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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

Google races to put Gemini at the center of Android before Apple’s AI reboot

Google is using its latest Android rollout to position Gemini as the AI layer across phones, Chrome, laptops and cars.

Google is using its latest Android rollout to make Gemini less of a chatbot and more of an operating layer across the phone, browser, car and laptop, just weeks before Apple is expected to show its own Gemini-powered Apple Intelligence reboot at WWDC.
Ahead of its Google I/O developer conference next week, the company previewed a number of Android updates, including AI-powered app automation, a smarter version of Chrome on Android, new tools for creators, a redesigned Android Auto experience, and a sweeping set of new security features.
Alphabet is counting on Gemini to help Google compete directly with OpenAI and Anthropic in the market for artificial intelligence models and services, while also serving as the AI backbone across its expansive portfolio of products, including Android. Meanwhile, Gemini is powering part of Apple’s new AI strategy, giving Google a role in the iPhone maker’s reset even as it races to prove its own version of personal AI on the phone is further along.
Sameer Samat, who oversees Google’s Android ecosystem, told CNBC that Google is rebuilding parts of Android around Gemini Intelligence to help users complete everyday tasks more easily.
“We’re transitioning from an operating system to an intelligence system,” he said.
As part of Tuesday’s announcements. Google said Gemini Intelligence will be able to move across apps, understand what’s on the screen and complete tasks that would normally require a user to jump between multiple services. That means Android is moving beyond the traditional assistant model, where users ask a question and get an answer, and acting more like an agent.
For instance, Google says Gemini can pull relevant information from Gmail, build shopping carts and book reservations. Samat gave the example of asking Gemini to look at the guest list for a barbecue, build a menu, add ingredients to an Instacart list and return for approval before checkout.
A big concern surrounding agentic AI involves software taking action on a user’s behalf without permissions. Samat said Gemini will come back to the user before completing a transaction, adding, “the human is always in the loop.”
Four months after announcing its Gemini deal with Google, Apple is under pressure to show a more capable version of Apple Intelligence, which has been a relative laggard on the market. Apple has long framed privacy, hardware integration and control of the user experience as its advantages.
Google’s Android push is designed to show it can bring AI deeper into the device experience while still giving users control over what Gemini can see, where it can act and when it needs confirmation.
The app automation features will roll out in waves, starting with the latest Samsung Galaxy and Google Pixel phones this summer, before expanding across more Android devices, including watches, cars, glasses and laptops later this year.
The company is also redesigning Android Auto around Gemini, turning the car into another major surface for its assistant. Android Auto is in more than 250 million cars, and Google says the new release includes its biggest maps update in a decade and Gemini-powered help with tasks like ordering dinner while driving.
Alphabet’s AI strategy has been embraced by Wall Street, which has pushed the company’s stock price up more than 140% in the past year, compared to Apple’s roughly 40% gain. Investors now want to see how Gemini can become more central to the products people use every day.
WATCH: Alphabet briefly tops Nvidia after report of $200 billion Anthropic cloud deal

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Waymo recalls 3,800 robotaxis after glitch allowed some vehicles to ‘drive into standing water’

Waymo issued a voluntary recall of about 3,800 of its robotaxis to fix software issues that could allow them to drive into flooded roadways.

Waymo is recalling about 3,800 robotaxis in the U.S. to fix software issues that could allow them to “drive onto a flooded roadway,” according to a letter on the National Highway Traffic Safety Administration’s website.
The voluntary recall is for Waymo vehicles that use the company’s fifth and sixth generation automated driving systems (or ADS), the U.S. auto safety regulator said in the letter posted Tuesday.
Waymo autonomous vehicles in Austin, Texas, were seen on camera driving onto a flooded street and stalling, requiring other drivers to navigate around them. It’s the latest example of a safety-related issue for the Alphabet-owned AV unit that’s rapidly bolstering its fleet of vehicles and entering new U.S. markets.
Waymo has drawn criticism for its vehicles failing to yield to school buses in Austin, and for the performance of its vehicles during widespread power outages in San Francisco in December, when robotaxis halted in traffic, causing gridlock.
The company said in a statement on Tuesday that it’s “identified an area of improvement regarding untraversable flooded lanes specific to higher-speed roadways,” and opted to file a “voluntary software recall” with the NHTSA.
“Waymo provides over half a million trips every week in some of the most challenging driving environments across the U.S., and safety is our primary priority,” the company said.
Waymo added that it’s working on “additional software safeguards” and has put “mitigations” in place, limiting where its robotaxis operate during extreme weather, so that they avoid “areas where flash flooding might occur” in periods of intense rain.
WATCH: Waymo launches new autonomous system in Chinese-made vehicle

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Qualcomm tumbles 13% as semiconductor stocks retreat from historic AI-fueled surge

Semiconductor equities reversed sharply after a broad AI-driven advance, with Qualcomm suffering its worst day since 2020 amid inflation concerns and rising oil prices.

Semiconductor stocks fell sharply on Tuesday, reversing course after an extensive rally that had expanded the artificial intelligence investment theme well past Nvidia and driven the industry to unprecedented levels.

Qualcomm plunged 13% and was on track for its steepest single-day decline since 2020. Intel shed 8%, while On Semiconductor and Skyworks Solutions each lost more than 6%. The iShares Semiconductor ETF, which benchmarks the overall sector, fell 5%.

The sell-off came after a key gauge of consumer prices came in above forecasts, and as conflict in Iran pushed crude oil higher—prompting investors to shift away from riskier assets.

The preceding advance had widened the AI opportunity set beyond longtime industry leader Nvidia, which for much of the past several years had largely carried the market to new peaks on its own.

Explosive appetite for central processing units, along with the graphics processing units that power large language models, has sent chipmakers to all-time highs.

Market participants are wagering that the shift from AI model training to autonomous agents will lift demand for additional AI hardware. Among the beneficiaries are memory chip producers, which are raising prices as supply remains tight.

Micron Technology slid 6%, and Sandisk cratered 8%. Sandisk’s stock has surged more than six times over since January.

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