It undoubtedly achieves this.
Phones are the controller, a method Sunderfolk pulls off shockingly well.
Turns can be taken in any order, which lets each one require its own strategy.
Missions themselves can take several different forms, like puzzle, rescue, or exploration.
Weapons need specific triggers, like enemies doing zero damage, requiring even more strategic thinking.
Sunderfolkincludes very light deckbuilding elements in its Fate Card system, which are an enjoyable alternative to dice.
This could expand over time, though - when Ispoke withSunderfolks team,they mentioned potential DLC.
Even with no obligation to continue playing, its still a game Im compelled to return to.