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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Blog RSS Feed Report abuse Latest News: Tribe Of Pok: Tools with abilities and other improvements

0 comments by PokingWaterGames on Sep 12th, 2014

Tools and weapons with abilities, improved task delegation, lighting shaders, improved Combat Mode, overhauled mineral resources, improved AI and walls.


  • Tools and weapons with abilities - I've previously mentioned the possible actions a human can perform are based on the tools they have available, e.g. anyone with an axe can cut down a tree. I've expanded on this. Tools now have abilities tied to them with varying levels of effectiveness. For example, an axe has a high [chop] ability and can cut down trees quickly. A knife also has the [chop] ability, but is much less effective and takes a longer time. Tools and weapons can have multiple abilities attached to them, e.g a knife can [chop] as well as [slash] when used in a fight. It's easily moddable, so you could give spears the ability to [puncture] holes for clothes-making if you wanted.

  • Improved task delegation - To complement tools with abilities, I've improved the way tasks are delegated to the humans. The best person for a given task is now calculated based on the abilities of their tools and distance to the task. A person further away with a better tool should be preferred over a closer person with a worse tool.

  • Lighting shaders - Fires now emit light. It's pretty simple, no fancy shadows here. The lighting is mainly to make to nights brighter.

  • DevUpdate20140913g2

  • Improved Combat Mode - I've re-enabled and fixed up Combat Mode, which I took out for a while since it was confusing and buggy. Now all individuals can be ordered to position/attack manually and the orders will stick even when you exit Combat Mode. It's still a work in progress though.

  • Overhaul mineral resources - Rocks and minerals contain a set amount of resources and disappear once they are mined out.

  • Improved AI - Added desire to seek warmth when freezing, and other various improvements to AI

  • Walls - Can construct walls now, making a cell impassable and using up all the cell's volume

On a final note, I think it's time the graphics got some attention. I'll be looking for an artist to replace all my programmer art with proper art before doing a big promotional push. Stay tuned!

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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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