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Former Warcraft 3 and Starcraft 2 devs' D&D-style RPG has "Blizzard's DNA," but it's a "completely new paradigm" in gaming

Sunderfolk is a game unlike any other. How, you ask? Understandable - true innovation is rare these days. On paper it's a turn-based strategy game with D&D flavorings, and while we've seen a lot of that in a post-Baldur's Gate 3 world, Sunderfolk stands out as something special. First of all, there's literally nothing quite like it on the market. You control the action on the big screen using your phone, where you decide your movements, draw from your roguelike-esque Fate Card deck, and choose your abilities. Then, there's its playfulness. Narrated by the wonderful Anjali Bhimani, who lends her voice to Overwatch's Symmetra and Apex Legends' Rampart, while flexing her DM muscles on Critical Role, her comedic voices contrast starkly with, say, Amelia Tyler's BG3 whisperings. It gives Sunderfolk more of a quirky boardgame night feel when compared to Larian's sprawling epic, which, while genuinely funny in many places, is still a mostly serious story.


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Join our AMA for Sunderfolk, a new D&D-like from former Warcraft 3 devs

Sunderfolk is one of the best D&D games I've ever played. Blending vibrant cartoon graphics with the chaos of an actual D&D session, I'd argue that it feels even closer to IRL tabletop gameplay than the mighty Baldur's Gate 3. Anjali Bhimani's quirky narration and OTT accents capture a sense of playfulness that defines the very essence of Dungeons and Dragons. Its latest update, 1.5, adds a whole new one-shot system that lets you compete with your pals to rack up points, with four new missions of varying difficulty being added to the pool. It's an exciting time for this one, and we've locked down the dev team to ask them all about it.


