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


  • 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 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: Stockpiles, piling objects, diplomacy and rivers

0 comments by PokingWaterGames on Aug 12th, 2014

Since last update I've been working on aspects that allow the player to organise a larger tribe more easily, as well as give more choice in how to manage the tribe.

Major Changes

  • Open stockpiles - There are pits for food and racks for tools, and this worked well at the beginning. However as you your tribe progresses, raw materials such as tendons and bones tend to accumulate around the meeting point in a big mess. Open stockpiles are introduced to handle this. You can create an open stockpile from the Stockpile Panel and set what is allowed/forbidden to be stored in each pile. Then designate the hexes associated with that stockpile in any shape. This system allows for more strategic opportunities. For example, you could create a wood-only stockpile as a barrier and set it on fire to scare away predators, or suddenly melt a frozen lake to drown any animals standing on the ice.

  • DevUpdate20140813

  • Hex maximum capacity - Hexes now have a volume limit, meaning you cannot store infinite objects on one hex. If too many objects are in the same position and their total volume exceeds the hex's volume capacity, then some objects will "slide" to an adjacent hex. This effect is most obvious when butchering a large carcass with lots of parts, such as a mammoth, but you will also see the effect when piling too many objects in one cell.

  • DevUpdate20140813g

  • Diplomacy - Relations can change with other tribes depending on your actions. Right now I've only set up the foundations for this mechanic, you can either taunt or trade with the enemy. I hope to expand it with more interesting options in future that fit well into the game.

  • Trade - To go with the new diplomacy system, I have introduced trading into the game. Trading involves bringing offered goods to a trading post, deciding what you want to receive in return, and then sending someone off the map with your goods.

  • Rivers - Rivers are working! It took a while but they're in now. Water flows in endlessly from the river entrance and flows out from the river exit points. I'm anticipating problems with the pathfinding since locations on one side of the map can't be reached from the other, and will deal with them as they occur.

Other changes

  • Melee damage and weight of object updates each day based on age
  • Progress bars for actions such as cutting trees, constructing buildings, etc
  • Wearables such as boots merged into Clothing class
  • Food decay rate now affected by temperature / humidity
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Post comment Comments
SniperCharlie Aug 13 2014, 6:38am says:

Looks interesting.Keeping an eye;)

+2 votes     reply to comment
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 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 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 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
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Real Time Strategy
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Tribe of Pok
Tribe of Pok
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