
The Tribe Must Survive is a survival base builder strategy game set in a harsh Lovecraftian Stone Age. Build your camp, overcome disasters and uncover new areas. Manage fears and diminish internal conflicts, as your Tribe grows. Every decision matters. Will your Tribe survive?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Simplified Chinese*languages with full audio support
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 206reviews | 67% | — | $115.8K |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Abandoned
First and foremost, to anyone complaining that the game's mechanics are not completely explained, YOU ARE WRONG. To the developer team: Me and my friends loved the game and would love to see some improvements to make it even better <3 Pros * The game is short, unique, challenging and fun. * The art in the game is fantastic and really provides a good atmosphere. * Lack of coverage of mechanics by the tutorial provides for a learning Cons * UI requires some improvements when it comes to management of tribe members etc. The issue above drastically reduces replayability considering the tedious management and lack of proper tools. Suggestions: * Provide Icon for buildings that are not producing due to workers loss of sanity and other reasons. * Provide icons above tribe members showing which building they're assigned to. * In Tribe Members view - add filter options as well as select all/deselect all
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Another Starbreeze flop? [/h1] Sniff sniff. AWOOGA! Boyoyoyoyoyoing eyes bulging out of my eyeholes, is that another Starbreeze flop I see? Oh, nevermind, they only published it, haha. Don't know why it doesn't say that on the Store page, but this is indeed a game published by the geniuses behind PAYDAY 3, a complete travesty of what was once a monstrous moneymaker, as well as an acceptably fun game series. Funny coincidence that the developers would release this Early Access title in dire need of further development, to then [b]not[/b] further develop it and say [i]"yep that's it that's the full game, thanks for paying in advance, suckaaaz!"[/i], while being associated to Starbreeze, an incompetent company incapable of finishing anything properly, in due time, with a semblance of quality and talent. Funny coincidinc indeed. [h1] Managing a colony should not be a frustratingly annoying task in a colony management game.[/h1] Anyway yeah it's a rough, visibly unfinished colony management game that is infinitely frustrating with how little colony management you can do. Controls and commands are not enough to fully realize the actions you wish to undertake. You can fail the tutorial by following it to the letter because your tribesmen and tribeswomen of a variety of skin colors that would make Connor Shaw's We Will Not See Heaven blush will randomly go ape♥♥♥♥ and won't listen to orders. And die. Seriously though if my odds of surviving increase exponentially the more I do not follow the tutorial, then perhaps the game might be abysmal dog♥♥♥♥ from the start. For example they may wander away from bonfires and torches, into the darkness, which in case you didn't catch that: being in darkness kills them. Instantly. Idk tentacle something whatever. No light = death. And your little fellas happily walk away from the light for no reason despite the fact that Me, the MANAGER of the COLONY, in the COLONY MANAGER GAME, CANNOT MANAGE THEM BECAUSE THE CONTROLS DON'T LET ME MANAGE THEM PROPERLY! because it's a ♥♥♥♥♥♥ Early Access title that was abandoned instead of receiving more care from talented developers, lmao. The tag "choices matter" is a complete lie, too. idk who put that there, not me! Choice don't matter when tHE PEOPLE YOU'RE IN CHARGE OF BECOME WILDCARD TUMBLR EMOS FOR NO REASON! Oh excuse me I have to click on each and every of my humans one by one and tell them to stop working when their shift is due, manually, by hand, in due time, or else they go insane and wander into the woods to die? Go ♥♥♥♥ yourselves. It's a colony sim not a CCP facial recognition simulator. It's a management game not Finding Waldo. [h1] Everything I've played was absolutely flipping not worth my time.[/h1] Anyway, thanks for the key to this ABANDONNED game, Almir. I thought I'd enjoy it, but much like any Starbreeze product these days, that's not in the cards for me. Maybe if I was born as a Funko Pop! gobbling goblin, perhaps I'd soy all over the place at the sight of a vaguely lovecraftian colony sim. Perchance. But nah. Not worth any more of my time, sorry. It has cool ideas and contents to it, it has a unique and intriguing visual flair to it, but I cannot appreciate any of it when the gameplay blows this hard. She's a California 10 on the screenshots and a Baghdad 2 after your purchase. Cringe! So yeah don't buy this orphaned Early Access title. If it's not worth working on for them, it's not worth playing for you!
