Technologies
Sunderfolk Hands-On: A Cozy Co-Op RPG Streaming Tabletop Magic Into Everyone’s Home
Four friends, four phones, one video game. This is how you bring board game night into the digital age.

My party of adventurers walks into a spider-infested cave, and my friends and I start chatting strategy about the plan of attack for each of our heroes — then we leap into the fray by controlling the action through our phones.
This is Sunderfolk, a new roleplaying game and the debut title from studio Secret Door. Made by veterans from Blizzard, Riot Games and fantasy tabletop hits like Descent: Legends of the Dark, Sunderfolk brings board game nights to modern video games. It’s available for PC, PS5, Xbox Series X/S and Nintendo Switch for $50.
The game looks conventional enough, with up to four players choosing between six animal adventurers packing varying skills to protect their town. The game’s combat and action play out on a shared screen, but the novelty lies in each person pulling up their phone to move their character and look up battle info.
«[Sunderfolk] is built for folks who are already genre-lovers in this space who want to bring in folks who are not genre lovers,» said game director Erin Marek. The game was designed to be intriguing to fantasy tabletop veterans, yet approachable to those put off by complex board games requiring deep dives in manuals.
To do that, the Secret Door team started with a concept of «TV DnD,» as the studio chief Chris Sigaty explained: «It’s like [Dungeons and Dragons] meets JackBox.» That’s the party game where everyone jumps in to play on their phones, and it aptly describes the mediums Sunderfolk attempts to blend. The team wanted to bring the camaraderie of the couch to digital games, all set in an evocative fantasy world.
While Secret Door was kind enough to invite me into a Discord to connect with other players, I knew I had to experience this game with my own tabletop group. My dice-rolling battle-hardened cadre of thirtysomethings has tackled campaigns in RPG systems like Dungeon World, The Sprawl, Blades in the Dark, A Quiet Year, and Stonetop — all of which eschew the staid elements of Dungeons and Dragons in favor of more streamlined approaches to role-playing. That made them great sample players for Sunderfolk.
I attempted to get a game going in-person, but like every classic RPG campaign, we faced the greatest tabletop villain of all: scheduling. Nobody could find the same night to meet. Yet Sunderfolk’s setup allows everyone to play remotely: We just logged into the game on our phones sitting in our respective homes while all watching the same screen.
This is also the genius of Sunderfolk: All players share one big screen. At any time, players can treat their phone screen as a thumb pad to move their cursor around to look up enemy details or battlefield features (like healing shrines or exploding rocks). But it also lets players point and gesture around the map to plan and coordinate moves. We may have been sitting in our respective homes dozens of miles apart, but it felt like my friends and I were gathered around a table in person.
Streaming Sunderfolk to the whole party
But since my party wasn’t in the same place, I used a clever workaround, running the game on PS5 and streaming it through our friend group’s Discord, which everyone tuned into.
Admittedly, this was a bit challenging on the PS5, which doesn’t let you stream to Discord natively from the console — instead, I had to use a workaround I found online to use the Remote Play app to run my PS5 on my PC, and then stream that window through Discord. Complicated! There are alternatives, like streaming to YouTube or Twitch, but those require extra steps before you start broadcasting to the masses. Note that Xbox Series X lets you stream directly to Discord, and PC players will be just fine.
This shows a bit of the double-edged nature of Sunderfolk’s unique setup, but at least the trouble was on my end, and my friends didn’t need to download extra copies of the game — one copy will work for a whole party. All they had to do was download the free Sunderfolk app, watch my stream, scan the QR code on screen with their phone to log into the campaign, and we were off to the races.
How Sunderfolk’s phone-controlled RPG plays out
Once logged in to our campaign, three friends and I chose our quartet of characters from the six animal hero choices — and gave them silly names, as is tabletop tradition. One friend picked the barbarian polar bear (named Bearzerker), another the lamb ranger (Big Lamb), a third the raven spellcaster (RavnAbtMagic), and I picked the bat bard (Bat Stevens).
Like any good tabletop RPG, the campaign opens up in a tavern. Here we learned basic mechanics and ran through our early move selections, which differed for each character, before spilling out into a proper brawl outside. The local ogres had descended on the town to raid and pillage, but our brave heroes fended them off.
Though fights feel familiar for fantasy RPGs, like using different attacks to whittle down enemies, Sunderfolk has a heavy emphasis on moving around the battlefield. Our spellcaster teleported around (and likewise ‘ported enemies hither and thither), while I used my bat bard to swap places and drop power-ups around the area, encouraging different playstyles while never staying put.
