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 Wordle Hints, Answer and Help for July 5, #1477
Here are hints and the answer for today’s Wordle for July 5, No. 1,477.

Looking for the most recent Wordle answer? Click here for today’s Wordle hints, as well as our daily answers and hints for The New York Times Mini Crossword, Connections, Connections: Sports Edition and Strands puzzles.
Today’s Wordle puzzle is a pretty tough one. I grew up on a farm, so I know the word, but I didn’t put it together right away, even though the letters are common ones. If you need a new starter word, check out our list of which letters show up the most in English words. If you need hints and the answer, read on.
Today’s Wordle hints
Before we show you today’s Wordle answer, we’ll give you some hints. If you don’t want a spoiler, look away now.
Wordle hint No. 1: Repeats
Today’s Wordle answer has no repeated letters.
Wordle hint No. 2: Vowels
There is are two vowels in today’s Wordle answer.
Wordle hint No. 3: First letter
Today’s Wordle answer begins with the letter B.
Wordle hint No. 4: Down on the farm
Today’s Wordle answer describes a piece of farm equipment.
Wordle hint No. 5: Meaning
Today’s Wordle answer refers to a machine for making paper, hay, or cotton into bales.
TODAY’S WORDLE ANSWER
Today’s Wordle answer is BALER.
Yesterday’s Wordle answer
Yesterday’s Wordle answer, July 4, No. 1476 was CURVE.
Recent Wordle answers
June 30, No. 1472: BLINK
July 1, No. 1473: MOLDY
July 2, No. 1474: INCUR
July 3, No. 1475: POPPY
Technologies
Today’s NYT Strands Hints, Answers and Help for July 5, #489
Here are hints and answers for the NYT Strands puzzle for July 5, No. 489.

Looking for the most recent Strands answer? Click here for our daily Strands hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle, Connections and Connections: Sports Edition puzzles.
The theme of today’s NYT Strands puzzle isn’t terribly tough, but at least one of the words is unusual and really, really long to unscramble. If you need hints and answers, read on.
I go into depth about the rules for Strands in this story.
If you’re looking for today’s Wordle, Connections and Mini Crossword answers, you can visit CNET’s NYT puzzle hints page.
Read more: NYT Connections Turns 1: These Are the 5 Toughest Puzzles So Far
Hint for today’s Strands puzzle
Today’s Strands theme is: Every second counts.
If that doesn’t help you, here’s a clue: Does anybody really know what time it is?
Clue words to unlock in-game hints
Your goal is to find hidden words that fit the puzzle’s theme. If you’re stuck, find any words you can. Every time you find three words of four letters or more, Strands will reveal one of the theme words. These are the words I used to get those hints but any words of four or more letters that you find will work:
- DIAL, SOLE, MOLE, MOLES, SHAKE, CHEEP, ROLE, HOME, LOCK, MEAT, TAME, TAMES, ROLES, ROON, TRON
Answers for today’s Strands puzzle
These are the answers that tie into the theme. The goal of the puzzle is to find them all, including the spangram, a theme word that reaches from one side of the puzzle to the other. When you have all of them (I originally thought there were always eight but learned that the number can vary), every letter on the board will be used. Here are the nonspangram answers:
- CLOCK, WATCH, SUNDIAL, HOURGLASS, CHRONOMETER
Today’s Strands spangram
Today’s Strands spangram is TIMEKEEPERS. To find it, look for the T that’s four letters down on the far left, and wind across.
Technologies
Microsoft Is Eliminating Passwords in August: Here’s What You Need to Do to Prepare
Microsoft Authenticator has already stopped autofilling passwords, but the biggest change comes next month.

In June, Microsoft Authenticator stopped letting users create new passwords. In July, it turned off the autofill password function. And in August, the login app will stop supporting passwords entirely, moving to more secure passkeys, such as a PIN, fingerprint or facial recognition.
Attila Tomaschek, CNET’s software senior writer and digital security expert, says that passkeys are a safer alternative to the risky password habits practiced by 49% of US adults, according to a recent survey by CNET.
«Passwords can be cracked, whereas passkeys need both the public and the locally stored private key to authenticate users, which can help mitigate risks like falling victim to phishing and brute-force or credential-stuffing attacks,» Tomaschek said.
Using the same password for several accounts or adding personal hints can be a convenient way to remember your login. But that puts you at a big risk for scammers, identity theft and fraud. Here’s more on Microsoft’s plan for eliminating passwords and how to make the switch to passkeys before August.
When will Microsoft Authenticator stop supporting passwords?
Microsoft Authenticator houses your passwords and lets you sign into all your Microsoft accounts using a PIN, facial recognition like Windows Hello, or other biometric data like a fingerprint. Authenticator can be used in other ways, such as verifying you’re logging in if you forgot your password, or using two-factor authentication as an extra layer of security for your accounts. In June, the company stopped letting users add passwords to Authenticator, but here’s a timeline of other changes you can expect from Microsoft.
- July 2025: You won’t be able to use the autofill password function.
- August 2025: You’ll no longer be able to use saved passwords.
If you still want to use passwords instead of passkeys, you can store them in Microsoft Edge. However, CNET experts recommend adopting passkeys during this transition. «Passkeys use public key cryptography to authenticate users, rather than relying on users themselves creating their own (often weak or reused) passwords to access their online accounts,» Tomaschek said.
Why are passkeys a better alternative to passwords?
So what exactly is a passkey? It’s a credential created by the Fast Identity Online Alliance that uses biometric data or a PIN to verify your identity and access your account. Think about using your fingerprint or Face ID to log into your account. That’s generally safer than using a password that is easy to guess or susceptible to a phishing attack.
Passkeys aren’t stored on servers like passwords. Instead, they’re stored only on your personal device. More conveniently, this takes the guesswork out of remembering your passwords and the need for a password manager.
How to set up a passkey in Microsoft Authenticator
Microsoft said in a May 1 blog post that it will automatically detect the best passkey to set up and make that your default sign-in option. «If you have a password and ‘one-time code’ set up on your account, we’ll prompt you to sign in with your one-time code instead of your password. After you’re signed in, you’ll be prompted to enroll a passkey. Then the next time you sign in, you’ll be prompted to sign in with your passkey,» according to the blog post.
To set up a new passkey, open your Authenticator app on your phone. Tap on your account and select «Set up a passkey.» You’ll be prompted to log in with your existing credentials. After you’re logged in, you can set up the passkey.
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