Sunderfolk Devs Reveal the Magic Behind Their Tabletop-Inspired RPG

Exploring the evolution of Sunderfolk is quite intriguing. The creators at Dreamhaven and Secret Door aimed to design a game that captured the essence of gathering around a table to play role-playing games like Dungeons and Dragons with loved ones. This led to the birth of Sunderfolk, an engaging tactical RPG where players employ their phones as controllers to select from six charming animal characters, engage in battles against various adversaries, safeguard the town of Arden, forge relationships with its inhabitants, improve its amenities, and much more.

In a recent conversation with Chris Sigaty (studio head at Secret Door), Erin Marek (game director of Sunderfolk), and Daren Bader (art director), we delved into the creative journey behind the game. They shared insights on the evolution of Sunderfolk from an idea influenced by Jackbox-style games to its eventual tabletop role-playing game (TTRPG) shape, the incorporation of a Game Master who guides the narrative, and other fascinating aspects of the development process. For easier understanding, this discussion has been condensed and clarified.

The Original Pitch And Early Development Of Sunderfolk

Could you tell us about a memorable tabletop game experience the team had that sparked the idea for the first Sunderfolk pitch?

Initially, when we were setting up the studio, it was a small group brainstorming about the direction we wanted to take for our debut game – deciding what we wanted to achieve and avoid. At the core of these discussions was the concept of fostering unity among people, which we eventually embodied in gaming experiences that promote camaraderie.

Although it wasn’t a traditional tabletop session, we all had a shared “eureka” moment when we recognized that playing tabletop role-playing games (TTRPGs) and board games with our gaming friends and families was one of the most significant instances of unity we encountered regularly. This insight sparked ideas to address certain issues within the tabletop world, which ultimately led us to the concept for Sunderfolk.

Q: How much has the game today changed from that initial pitch?

Sigaty: There’s quite a bit to it! Our starting idea was influenced by tabletop and pen-and-paper games, as well as the cozy atmosphere offered by games like Jackbox. After exploring combat and encounter dynamics, we shifted focus towards aspects of tactical RPG board games that we particularly enjoy.

Throughout the development of our project, we frequently altered aspects such as art style, game concepts, control system, mechanics, character skills, and other elements. This often occurred when a new team member came aboard and provided valuable insights and suggestions to enhance the overall quality of the game. Additionally, countless playtests with Dreamhaven employees, friends, family members, external players, and others contributed significantly to the refinement and improvement of the final version of Sunderfolk, which players will encounter on April 23.

Following the approval of the project (referred to as “that pitch”) and the commencement of Sunderfolk’s development, what tasks or activities were performed on the very first day?

For us, “Day One” extended over the initial months. Our primary objectives were determining the appropriate technology (we opted for Unity), establishing a team of skilled developers who shared our values, and subsequently developing preliminary combat systems as a foundation for exploration. A crucial part of this phase was setting up basic phone-to-TV controls, which allowed us to explore the unique interaction between the two screens. This period also involved substantial early design work on core game mechanics using paper prototypes.

Q: How would you describe the first year of Sunderfolk’s development?

As a game enthusiast, diving deep into a world of endless discovery and tinkering was my forte! Initially, I knew that the phone and TV setup served our party games marvelously, but I yearned to push its boundaries for more tactical gaming experiences. This quest led me down a path of relentless experimentation.

Additionally, I dedicated time to pinpoint the development demands and expand my team, ensuring we were well-equipped to conquer these challenges together.

Q: What about the past year?

Over the past year of refining the game, we’ve moved from building the foundation to extensively testing it, both solo and multiplayer, aiming to gather a multitude of player feedback cycles.

During our Closed Beta phase, enthusiastic fans generously donated their time for a thorough playtest. Their feedback was crucial in refining the game and ensuring its quality. While we can’t address every aspect or make changes everywhere, player insights significantly helped us prioritize key areas that required attention before release.

In considering the broader context of growth and development, what instance do you find most memorable as when you discovered enjoyment or excitement?

Throughout the development process, there were multiple instances when I exclaimed, “It seems we’ve struck fun here!?” or simply, “This feels like fun!

One particularly striking moment during the pre-production phase was when our CEO engaged in a game with his family, including his daughter, at work. Impressively, she picked up the game swiftly, and subsequently discussed it for several days without prompting and showed enthusiasm about playing it with her friends. Although there were numerous other significant instances, such as my initial playtests, new team members’ feedback, demonstrations that left partners impressed, and so on, this instance made a lasting impact on me.

Sunderfolk Features Cozy Aesthetics And TTRPG-Inspired Gameplay

Question: What attracted you to the art style of Sunderfolk? Can you explain the visual and aural characteristics of Sunderfolk’s aesthetic, including its sound design?

Instead of delving deep into the conventional dungeon-roaming character designs and themes, we opted for something a bit more approachable and whimsical, which led us to incorporate a sprinkle of comedy and a comforting ambiance.

In terms of sound design, we primarily aimed to emphasize the essential elements of the Sunderfolk realm and skillfully direct the audio to the appropriate areas at the optimal moments, taking into account the distinctive nature of the phone/TV interaction.

To balance out the humorous aspects in Sunderfolk, we aimed to equally emphasize the significant challenges that Arden’s townspeople are dealing with. This is achieved primarily through the skillful compositions of Jonas Friedman, who serves as the music director for Sunderfolk.

