Loading…
Loading…
GameBrief · General
Sunderfolk beginner guide covering all 6 classes, best 2–4 player party compositions, and first-run tips. Free on Epic Games Store until May 21, 2026.

Reviewing
Sunderfolk
Secret Door · Dreamhaven
This Sunderfolk beginner guide covers all 6 classes, best party compositions, and first-run setup for players new to the game or claiming it from the Epic Games Store giveaway.
Sunderfolk is a co-op tactical RPG from Secret Door and Dreamhaven that blurs the line between a board game and a video game. The fundamental idea: up to four players sit together (locally or online), each controlling a different hero, working through a dungeon campaign one grid-based encounter at a time.
The game launched in April 2025 and has accumulated 1,690 reviews on Steam at 94% Very Positive. Its free stint on the Epic Games Store starting May 14, 2026 has introduced a new wave of players to it.
What separates Sunderfolk from most tactical RPGs is the controller setup. Each player uses either the free Sunderfolk mobile app on their phone as their controller, treating it like a hand of cards they hold and play, or standard keyboard and mouse. The phone option genuinely changes how the game feels: you hold your cards, play them in secret (other players can't see your choices until they're made), and the physical act of choosing and discarding makes the game more tactile than a typical mouse-click menu.
This Sunderfolk beginner guide covers everything a new player needs — class breakdown, party compositions, Coordination Mode, and the town upgrade decisions that matter early on.
Before touching a class, two setup steps matter for new players.
Phone controller setup. Download the free Sunderfolk app on iOS or Android. The host launches the game on PC, creates a session code, and each player enters it in the app. Once connected, your phone is your character screen and card hand. This works over local Wi-Fi or online with a direct friend invite. If you prefer mouse/keyboard, skip it — the PC controls work fine.
Coordination Mode. This is the setting that separates a frustrating first session from a fun one. With it active, you can pause, hover over every tile to see movement ranges, preview enemy attack lines, and plan the full team's turn before committing. Turn it on. Experienced tactical RPG players might find it slow — fair complaint — but without it, new players make mistakes that feel random rather than learnable.
Both settings are in the main menu before a session starts.
The grid-based combat system shows enemy attack ranges before you commit your moves — Coordination Mode makes all of this visible.
Each class in Sunderfolk plays a genuinely different role. The game works with any four-class combination, but some pairings are noticeably stronger — the Sunderfolk beginner guide picks are in the next section.
Berserker is the frontline tank and primary damage dealer. The Protector's Fury passive reduces incoming damage and increases outgoing damage while active. You can pick up enemies and throw them to reposition the battlefield. Best feature for beginners: the self-sustain mechanic means you won't die immediately if you make a positioning error. The Berserker should absorb the hardest hits.
Arcanist deals burst magic damage and controls space. Teleport abilities let you reposition both allies and enemies mid-turn. The Arcanist places Decoy tokens that draw enemy attacks, giving your team breathing room. High ceiling, moderate floor — rewarding to play once you understand the map layout.
Bard is the team's support engine. The music note system drops zone-wide buffs when you change position on the board. A well-played Bard keeps the entire team healthier and stronger across a full encounter without spending resources. The catch: Bard rewards movement decisions, and beginners sometimes forget to move to trigger their support effects.
Pyromancer burns everything. Area-of-effect fire cards deal strong damage across multiple enemies, but the Pyromancer has low health and needs protection from the Berserker or Ranger. A Pyromancer positioned poorly gets deleted. Positioned well, it clears rooms faster than any other class.
Ranger is the safest entry point for players who dislike standing in the middle of enemy clusters. High single-target damage at range, some traps and area denial, and enough durability to survive a mistake. The Ranger's main challenge: enemies close in quickly, and you need to actively maintain distance.
Rogue rewards players who've already beaten the game once. Stealth positioning, high burst combos, and abilities that trigger differently based on positioning relative to enemies. Technically strong but requires reading the full encounter layout before acting — not ideal for a first run. For reference, Farever's Rogue-adjacent class has a similar positioning-first design: Farever class guide →
GODEEPER: Class synergies follow similar principles across co-op tactical games. LegionBound Class Synergy Guide →
Solo: Berserker. It's self-sufficient. The Ranger works too.
