$0Sunderfolk Game Night, Turned Up
A tactical RPG built for game night: up to four friends plan every turn together, using phones as controllers or playing online. Pick your heroes, play skill cards, outsmart bosses, then unwind in the village of Arden. All the fun of a tabletop campaign, none of the setup.
Is Sunderfolk worth it?
Sunderfolk is worth it if…
- you want a tactical campaign to play with friends, on the couch or across the world
- you love tabletop games but not the setup, shuffling and shelf space they demand
- you like turn-based battles where choosing your turn order matters as much as your skills
- you want a game night entry point that non-gamers can pick up on a phone in minutes
- you enjoy replaying a campaign with a completely different party
Screenshots
Turn-based tactics with real decisions
Battles play out on an isometric board, one careful turn at a time. You play skill cards from your hand, choose your party's turn order, and plan each move together. Some encounters ask for more than a straight fight: when a plan falls apart, you can head back to town, swap your items and skills, and come back with a better answer. That moment when the right approach finally clicks is the good stuff. Difficulty settings range from relaxed to genuinely tough, so your group can pick its own pressure. And if a mission goes sideways, you can skip it and move on instead of grinding the same fight.
A village worth coming back to
Between missions, your heroes return to Arden, a cozy village you help grow. Upgrade its shops, hunt down new gear, and share hearty meals with the locals. The townsfolk have their own personalities, and spending time with them can spark something more than friendship, if you're the type to flirt with a blacksmith. You can even name things in the world, which turns out to be a small delight every time the name comes up again. It gives the campaign a home base feel: fights for the map, chats and upgrades for the downtime.
Game night without the setup
This is the part that makes it special for co-op groups. On the couch, phones become the controllers: everyone holds their own hand of skill cards and character sheet on their own screen while the game runs on the big one. Only the host needs to own the game. Prefer to play apart? Native online multiplayer with mouse and keyboard works too, though each player needs a copy there. One group even streams the game over voice chat so a friend in another state can join the couch crew. The whole thing is built so the gathering starts quickly.



















