In essence, Tribe of Pok is a tribal survival simulation/strategy game inspired by games such as Dwarf Fortress and the Cultures series. It's about a tribe of hunter-gatherers trying to eke out an existence in a savage environment.

You will make the important decisions such as where to gather resources, which animals to hunt and what items to craft while your tribe members live their lives and carry out their duties autonomously.

Current Features


Simulated natural environment

  • Water flow, ground saturation, evaporation, organics, temperature and humidity
  • Plant life cycle - absorb organics from soil, produce fruit during maturity and return organics upon death
  • Weather - Rain, heavy rain, snow, heatwaves, cold waves
  • Day/night cycle and seasons
  • Fire - controlled and uncontrolled


Simulated animals

  • Hunger, thirst, sleep and stamina
  • Animals travel in herds around the map trying to fulfill their own needs
  • Aggression system - animals make fight or flight decisions based on different factors (aggression, distance to threat, etc)
  • Human state changes based on internal temperature (heatstroke, hypothermia, coma)
  • Migration events
  • Animal statistics such as weight and strength change based on age

Basic crafting

  • Weapons - knife, axe, spear, bow & arrow
  • Tools required to craft some items
  • Leather clothing


Basic construction

  • Food and tool pits
  • Beds
  • Snare traps


Decay

  • Food left in the open decays very quickly
  • Carcasses decay


Resource gathering

  • Plants can be cut down or harvested
  • Carcasses can be butchered
  • Mineral extraction (very basic)
  • Hunting


Planned features


  • Diplomatic interactions with neighboring tribe


Sign up to try the latest free Alpha at Pokingwatergames.com. It will enter the paid Alpha stage at a later date.

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DevUpdateWinter DevUpdate20140515Image3 Production Images
Blog RSS Feed Report abuse Latest News: Tribe Of Pok: New designation system and Alpha 4

2 comments by PokingWaterGames on Jul 11th, 2014

Alpha 4 is now available! This will be the last free alpha release, the basic gameplay loop/functionality is established and it's time to move on to the next stage. Thank you to everyone who has given feedback so far, you've been a great help in shaping the game. There's much more to do of course, and I will keep posting regular news updates.

Major changes:

  • New designation system - Lots of experimenting went on with the designation system. I was finding the current system for marking trees to cut, water sources to use, etc inadequate. It required too much clicking and didn't suit the nature of the game. After a few failed attempts I went with a left-click-and-drag system, where the player can designate areas and tasks in any shape they want. To accommodate this, I had to change the previous left-click-and-drag to scroll the map to right-click-and-drag to scroll. A small annoyance, but I think it was worth it.

  • DevUpdate20140711g

  • First step towards shaders - The day/night cycle lighting changes were previously "faked", meaning I just drew a completely black sprite over the screen and adjusted the transparency depending on time of day. This was a problem because I couldn't make the areas where fires were burning brighter. I've switched to using shaders for lighting changes now, which should allow for more flexibility in the future.

  • Pierce and slash damage - Animals now have individual pierce and slash damage values (e.g mammoths deal massive pierce damage while lions deal moderate pierce and slash damage). Clothing protection for each type of damage works properly now as well. It's based on the body part hit so a helmet will only reduce damage if the head is struck.

  • Doubled length of 24-hour cycle - What a difference this makes! It feels like a better pacing and now when I reach winter, I am actually worried where the next meal will come from.
DevUpdate20140711i

Other changes:

  • First step towards animation - fires now flicker
  • Options menu changes now saved on game exit
  • Autosave function added to help with bug reporting (can be set to autosave every minute)
  • Fixed zooming in/out causing most UI elements to zoom as well
  • More tweaks to aggression system
  • Snare traps working - immobilises animals
  • Fixed music not looping
  • Bug fixes

I want to call the player's tribe members something else besides "tribe members", but not sure what... Pokkians? Pokkers? That sounds a bit rude. Open for suggestions.

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Post comment Comments
Cristiano.b.
Cristiano.b. Apr 17 2014, 7:53am says:

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

+2 votes     reply to comment
PokingWaterGames
PokingWaterGames Apr 17 2014, 10:46pm 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.

+2 votes     reply to comment
psychomantits
psychomantits Jun 21 2013, 4:37am says:

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

+3 votes     reply to comment
PokingWaterGames
PokingWaterGames Jun 26 2013, 11:49am 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!

+3 votes     reply to comment
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Tribe of Pok
Platform
Windows
Developed By
PokingWaterGames
Engine
Custom Built
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Official Page
Pokingwatergames.com
Release Date
TBD
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Style
Genre
Real Time Strategy
Theme
Antiquity
Players
Single Player
Project
Indie
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Tribe of Pok
Tribe of Pok
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