2 players: Berserker + Bard. The Berserker soaks hits and deals damage; the Bard's music notes passively boost both players without requiring attention split. This pair clears most encounters without mechanical difficulty.
Alternatively: Ranger + Arcanist. The Ranger handles single-target threats while the Arcanist teleports and controls group positioning. A bit more fragile but very flexible.
3 players: Berserker + Bard + Pyromancer is the standard pick. You have a frontline, healing/buffs, and AoE damage. The Pyromancer benefits from having a Berserker available to move enemies into fire zones.
Berserker + Ranger + Arcanist is the more tactical option — good for groups that want to think through each turn rather than brawl through.
4 players: Berserker + Bard + Pyromancer + Ranger covers all roles. The Ranger handles priority threats while the Pyromancer clears clusters. This is the composition the game is balanced around.
If your group insists on Rogue, pair it with Bard (the Bard's positioning buffs help the Rogue set up combos) and keep the Berserker for stability.
Between dungeon runs, you manage a small town with upgradable buildings. The priority order for the first few upgrades:
If your team runs melee-heavy (Berserker + Pyromancer), go Meal system first. The buffs reduce incoming damage at dungeon entry, which matters more than card quality when everyone is standing in the front line.
Two or more ranged characters? Start at the Forge. Card quality determines how consistently Arcanist and Ranger draw what they need — early upgrades remove dead draws before they become a problem.
The Inn is a quality-of-life pick for longer sessions, not a priority. Passive regen between encounters adds up, but you don't need it until mid-run.
Don't split upgrades evenly across everything. Pick a direction based on your team and commit.
The town upgrade menu — commit to one direction based on your team's class mix rather than spreading upgrades evenly.
GODEEPER: Co-op role design works similarly in Farever's dungeon system. Farever Co-op Guide →
Remove cards before adding them. Starting decks have filler that produces dead draws. At early shops, delete a bad card before buying a new one. A smaller, consistent deck outperforms a larger deck with dead draws every time.
Watch the telegraphs. Every enemy shows its planned attack before you move. Coordination Mode projects exactly which tiles will be hit. Moving out of attack zones before they trigger is worth more than squeezing extra damage — this is the core loop and it takes a couple of runs to internalize.
The Bard has to move to generate notes. New Bard players play their cards, forget to reposition, and wonder why the support effects aren't landing. Every Bard turn the question is "where do I need to end up?" before "what card do I play?"
Use voice chat, even if it's just Discord. Sunderfolk has proximity chat built in, but the main coordination need is simple: call which enemy you're targeting so the team doesn't dump damage into different targets and waste turns.
Wipes are fast. Each run starts with a basic deck and you're back in under two minutes after a wipe. The game is designed around learning encounter patterns through failure, not punishing you for them.
How many players can play Sunderfolk? Sunderfolk supports 1 to 4 players. Online co-op requires each player to use the free Sunderfolk mobile app as their controller, or play on keyboard/mouse on the host PC.
Do you need a phone to play Sunderfolk? No. You can use keyboard and mouse on PC. The phone app is an optional controller — download the free Sunderfolk app, connect to the session, and use your phone screen to play cards. It's a fun couch co-op setup but not required.
Is Sunderfolk free on Epic Games Store in 2026? Yes. Sunderfolk: Standard Edition is free on the Epic Games Store from May 14 to May 21, 2026 (until 8am PDT / 11am EDT). Claim it before the deadline to keep it permanently.
What is the best class for Sunderfolk beginners? Berserker is the most straightforward class for new players. High damage, built-in damage reduction, and a forgiving playstyle. Ranger is the second-best option for players who prefer ranged play.
Does Sunderfolk support online co-op? Yes, both local and online co-op for up to 4 players.
How long does it take to beat Sunderfolk? A full playthrough takes approximately 12–20 hours depending on group size. Completionists can expect 25–35 hours across all difficulty cycles.
Was this guide helpful?
Disclaimer
This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.
About the author

Critical game theorist with a background in film criticism. Writing for print and digital outlets since 2015. Specialises in genre analysis and design heritage.