In essence, Tribe of Pok is a tribal survival simulation/strategy game inspired by games such as Dwarf Fortress and the Cultures series. A tribe of hunter-gatherers attempts to eke out an existence in a savage environment. Help them become the most prosperous tribe in the area by constructing the great Megaliths of the Stone Age, building, crafting, hunting and gathering. As you become more prosperous, rival tribes will take notice, not all of which will be homo sapiens!

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Simulated Natural Environment
The natural environment is heavily simulated. Water flow, ground saturation, evaporation, fertility, temperature and humidity all contribute to shaping world. Cut down all the trees and eventually they will stop regrowing. Use up all the water in a pond and it will be dry until the rains return.

Tree Growth

Day/Night and Seasonal cycle
Temperature and humidity are affected by the time of day and season. Winters can be harsh with below-freezing temperatures, so keep the camp fires going to prevent hypothermia. Summers aren't much better, with the possibility of heatwaves causing strokes.

The Circle of Life
Plants and animals adhere to the circle of life. Plants absorb organics from the soil as they grow, produce fruit during maturity and return organics upon death. Animals travel in herds around the map trying to fulfill their own needs. For predators, this means hunting other animals when hungry. For prey, this means running away from anything that wants to eat them.

Buffalo migratingFighting

Nature is the Ultimate Provider
Almost everything you need will come from nature. Plants are harvested for their produce, animal carcasses are butchered for materials and rocks are broken down to make tools.


Craft the Tools of Survival
Craft spears to defend against wildlife and other tribes. Axes to cut down trees and awls to make clothing. Some tools are even capable of performing several tasks. The stone knife speeds up fire creation, but can also be used as a weapon in a pinch.

Crafting Panel

Stop the Decay
Food left in the open decays very quickly. Build pits to slow down this process. Don't place it too close to camp, or the warmth from a campfire will speed up decay. If the pit gets wet, any food inside won't last very long either. It's all part of the deep simulation that drives Tribe Of Pok.


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Week 41, 2015

I've been thinking about the combat statistics this week and what each value adds to gameplay. In the current model, we have pierce, slash and blunt attack values with corresponding defense values. I've found this to be difficult to balance and not very intuitive.

The existing combat model

Take for example the mammoth. They have high defense values against slashing, which means Buffalo (which deal piercing damage) will be able to fight them, but Tigers (dealing slash damage) will be slaughtered. This large contrast in outcomes applies for the player's weapons as well. In the end it didn't add anything to the experience, and was more of an annoyance for the player to keep track of.


Removing damage types while keeping variety

Therefore I've removed pierce, slash, blunt in favour of a single attack damage value. Individual defense types have also been replaced with one value for Armor. The variations in combat are now mainly from attack cool-downs and dodging. An animal with a fast cool-down will be able to do more attacks, but in general have weaker attacks and be less capable of breaking through armor, although they will still be able to do damage. An animal with a high dodge chance will simply get hit less often. It's also a benefit that this type of combat variation is easier to represent on the game world.


Game balancing

Finally I've made some tweaks to the damage algorithm so that the maximum protection armor/clothing can provide is 80% of the total damage. Bruises, cuts and bleeding remain unchanged, but I may evaluate their contribution at a later date for improvements.


Twitter - ParsleyPWG
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Week 40 Update, 2015

Week 40 Update, 2015

6 days ago News 0 comments

This week I've been refactoring and cleaning up the progress bars above animals and objects, improving camera movement and fixing bugs as usual.

Visual effects update

Visual effects update

1 week ago News 0 comments

A small update for the visual effects I've been working on this week.

Alpha 9: Huts, Objectives and Animations

Alpha 9: Huts, Objectives and Animations

4 weeks ago News 0 comments

The most exciting change in this update is the introduction of huts!

Alpha 8 Update - Movement and Sprites

Alpha 8 Update - Movement and Sprites

2 months ago News 0 comments

This update features smoother transitions for animal movements, changes to the way objects are displayed, an improved system for constructing buildings...

Tribe of Pok is a tribal survival strategy game with a heavy focus on a simulated natural environment. A tribe of hunter-gatherers attempts to eke out an existence in a savage world. Guide your tribe to prosperity by constructing the great Megaliths...

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Post comment Comments
Cruso Jan 11 2015 says:

Looks really interesting. I will follow you on twitter and try out the alpha as soon as it is aviable.

+2 votes     reply to comment
Guest Jan 10 2015 says:

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PokingWaterGames Creator
PokingWaterGames Jan 10 2015 replied:

Thanks! I've only recently started being more active in posting things, glad it's working well.

+1 vote   reply to comment
SniperCharlie Aug 13 2014 says:

Looks interesting.Keeping an eye;)

+3 votes     reply to comment
Cristiano.b. Apr 17 2014 says:

The game is great but i think u nned to detail that tiles a bit more.

+3 votes     reply to comment
PokingWaterGames Creator
PokingWaterGames Apr 17 2014 replied:

Thanks for the feedback! Yes, art is definitely not my strong point. I have always made the sprites just "good enough" to show the idea so I can get back to coding, which is the fun part! But I'll work on improving the art now as well, stay tuned.

+3 votes   reply to comment
psychomantits Jun 21 2013 says:

All professions look too similar to each other - maybe different outfit colors would help?

+4 votes     reply to comment
PokingWaterGames Creator
PokingWaterGames Jun 26 2013 replied:

Hi, thanks for your comment - those images are actually for the male and female and not related to the role of the person. I briefly considered making the human sprites role-specific but put it on the backburner as a cosmetic change. Although I can see how that would make it easier for tribe management as it would be easier to tell at a glance who does what on the playing map, and will definitely put it in at some stage!

+4 votes   reply to comment
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Tribe of Pok
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Real Time Strategy
Single Player

Latest tweets from @parsleypwg

Weekly update is weekly updated

Oct 6 2015

Whenever I encounter a bug I feel the urge to fix it right away... which sometimes leads to very late nights

Oct 6 2015

Added scrolling acceleration and the game feels so much better! Amazing what simple improvements can do

Sep 22 2015

I love the process of iteration; making something a little bit better each time you work on it!

Sep 17 2015

New update posted

Sep 15 2015

My current favourite thing to do is spawn dozens of animals and watch them duke it out battle-royale style #indiedev

Sep 14 2015

Latest weekly update posted

Sep 13 2015

Sprouting trees, maturing trees, dying trees are now animated

Sep 13 2015

Tree animations going well! I've even managed to squeeze more performance out of the simulation

Sep 12 2015

Working on better animations for plant growth and death

Sep 10 2015

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Tribe of Pok
Tribe of Pok
Last Update
13 hours ago
79 members