Patches
Content patches and bug fixes updated on the game.
Content patches and bug fixes updated on the game.
Fixed an issue where some players would not have a QR code displayed on the main menu.
The 'Increase Hand Size' and 'Passive upgrade' level up rewards are now awarded as expected when an unclaimed Hero performs multiple level ups.
Fixed an issue that prevented authentication with “Dreamhaven Online Services” for some players.
Sunderfolk no longer freezes for some players when launching the starting sequence.
Resolution settings now display as expected.
May 7, 2025
Made improvements to handling certain networking situations where some players may have been unable to continue past the "Press Any Button" startup splash screen.
While we've made improvements in this area, there are even more improvements / fixes coming in future patches we are actively working on.
Specifically:
In some situations, players may see a blank QR code on the main menu screen for a period of time before it properly updates with a valid QR code.
Some Steam Deck players have also reported being unable to bypass the startup screens (logos / splash screen). We are actively investigating those reports and working on a fix.
Fixed an issue where players may have experienced a softlock after an Arcanist uses their “Stargate” ability on Wurmsbait [to teleport to the second island] during the mission “Wurmsbait’s Mischief”.
Adjusted text on one of the Bard’s Negative Fate Cards to correctly indicate its intended effect.
The original text “A random Hero or Ally in Range 3 of you Heals 3” has now been changed to “Choose a Target in Range 3 to Heal 3”
The Negative Fate Card “-2 Damage, Blind Each Monster in Range 2” now correctly inflicts Blind instead of Provoked.
The Berserker’s “Grisly Force” ability now ignores any active Shield buff on the Berserker to deal the intended damage when the “Deal” action occurs.
Fixed an issue where gold and loot did not always spawn on the map when a Rogue used their “Penny Pinch” Skill Card.
Fixed an issue where the Rogue’s applied Chroma color reverted to default when gaining Evasion.
The Ogre Queen no longer uses “Retaliation” when under the “Confused” debuff.
Enemies will now automatically lose the “Provoked” status at the end of their turn.
Fixed an issue where Bosses no longer clear the “Root” debuff automatically at the end of their turn.
Fixed an issue where enemies with Teleport and Leap abilities were gaining Haste buffs with the “Frenzy” passive.
Fixed an issue where Guard Bug Allies summoned from Trinkets no longer skip their remaining actions when swapping with a Hero.
Ally attacks will no longer trigger enemies’ Frenzy passive in Challenging or Shadowstone difficulty.
Chirp is now able to use their Move action after activating her “Bulldoze” ability and dealing damage to enemies.
[This is a story-spoiler: Read at your own risk] Fixed an issue where a Round Timer is missing in (“All That Glitters”), causing the missions to be blocked from progressing.
[This is a story-spoiler: Read at your own risk] Fixed an issue where Heroes would lose more than the intended one Skill Card when deselecting a Skill Card while under the effects of “Fear”.
Fixed an issue where players may experience a main screen freeze after changing settings during missions.
Fixed an issue where spamming the “+” add button on Character Select causes a softlock for players.
Fixed an issue that was causing looping conversations.
Fixed missing and broken audio events in-game.
Adjusted the description for the “Black Inkwell” trinket to match its functionality.
[This is a story-spoiler: Read at your own risk!] The mission (“Sundered Shadows”) will be reset to start from the beginning if it was saved and players quit in-progress.*
*Developer Note: Some patches for Sunderfolk may reset the specific mission you are on at the time of the update, if we’ve made changes to how that specific mission works. This will send you back to town, but it will improve your overall experience with the mission. We’ll aim to give more advanced notice if these resets are coming in future patches. Thanks for rolling with it! 🎲
We’ll have more updates to share in the coming weeks, so please keep sharing your feedback in the Sunderfolk Discord. Thanks for playing, and we’ll see you in Arden!
The Secret Door team looks intent on implementing helpful changes pointed out by hundreds of closed beta testers. Below are the changes made just prior to launch on April 23.
Many small changes that add up to a major impact on the speed of play. These changes help to streamline the pacing of gameplay:
Pulsing animation on the tile of Heroes that haven’t played yet this turn. Hurry up and take your turn!
Movement and attack animations speed up when multiple monsters of the same type take their turns sequentially. This resets when a new monster type takes its turn.
Increased the move and attack animation speed of most characters.
Improvements to missions and Monsters to increase pacing:
Tower Defense: Stun Bug now only attacks 1 target, not 3.
Minecart Mayhem: reduced number of webs.
Lost in Swamp: re-arranged starting Oozes, increase NPC health.
Oozes’ Fate Cards no longer spawn additional Oozlings.
The Fungal Vale: changed Oozes to Redcaps.
Shadowshard: moved barrels closer to teleporters.
Added more settings to allow you to remove UI and Narrative friction:
Setting to let you Auto-Skip Narrative, Tutorials, and/or Cinematics.
Setting to let you Auto-End your turn instead of needing to press the End Turn button.
Added more configuration options for the “Hold to Skip” feature, allowing you to skip your actions without looking down at your phone.
Added Exit to Hero Select to make it easier to add new Heroes to existing campaigns.
Improving the Difficulty curve to be more consistent across missions, while pushing to distinguish Brightstone and Challenging as more distinct difficulty modes.
Easier Brightstone Difficulty mode.
Invincible NPCs.
Harder Challenging Difficulty mode.
All Monsters have Frenzy and become more powerful when they are:
Attacked by a Hero.
Unable to attack for the round.
Stronger Monsters.
More Elite Monsters Spawns.
Shadowstone Difficulty Unlocked Automatically.
After analyzing data and going through your feedback, we've made some balance changes to some Heroes!
Arcanist
Arcanist is in a good spot; they've received balance tweaks to some spells.
Bard
Bard has some room for some extra power, so they received some damage and movement increases.
Berserker
Berserker's in a good spot; touching up some under-loved spells.
Pyromancer
Pyro has a lot of power, so shifting some of that power around.
Ranger
Ranger has some room for some more power; they received some upgrades.
Rogue
Rogue is in a good spot; made some changes to reduce player confusion.
Re-organized building upgrade rewards to more closely match the building theme.
Added a new Market Shop that exchanges Favors for certain Trinkets to create an outlet for excess Favor items.
Rewrote and added extra text to better describe certain building upgrade rewards.
Level-Up celebration now happens soon as you arrive at Level-Up.
Tavern Meals are now weighted, making it more likely newer unlocked / better meals are more likely to appear.
Added a skip remainder of turn button in combat when taking your turn
Implemented corner cutting on movement & targeting to help improve the ease of drawing your path
Improved tablet UI support
Better telegraphing for unique mission mechanics and rules (story spoilers below!):
Show which card is Feared in
Visual status effect for
Improvements to disconnect handling and flow
Removed the QR code which blocked too much of the screen when players disconnected
More places where the game saves in Town
Added in slide animations when stepping on Slime
Lots of improved VFX, animation, and audio!
Now, these are just some of the changes we’ve made for launch, and this is just the beginning! If you don’t see your feedback implemented here, we are planning post-launch patches that will include changes that we couldn’t add for our launch day.