That all led to The Moment. If you’ve ever played a tabletop RPG, you’ll probably remember the first time it became suddenly clear that you could do anything. When you tried something so spectacular that, succeed or fail, it was vividly memorable. In Sunderfolk, our next encounter had us chasing the ogres onto a bridge — and one by one, each party member found an attack or movement ability that let us shove our foes off the edges.
«What we’re stealing a little bit from tabletop games is those moments where something that should never have happened, happened,» Marek said. «You have that moment, that storytelling with your friends that you carry through with you and try to explain it to other people, and they don’t get it because they weren’t there.»
There are things we couldn’t do that a regular tabletop game would’ve allowed, like trying to talk to the ogres or bribing them to leave. Sunderfolk trades that in for fewer but still potent possibilities — just ask my party of thirtysomething men, gleefully cheering each other to boot enemies into the wild blue yonder — and the streamlined system with codified rules that a video game enables. From personal experience, it is a joy to have the game handle all the monsters, quest progression and more, meaning our regular dungeon master could join in, too.
As we wrapped up our first adventure, we chatted with townsfolk and grew relationships, did a little shopping and unlocked new abilities — standard RPG stuff, all wrapped up in a 2-hour session, which I later learned was the target time the Secret Door team set for a night of adventuring (quests take about an hour, and every two quests should result in a level-up awarding new skills). While I had a good time with the game, I was impressed that everything worked smoothly — even though I’d never used my phone to play a game this way.
Designing a new way to play old games
Sunderfolk’s team is full of people who have taken games from other platforms and mediums to adapt to play on the humble smartphone. Before joining Secret Door, Marek worked on Wild Rift (League of Legends on phones) while Sigaty worked on Hearthstone (a digital card game on PC and phones). Kara Centell-Dunk, Sunderfolk’s campaign designer, has over a decade of experience making tabletop games — including working on Descent: Legends in the Dark and Lord of the Rings: Journeys in Middle-earth, which have smartphone app assistants to help with play.
On an interview call with the three Secret Door creators above, only the fourth hadn’t worked in the intersection between phones and tabletop — Daren Bader, art director at Secret Door, who didn’t play Dungeons and Dragons or tabletop at all despite submitting fantasy art for Monster Manuals and Magic: The Gathering cards. «I was kind of the perfect guinea pig for the team,» Bader explained, as someone who would need to be dragged into the game. His conversion into a tabletop gamer during Sunderfolk’s development is a proof of concept.
«My favorite thing is that we created a game that I want to play, to tell you the honest truth,» Bader said.
Designing a game that would be «TV DnD» as Sigaty described was a process. Gamers don’t look down at their controller or mouse and keyboard while playing, but Sunderfolk would have lots of essential information on the phone app — what the team found was that players were staring at their phones instead of the action on the screen. The solution lay in another TV implement.
«One of our UX/UI designers, Hasiba Arshad, was actually looking at Apple TV remotes and how they use their paradigm … and she came up with this idea of what if you’re actually controlling a cursor?» Marek said — almost like drawing with a drawing pad.
It took years of evolution and lots of playtests with friends and family to get the controls just right (even in release form, the app on the phone tells players to look up when important gameplay is happening on the main screen). Other parts of the design took time to refine, like having each move arrayed in a row for players to tap and swipe between, like they’re holding a hand of cards — and then swiping the one they want upward to start their turn, like a sort of skeuomorphic motion.
All of this work would amount to a novel proof of concept if the game weren’t fun to play, but it is. It’s not the most complex RPG to start, but it’s designed to ramp up — as Centell-Dunk explained, the game’s philosophy is simple parts that, when combined, become complex. So those spiders I found lurched over merchant loot that scatter when I hit them? That can be combined with other movement abilities to get the tactical advantage.
As my friends and I wrapped up our second session, having delved in the vibrant underground worlds Bader designed — full of light and mushrooms, friendly animals and vicious ogres — we called it a night. But not before my tabletop-tested friends gave it their seal of approval by asking when we’d play the game next.
Ahead of us was the thing Centell-Dunk was most proud of: boss fights, and the systems she made for them.
«I hope players also enjoy being crushed by our bosses,» Centell-Dunk said.
Technologies
Today’s NYT Mini Crossword Answers for Monday, May 19
Here are the answers for The New York Times Mini Crossword for May 19.

Looking for the most recent Mini Crossword answer? Click here for today’s Mini Crossword hints, as well as our daily answers and hints for The New York Times Wordle, Strands, Connections and Connections: Sports Edition puzzles.
