Tribe Of Pok is a tribal survival strategy game featuring a deeply simulated environment. You manage a tribe of hunter-gatherers, helping them survive and thrive in a savage world. As you become more prosperous, rival tribes will take notice. At first they will judge you based on appearances, but you can change their opinion based on the actions you take.
An update has been released with a new Soil Mound building and various other improvements.
Tribe Of Pok Release version 1.00 is out on Steam (and itch.io)!
The game is releasing on Steam on the 23rd August, so we've got the launch trailer and last Beta update here!
This update is quite substantial, lots of changes/additions made to make things clearer for new players. Also included is better task prioritisation...
Steam launch and Release 1.0 on 23rd August! Also some details on the Beta 20 update.
There are a lot of bug fixes and usability improvements in this version. Since I'm not adding any major features, your saved games from Alpha 18 are compatible...
A new Forces Of Nature trailer and a Wiki page accompanies this final alpha update as we move onto the beta phase of development. Also, spike traps and...
Crab spawns as the tide changes, selectable hair colours and decay effects are some of the changes we discuss in this update.
Major changes to world generation this update means you can now dig into the ground for resources!
In this update we have lots of changes, including graphics replacements, more visual effects, a new tribe name generator, user experience improvements...
Along with this month's update, we are also launching onto Steam Greenlight and would appreciate votes!
This update is mainly about adding tribe colours and tattoos.
A gameplay video and first pass at new Tundra and Semi-Arid biomes in Tribe Of Pok.
For this update I've been mainly working on a major overhaul of the diplomacy system. I think it now fits in better with the direction the game is going...
Introducing the first trailer for Tribe Of Pok, along with the release of the Alpha 10 update. Now also available on Itch.io!
I've been thinking about the combat statistics this week and what each value adds to gameplay.
This week I've been refactoring and cleaning up the progress bars above animals and objects, improving camera movement and fixing bugs as usual.
The most exciting change in this update is the introduction of huts!
This update features smoother transitions for animal movements, changes to the way objects are displayed, an improved system for constructing buildings...
In this update the main focus is on improving the Tutorial and adding an Objectives System.
This update focuses on improvements to the Combat user interface and mechanics.
What I've been working on to make it easier to select units and targets when in combat.
A look at how the water simulation has improved over the years as I've grown as a developer.
I discuss some of the challenges in getting the Human AI to behave "intelligently".
Combat mode overhauled to feel more like an RTS and adding prosperity as a progression mechanic.
This update will be about ways I've been improving the UI for a better player experience.
Changes to the way harvesting plants works to avoid the player selectively breeding the forest.
I'm going to try a new approach to news updates, talking about one game aspect at a time.
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