Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 2339530 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | Coming soon |
| Developer | Indie Island Studio |
| Publisher | Indie Island Studio |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
A strategic RTS in solo and multiplayer where you don’t micro-manage units, but design their behaviors, adapt tactics in real time, and grow a tribal team through RPG progression in a prehistoric world.
About this game
STONE TRIBES An Automation-Driven Real-Time Strategy Game (RTS + Automation) Context The game takes place in Zyndoria. In this mystical place, tribes are fighting as automated agents that you design, using magical abilities, weapons and crafting to get decisive advantage on the battle. Concept Stone Tribes is a Real-Time Strategy (RTS) game with a strong RPG dimension , where the player does not directly micro-manage units, but instead designs their behaviour using an automation system that the user can design with UI . Rather than controlling every action, the player acts as a strategic architect , defining behaviors in advance and dynamically adapting strategies through Macros during battle. You don’t control units. Victory comes from preparation , coherent automation design , and the ability to adapt tactics in real time , not from high APM or constant micro-management. GamePlay Phases Team Design Phase Game Phase Game Design Phase ( Work in Progress ) ------------------- Core Pillars 1. Automation-Driven Gameplay Each character operates using an Automation Flow : a permanent, condition-based behavior that defines how the unit acts by default. Automations represent the unit’s intrinsic intelligence Autonomous, readable, and consistent behaviors A combat fallback ensures units always remain functional 2. Tactical Macros (Player Command) Macros are temporary tactical orders that override individual automations . The player commands intent , not execution Instant strategy switching Simple predefined Macros or fully customizable ones 3. Group-Based Strategy The tribe can be divided into groups , each receiving different Macros simultaneously. One army, multiple strategies High-level coordination without micro-management Clear battlefield intent and readability 4. RTS + RPG Hybrid Each unit is a persistent character, not a disposable pawn: Classes: Warrior, Hunter, Craftsman, Shaman, Druid, Necromancer Levels, experience, equipment, and spells Defined roles within the tribe Core Systems Overview Automation vs Macro Automation → Permanent individual behavior Macro → Temporary tactical order issued by the player Team Design Phase Be…
Supported languages
English * * languages with full audio support