Недоделка, но вполне играбельная. Проводишь племя через серию весьма страшных кризисов, они каждый раз одинаковые, но нифига с налёту не проходятся и даже со 2-3 раза. Нужно думать, что успевать за очень краткое время, медленно развиваться тут не дадут, и то все твои аванпосты почти сразу придётся прикрыть можно считать фичей. Интересно поначалу разбиваться в довольно мутной механике местных криповых псведорелигий и ритуалов. Награды от массовой накурки уровня "-2 экстраверсии" или "+2 невротизма" поначалу ставили в тупик. Всякие фракции нихрена не работают, но вот отдельные параметры у самих персов интересны и их можно качать. Даже неврастеники тут полезны, потому что быстрее улепётывают от темноты. Как менеджер игра вполне норм, разок пройти интересно. Но дальше видно, что не стали доделывать.
This game is a puzzle to solve. How can I make this tribe survive ?: There are rather few ways to make the tribe survive and how you manage to successfully execute one of them will define how much sucess you'll have. You gotta plan and prepare a way to adapt to each of the challenges the game will throw at you. If this game has a fault its that it's mechanics seem to be purposefully unclear. If you like to learn through trial and error it's rather the opposite. It is very rewarding to survive to the end- But beyond your first few succesful runs I don't think the game has a long shelf life. It doesn't have much content beyond it. Woud still recommend but probably get it on sale. At least as long as there is no new content like kinds of species beyond human or stuff like that. Sadly the few number of players currently playing makes me think it will saddly be impossible to see new updates and content.
I was 3 hours away from my tribe surviving before the lights went out. I was so frustrated I said i'll never play this game again. Later that evening.... "Alright darkness not this time!!" Great concept for a rogue like survival game very unique in premise.
I bought this in early access, thinking they would improve, add and create complete game. It was fully released a mere few months later and subsequently abandoned. Plays like a demo.
I've been around since the beta tests back when the game ended for act 3, there was no faction and philosophy systems, and the devs hadnt even come up with act 5 or thought of adding in roguelite features. I've seen it grow and flourish through the early access and full release and helped discover some of the mechanics before the devs started making it clearer how things worked for the more casual members of the community (for example tree regrowth used to be a lot slower, didnt have an animation, and the trait that increases its rate used to be much less clear leading to some wondering if trees even regrew in the game at all). This is a challenging game and it takes hours across many runs to beat. You should not expect to breeze through this game. Many will struggle at first to progress past the second and third acts of the game. You also should not always expect to immediately understand how to improve from one run to the next. Sometimes it'll be fairly obvious but this is a game that requires you experiment and learn how to better navigate the myriad obstacles that will be thrown in the way of your tribe's survival. All that said I want to make it clear that despite this being a game that will take some time to learn you also DO NOT NEED TO GRIND RUNS FOR THE ROGUELITE FEATURES OF THE GAME IN ORDER TO BEAT IT I PROMISE YOU. It has been some time since I played so I will admit I dont know how balancing has changed in the interim. But when last I most actively played it was an accomplishment in the community to have actually beaten the game and you would post a screenshot of having done so in the official discord server which would receive a not insignificant amount of celebration (thats another thing by the way, the game has a great community which its picked up along the way through the beta and early access and the devs of the game frequently chat with players. Its a very friendly environment or at least used to be, not sure how many of us old timers from back in the games infancy would still be around) I know for a fact act 5 became easier since then and strongly suspect that the roguelite unlocks will have further decreased the overall difficulty (they've definitely increased the overall replayability which was already through the roof) so if you feel like grinding those out for use as a crutch you can. The game is far from unbeatable and if you're truly struggling with learning how to improve like I said there is a very friendly community waiting to welcome you with open arms and give you all sorts of advice. Finally on to the matter of price. I will admit I think $25 is a little pricey for the game. $20 would've been more reasonable imo but I'm admittedly a cheapskate and even saying that I think thats a reasonable price and knowing this is a small indie studio who I love for having made this, I'd probably still have wishlisted it to see if it'd go on sale in the $18-17 range if that was was the asking price and I'd had to pay. That said if the difference of $5-8 doesnt mean anything to you or you otherwise think the game sounds intriguing I 100% recommend it.
suicidal tribe should be the name of the game
Nice colony management with rogue-like elements.
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Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $115.8K | 483 | 45% | $7.99 | |
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| $115.7K | 325 | 66% | $14.99 | |
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| $115.7K | 3.6K | 77% | $1.49 | |
| $115.7K | 325 | 52% | $9.99 |
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