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How We Made the Wurm

[p][/p]
How We Made the Wurm
[p]By: Neo Zhang[/p][p][/p][p]Hello! Neo here, a Game Designer on Sunderfolk. Last time, I shared with you on how we create cinematics, but today, we’ll be diving into monster design, using the Wurm as our star example. [/p][p][/p][p]This was the first enemy I worked on after joining the team and learning the ropes of character design under our Lead Encounter Designer (Kara Centell-Dunk). I’m excited to share how we brought this big, scaly, wiggly menace to life![/p][p][/p][h3]Defining the Wurm[/h3][p]When the Wurm was officially greenlit, the first step was to define its core fantasy, in-game behavior, and personality. Using concept art from our talented art team as a foundation, I began pulling inspiration from both media and nature. Around this time, Dune: Part II had just come out, and I was especially drawn to the Sandworm, an unseen threat beneath the sand, swallowing anything in its path. [/p][p][/p][p]I also looked at the Sarlacc from Star Wars and antlion traps from nature documentaries, both of which pull prey into a central pit. With those ideas in mind, I began writing out concepts that take elements from them.[/p][p][/p][p]With a solid starting point, I moved on to pick out a few concepts with strong potential that could really make the Wurm stand out. At the same time, I also started cutting ideas based on my understanding of how difficult it would be to implement, if our tools supported the design, and whether the idea was aligned with the overall monster design direction established by Kara. [/p][p][/p][p]After some careful thinking, I landed on the following key ideas that I felt would define the Wurm’s identity and bring a fresh challenge to players:[/p]
  • [p]An Immovable Force[/p]
    • [p]I loved the idea that the Wurm is so massive and mostly underground, that it simply can’t be pushed or moved by any means. It adds to its presence and reinforces its weight and scale![/p]
  • [p]Manipulates Player Positioning[/p]
    • [p]I wanted to challenge players’ spatial awareness in a new way, especially in the late game. A spell that forcibly shifts player positioning feels like a unique mechanic that requires careful planning.[/p]
  • [p]Burrows Underground[/p]
    • [p]When threatened, the Wurm can burrow underground for a turn, avoiding all damage. On its next turn, it resurfaces in a more dangerous state. This mechanic adds a layer of complexity and gives the monster a sense of danger.[/p]
[p][/p][h3]Brainstorming Wurm’s Kit[/h3][p]With the core concepts set, the next step was designing the Wurm’s kit—its spell cards and passive abilities. I brainstormed spells and passives that would reinforce the Wurm’s core mechanics. A key focus was ensuring each design plays into both the combat and the team-based, collaborative play that is central to our game.[/p][p][/p][p]After some more thinking, I settled on the following design![/p][p][/p][p]Passive Ability: The Wurm retreats underground when its health drops below a certain threshold and is immune to any involuntary movement from external sources. While submerged, it is untargetable and safe from any player actions until it reemerges on its next turn.[/p][p]Spell Cards: The Wurm has two spell cards, which is unique for a non-boss monsters:[/p]
  • [p]Standard Tactic: Performs two attack actions, including an AoE that hits all characters.[/p]
  • [p]Emergence Attack: Activated when the Wurm resurfaces, it uses a wide-range pull to drag all characters several hexes closer before unleashing a powerful attack.[/p]
[p]After a few rounds of feedback and iteration with Kara, I finalized the design and got the Wurm ready for its next big step: PLAYTESTING![/p][h3]Paper Playtest and Implementation[/h3][p][/p][p]Using Miro, I organized a paper playtest session with team volunteers. These early tests offered valuable insights—highlighting which parts of the Wurm were fun, which mechanics felt strong, and which ones missed the mark. For anything that fell flat, I explored possible changes and shared them with Kara, who provided some actionable feedback to help polish the design forward.[/p][p]What was fun?[/p]
  • [p]Players have shown a lot of interest in the Wurm’s Pull mechanic in its emergence spell. [/p]
  • [p]Many find the pull both chaotic and challenging, as it can disrupt their positioning and potentially ruin carefully planned setups. [/p]
  • [p]Wurms can be utilized as a tool for the player, especially since it doesn’t distinguish between friend or foe when using this ability.[/p]
[p]What was weak?[/p]
  • [p]Players found tracking the Wurm’s health and its threshold for submerging confusing and math-heavy. [/p]
  • [p]The passive ability was difficult to grasp due to too many moving parts.[/p]
  • [p]Because of how rare the Wurm does its pull spell action, fighting the Wurm didn’t always feel rewarding or exciting.[/p]
[p]Moving forward![/p]
  • [p]We removed the health threshold mechanic. Instead, the Wurm now submerges when its health drops to zero, reemerges with lower full health, and does so only once.[/p]
  • [p]We gave the Wurm two distinct phases: after resurfacing, the second phase features more powerful attacks, adding an element of surprise and fresh challenge. [/p]
  • [p]Rather than switching between two spell cards based on emergence, we give one card per phase, with the pull mechanic reserved for the later, more aggressive phase.[/p]
[p]After two to three rounds of paper testing, it was time to bring the Wurm into the engine. Using tools built by our engineering team, I implemented the monster into a test encounter and made sure everything functioned smoothly. Once it was in a good place, it was time to set up a playtest where our whole team got to play the new monster. Just like before, I documented what worked, what didn’t, and continued refining the design based on team feedback.[/p][p][/p][h3]Polish and Send Off[/h3][p]After several rounds of iteration, it was time to hand the Wurm off to other team members to work their magic. Our animator brought the monster’s attacks and movements to life with more organic motion, while the VFX artist added details like dust particles during its emergence and impactful effects on its attacks. [/p][p][/p][p]Meanwhile, the QA team dove in to uncover any bugs or edge cases I hadn’t anticipated, helping ensure a polished final experience.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][previewyoutube][/previewyoutube][p]Conclusion[/p][p]And just like that, our monster is alive and ready to kick the Hero’s butt! [/p][p]Creating the Wurm was a blast, but what I’ve shared here is just the tip of the iceberg when it comes to how we design our monsters. For a deeper dive, I’ll hand things over to our incredibly talented Encounter Design Lead, Kara, who crafted most of the encounters and creatures you face in the main game, and established the very design philosophy that forms the backbone of Sunderfolk.[/p][p]Thanks so much for reading! I hope you enjoy playing Sunderfolk now that you’re officially a pro at how our game comes to life. Until next time![/p][p][/p][p]Neo Zhang[/p]

Sunderfolk | Animal Fest Sale

[p][/p][p]Hey Guardians!
[/p][p]Steam is running their annual Animal Fest sale, and we're taking part!
[/p][h3]Our Biggest Sale Yet[/h3]
  • [p]Get 40% off until November 17th and bring a furry twist to your next game night. [/p]
[h3]Try the Free Trial![/h3][p]Don’t want to commit immediately? You can try out the first four missions for free before you take the sunder-plunge! [/p]
  • [p]Full details HERE!
    [/p]
[p]We’ll see you in Arden![/p][p]The Sunderfolk Team[/p]

Sunderfolk Hotfix - 1.5.1 Hotfix Notes

[p][/p][p]Hey Guardians! 
[/p][p]Thanks to your reports, we’ve found some bugs to squash in our latest update, and we’re excited to have a fix for them! 
[/p][h3]Hotfix 1.5.1[/h3]
  • [p]Fixed an issue that caused some campaigns to fail to load prior to downloading Patch 1.5 if a party was in the middle of the following missions:[/p]
    • [p]Brightstone Cleanup[/p]
    • [p]Lost in the Swamp[/p]
    • [p]Wurmsbait’s Mischief[/p]
    • [p]The Corrupted City[/p]
    • [p]Please note, due to the nature of this fix, some campaigns that were in this state may resume in town instead of in the mission. [/p]
  • [p]Fixed an issue that could cause One Shot Mode scores to reset upon exiting and relaunching Sunderfolk. [/p]
  • [p]Added a fix provided by Unity to address a security issue. 
    [/p]
[p]Thank you for your diligent bug reports! We’ll see you in Arden. [/p][p]The Sunderfolk Team[/p]