Over the years, finding the ideal method for signaling which device (phone or TV) to use through audio cues has proven quite challenging and required numerous trials. Given the distinct nature of these interfaces, it’s likely that we’ll carry on exploring solutions in the future.

Could you provide some insights into how Sunderfolk’s gameplay and combat are structured? What key principle or idea served as the foundation for these aspects of the game?

Marek: In the creation of ‘Sunderfolk’, we based a significant portion of our assessments on three main principles that served as our foundation.

● Inviting Experience

● Collaborative Play

● Deep Strategy

To ensure that our game appealed to novices in this genre, we prioritized an “Inviting Experience”. This meant investing significant effort in creating a user-friendly interface, gradually introducing systems, and offering rich content. Our aim was to prevent newcomers from feeling overwhelmed by the game’s complexity. We utilized intuitive design principles, crafting an inviting world and narrative that was easy for beginners to engage with.

As a gaming enthusiast, I found that “Collaborative Play” was all about fostering camaraderie in our game sessions through engaging social exchanges. We aimed to enhance group performance by emphasizing teamwork and unity. While it’s possible to achieve victories solo, the true magic lies in collaborating, strategizing, and tackling challenges alongside others. This fundamental aspect of our game design also focused on empowering individual player narratives.

Just as with games we love playing on our tables or using pen and paper, the interplay of social interactions, hurdles overcome, and joint decisions lead to a unique narrative that you’re eager to share and revisit. This frequently involves crafting multiple possible outcomes, ensuring the gameplay remains unpredictable.

Previously mentioned was “Deep Strategy.” Our aim was to construct a game that would captivate fans of tabletop role-playing games (TTRPGs) and board games. To accomplish this, we had to incorporate elements of calculated risk. This means players must evaluate an outcome and comprehend the potential for both success and failure, with the ability to make decisions being central to many tactical games. Additionally, we wanted to ensure that player choices would significantly influence success by offering rewards for strategic planning and presenting intriguing dilemmas.

Why Sunderfolk Includes A Game Master

As a devoted fan, let me share some thoughts on the choice to incorporate a Dungeon Master (DM) in the game, narrating the storyline and characters. Compared to a more conventional method, this approach infuses the game with a unique, immersive experience. The DM serves as a storyteller, bringing the world to life, creating vivid scenes, and breathing personality into each character. This dynamic interaction adds depth and richness to the gameplay, making it feel less like a scripted adventure and more like an exciting journey through a living, breathing fantasy realm.

Marek serves as a game leader, and every Saturday, he leads a group of players. The concept struck him during one of his gaming sessions. In that session, he found himself in a predicament where he had two Non-Player Characters (NPCs) who needed to talk with each other. This can be confusing for the players, so on the spot, he gave them distinct, absurd voices to ensure it was clear which character was speaking at any given moment.

The team found themselves chuckling over it, and there was an unspoken understanding among us that we were all partaking in a unique experience – pretending together. This is often something people outside of tabletop role-playing games don’t get to enjoy. I aimed to capture this sensation when creating Sunderfolk. It has a storybook quality, stirring the child within us, enhanced by a game master who gives life to every character.

For our game, it became particularly fitting as we aimed to attract players new to similar games. Having a single storyteller (or game master) serves to acquaint them with the style of gameplay, narratives, and encounters they might encounter if they played tabletop role-playing games (TTRPGs). The game master role in Sunderfolk is simply another method to make this aspect more accessible and clear.

A: How would I describe Anjali Bhimani’s portrayal of the DM? Why was she ideal for this part?

A: In your opinion, what are some points to highlight about Anjali Bhimani playing the role of the DM? What made her a great choice for this character?

As a fellow gamer, when we were on the hunt for a game master to bring our tabletop role-playing game (TTRPG) to life, we sought someone who had already immersed themselves in this vibrant community and truly grasped the intricacies of being a game master. It’s not always about spinning tales of epic proportions; sometimes it’s about guiding the players, directing their actions, and other times it’s about collaborating with them to ensure their characters thrive. This subtle balance isn’t something that can be easily explained, but rather comes from a wealth of experience in the TTRPG realm.

It’s clear Anjali is a perfect fit for our project given her extensive experience in tabletop RPGs, voice acting, and game mastering. Her initial recordings of the Button Shroom and Grove Tender characters left us in no doubt that she was exactly who we needed. Her vocal talent, demonstrated by the variety of voices she could produce effortlessly, was truly impressive. However, it was her infectious enthusiasm and energy that truly sealed the deal – there simply wasn’t anyone else who could embody this role as perfectly as she can.

Q: How did you come up with the name Sunderfolk as the title?

Marek: There are multiple aspects of Sunderfolk that truly captivated us. One is its name, Sunder, which symbolizes division or separation. In our narrative within Sunderfolk, we find a world already divided into factions, each estranged and hostile towards the others. On a deeper level, we’ve long understood that a sundering event was responsible for shaping the world as players encounter it when they begin playing Sunderfolk.

In contrast to the discord found globally, the world also harbors a sense of warmth as various creatures band together to endure challenging conditions. The ambiance of unity and fellowship that “folk” evokes is echoed in the game’s experience, where players unite to journey through a tale alongside their cherished ones – a connection that “folk” subtly reflects upon.

In our game, the inhabitants came to be known as the Sunderfolk, serving not only as characters but also symbolizing the tale of a fragmented corner of the world that eventually heals and reunites.

Lastly, the game is set underground, and having “under” in the title is a subtle nod to that.

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2025-04-21 16:15