Today’s NYT Mini Crossword is pretty easy. 5-Across, «one for whom every day is Boxing Day,» stumped me because I really wanted the answer to have something to do with cats. (Spoiler: It did not.) Need some help with today’s Mini Crossword? Read on. And if you could use some hints and guidance for daily solving, check out our Mini Crossword tips.
The Mini Crossword is just one of many games in the Times’ games collection. If you’re looking for today’s Wordle, Connections, Connections: Sports Edition and Strands answers, you can visit CNET’s NYT puzzle hints page.
Read more: Tips and Tricks for Solving The New York Times Mini Crossword
Let’s get at those Mini Crossword clues and answers.
Mini across clues and answers
1A clue: Network satirized on «30 Rock,» for short
Answer: NBC
4A clue: Sport played on horseback
Answer: POLO
5A clue: One for whom every day is Boxing Day?
Answer: MOVED
6A clue: Like correct letters in Wordle
Answer: GREEN
7A clue: Blend together
Answer: MELD
Mini down clues and answers
1D clue: «Invisible Man» or «Little Women»
Answer: NOVEL
2D clue: Run in the wash
Answer: BLEED
3D clue: What bourbon whiskey is primarily made from
Answer: CORN
4D clue: Tiny hole in the skin
Answer: PORE
5D clue: Longtime movie studio acquired by Amazon in 2022
Answer: MGM
How to play more Mini Crosswords
The New York Times Games section offers a large number of online games, but only some of them are free for all to play. You can play the current day’s Mini Crossword for free, but you’ll need a subscription to the Times Games section to play older puzzles from the archives.
Technologies
Today’s NYT Connections: Sports Edition Hints and Answers for May 19, #238
Hints and answers for the NYT Connections: Sports Edition puzzle, No. 238, for May 19.

Looking for the most recent regular Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle and Strands puzzles.
Connections: Sports Edition might be tough today if, like me, you don’t know what «loge» means. Read on for hints and the answers.
Connections: Sports Edition is out of beta now, making its debut on Super Bowl Sunday, Feb. 9. That’s a sign that the game has earned enough loyal players that The Athletic, the subscription-based sports journalism site owned by the Times, will continue to publish it. It doesn’t show up in the NYT Games app but now appears in The Athletic’s own app. Or you can continue to play it free online.
Read more: NYT Connections: Sports Edition Puzzle Comes Out of Beta
Hints for today’s Connections: Sports Edition groups
Here are four hints for the groupings in today’s Connections: Sports Edition puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.
Yellow group hint: Brag.
Green group hint: Where’s my seat?
Blue group hint: City that never sleeps.
Purple group hint: Opposite of go.
Answers for today’s Connections: Sports Edition groups
Yellow group: Boast
Green group: Stadium seating sections
Blue group: New York Knicks
Purple group: ____ stop
Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words
What are today’s Connections: Sports Edition answers?
The yellow words in today’s Connections
The theme is boast. The four answers are crow, gloat, grandstand and showboat.
The green words in today’s Connections
The theme is stadium seating sections. The four answers are bleacher, loge, suites and upper deck.
The blue words in today’s Connections
The theme is New York Knicks. The four answers are Bridges, Hart, McBride and Towns.
The purple words in today’s Connections
The theme is ____ stop. The four answers are back, jump, pit and short.
Technologies
Blade Runner: 18-Rotor «Volocopter» Moving from Concept to Prototype
It may look "nutty" and like a "blender," but the designers say the craft could challenge helicopters
Inventor and physicist Thomas Senkel created an Internet sensation with the October 2011 video of his maiden—and only—test flight of a spidery proof-of-concept 16-rotor helicopter dubbed Multicopter 1. Now the maker of the experimental personal aviation craft, the European start-up e-volo, is back with a revised «volocopter» design that adds two more rotors, a serial hybrid drive and long-term plans for going to 100 percent battery power.
The new design calls for 1.8-meter, 0.5-kilogram carbon-fiber blades, each paired with a motor. They are arrayed around a hub in two concentric circles over a boxy one- or two-person cockpit.
After awarding the volocopter concept a Lindbergh Prize for Innovation in April, Yolanka Wulff, executive director of The Charles A. and Anne Morrow Lindbergh Foundation, admitted the idea of the multi-blade chopper at first seems «nutty.» Looking beyond the novel appearance, however, she says, e-volo’s concept excels in safety, energy efficiency and simplicity, which were the bases of the prize.
All three attributes arrive thanks largely to evolo’s removal of classic helicopter elements. First, the energy-robbing high-mass main rotor, transmission, tail boom and tail rotor are gone. The enormous blades over a normal chopper’s cabin create lift, but their mass creates a high degree of stress and wear on the craft. And the small tail rotor, perched vertically out on a boom behind the cabin, keeps the helicopter’s body from spinning in the opposite direction as the main blades, but it also eats up about 30 percent of a helicopter’s power.
