steam Deck Verified status.

The Good

Phone-as-controller is a genuine rethink of co-op input, not a gimmick
One purchase covers four players; friends join free via QR code
Card tactics are accessible on turn one and still interesting at hour fifteen
Anjali Bhimani's narration is a legitimate production highlight
Arden's village hub gives the campaign real between-mission texture
Steam Deck Verified, eight-language localization, Remote Play support

The Bad

Poor solo experience — the design collapses without other people
Online sessions suffer disconnects and awkward rejoining
Story is charming but light, and pitched younger than the mechanics
Unskippable tutorials grate when onboarding new friends repeatedly
Campaign length and class balance leave dedicated groups wanting
Mobile apps are controllers only — easy to misunderstand at purchase

In-Depth Review

Bottom Line: Sunderfolk turns four phones into four character sheets and, in doing so, builds the most convincing digital board game night ever shipped. It's brilliant with friends, tepid alone, and its one-copy-for-four-players model is the most generous thing a publisher has done for co-op in years.

The Gameplay Loop

Strip away the hardware novelty and Sunderfolk is a competent, legible tactics game. That word — legible — is doing real work. Turn-based tactics live or die on whether players can read the board and predict outcomes, and the hex grid, the telegraphed enemy intents, and the card-based ability economy all serve clarity over complexity. Each turn you're choosing which card to spend from a limited hand, where to stand, and how your move sets up the person going next. There's no fog of rules. There's just the decision.

What elevates it is the information asymmetry. Because your cards live on your phone, nobody else can see your hand unless you tell them. That single design choice reconstitutes the most valuable dynamic in tabletop gaming: the table talk. Somebody has to say out loud, "I can pull two of them into a cluster if someone can burn them after." Somebody else has to volunteer. On a shared TV with four gamepads, all that information is already visible, and coordination degrades into four people silently optimizing in parallel. Here, coordination is verbal, social, and occasionally argumentative. That is not a UI decision. That's a game design decision executed through UI.

The village of Arden closes the loop. Missions generate resources; resources upgrade Arden; upgraded Arden makes missions easier. It's a well-worn structure, and Sunderfolk doesn't reinvent it. What it does well is pace it — the hub is short enough to feel like a breather rather than a chore, and the relationship-building with townsfolk gives players a reason to care about a place rather than a stat line.

The Interface

This is the best second-screen implementation I have used, and I've used a lot of bad ones. Wii U asymmetry, the PS Vita's Remote Play era, the whole graveyard of companion apps. Those failed because the second screen was supplementary — a map, a menu, something you could ignore. Here it's primary. Your phone is where you play. The TV is where you watch. Once you internalize that inversion, the whole thing clicks.

The app is fast. Card selection has minimal latency, targeting is precise, and the skeuomorphic card-hand presentation reads instantly to anyone who has held playing cards. Crucially, the rulebook is in the app, contextual and searchable, which quietly eliminates the single biggest barrier to tabletop tactics: the person who has to keep asking what an ability does. Nobody has to be the rules lawyer. The rules lawyer is in everyone's pocket.

Onboarding is the app's weakest stretch. The tutorial is thorough on first run and unskippable on subsequent ones, which is fine for your first session and genuinely irritating when you're teaching your fourth friend and have to sit through it again. Players have asked for a skip. They're right to.

Where It Breaks

Play Sunderfolk alone and you get a mediocre tactics game. This isn't a nitpick — it's the central caveat, and it appears in nearly every critical account of the game. Controlling four characters through four phone interfaces by yourself is administratively tedious and thematically pointless. The information asymmetry that makes the multiplayer sing becomes friction when there's nobody to hide cards from. If you're buying this to play solo, buy something else.

The story is charming and light. The writing has warmth, the anthropomorphic cast is well realized, and Anjali Bhimani's narration is the standout production element in the entire package — she carries the campaign's tone almost single-handedly, doing the work a good game master does at a real table. But the narrative pitches younger than the tactical layer does, and adults hunting for thematic weight will find pleasant rather than profound.

Online sessions are the technical soft spot. Disconnects happen, and the rejoin flow is clumsier than it should be for a game whose entire premise is frictionless joining. When a phone drops mid-encounter, getting back in is not the thirty-second experience the QR code promised. For a launch-window co-op title this is forgivable; a year on, it's the thing most in need of engineering attention. Class balance also draws consistent, if mild, complaints, and the campaign's length leaves committed groups wanting more.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.