The volocopter’s multiple rotor blades individually would not create the torque that a single large rotor produces, and they offer redundancy for safety. Hypothetically, the volocopter could fly with a few as 12 functioning rotors, as long as those rotors were not all clustered together on one side, says Senkel, the aircraft’s co-inventor and e-volo’s lead construction engineer.
Without the iconic two-prop configuration, the craft would be lighter, making it more fuel efficient and reducing the physical complexity of delivering power to the top and rear blades from a single engine. Nor would the volocopter need an energy-hungry transmission. In fact, «there will be no mechanical connection between the gas engine and the blades,» Senkel says. That means fewer points of energy loss and more redundancy for safety.
E-volo’s design eliminates the dependence on a single source of power to the blades. As a serial-hybrid vehicle, the volocopter would have a gas-fueled engine, in this case an engine capable of generating 50- to 75 kilowatts, typical of ultralight aircraft. Rather than mechanically drive the rotors, the engine would generate power for electric motors as well as charge onboard lithium batteries. Should it fail, the batteries are expected to provide enough backup power so the craft could make a controlled landing.
Whereas helicopters navigate by changing the pitch of the main and tail rotor blades, the volocopter’s maneuverability will depend on changing the speed of individual rotors. Although more complex, it is more precise in principle to control a craft using three to six redundant microcontrollers (in case one or more fails) interpreting instructions from a pilot using a game console–like joystick—instead of rudder pedals, a control stick and a throttle.
Wulff’s first impression about the volocopter’s design is not uncommon. E-volo’s computer-animated promotional videos of a gleaming white, carbon-fiber and fiberglass craft beneath a thatch of blades recall the many-winged would-be flying machines of the late 19th century. This point is not lost on Senkel.
«I understand these skeptical opinions,» he says. «The design concept looks like a blender. But we really are making a safe flying machine.»
That would be progress in itself. Multicopter 1 looked like something from an especially iffy episode of MacGyver, complete with landing gear that involved a silver yoga ball. Senkel rode seated amid all those rotors powered only by lithium batteries. Multicopter 1 generated an average of 20 kilowatts for hovering and was aloft for just a few minutes.
There’s a reason why the experimental craft flew briefly and only once.Senkel describes that first craft as «glued and screwed together.» Seated on the same platform as the spinning blades, he says, «I was aware of the fact that I will be dead, maybe. Besides, we showed that the concept works. What do we win if we fly it twice?» he asks rhetorically.
Other than putting the pilot safely below the blades, the revised volocopter design would operate largely the same as the initial prototype. The design calls for three to six redundant accelerometers and gyroscopes to measure the volocopter’s position and orientation, creating a feedback loop that gives the craft stability and makes it easier to fly, Senkel says.
The volocopter’s revised prototype under construction could debut as soon as next spring. The first production models, available in perhaps three years, are expected to fly for at least an hour at speeds exceeding 100 kilometers per hour and a minimum altitude of about 2,000 meters, still far shy of standard helicopter’s normal operating altitude of about 3,000 meters. «This could change our lives, but I don’t expect anything like that for 10 years,» Senkel adds.
Given that most of the technology needed to build the volocopter is already available, «this idea is fairly easy to realize,» says Carl Kühn, managing director of e-volo partner Smoto GmbH, a company that integrates electric drive systems and related components.
Like Senkel, Kühn has modest short-term expectations despite his repeated emphasis on the standard nature of the technology involved. «I guess that e-volo will have [a prototype] aircraft in three years that can do the job—that it will lift one or two persons from one point to another,» he says.
The biggest immediate limitations appear to be regulatory. For instance, European aviation regulators consider any electrical system greater than 60 volts to be high voltage and regulate such systems more aggressively, Kühn says. As a result, the volocopter will operate below that threshold. The craft will also need to weigh no more than 450 kilograms to remain in the ultralight category, which is likewise subject to fewer government aviation regulations, according to Senkel.
The Lindbergh Foundation’s Wulff says the organization’s judges felt e-volo had «a greater than 50 percent chance of succeeding, or they wouldn’t have given them the innovation award.» Asked if she would line up to fly one someday, she says, «I sure would. It looks very compelling to me.»
Follow Scientific American on Twitter @SciAm and @SciamBlogs.Visit ScientificAmerican.com for the latest in science, health and technology news.
© 2012 ScientificAmerican.com. All rights reserved.
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