Stone Tribes

Details

Current prices

Unavailable

STONE TRIBES

An Automation-Driven Real-Time Strategy Game

High 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 intelligence and issues tactical commands to groups of autonomous characters.

Rather than controlling every action, the player acts as a strategic architect , defining behaviors in advance and dynamically adapting strategies through Macros during battle.

Core Fantasy

You don’t control units.
You design how they think — and decide when to intervene.

The player leads a tribe of 30 persistent characters , each with its own class, equipment, and behavioral logic.

Victory comes from preparation , coherent automation design , and the ability to adapt tactics in real time , not from high APM or constant micro-management.

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

Macro State Resolution

At any given time, each character has exactly one Macro State :

  • Macro State = Undefined (Default)
    The character follows its Individual Automation Flow.
    Core Combat Behavior is active.

  • Macro State = Forced Macro (Legacy)
    The character follows a predefined tactical order
    (MoveTo, MoveAndFight, AttackTarget).
    Core Combat Behavior is disabled.

  • Macro State = Custom Macro
    The character follows a player-designed tactical behavior.
    Core Combat Behavior is active.

Core Combat Behavior

Core Combat Behavior is a minimal fallback behavior available only when not explicitly disabled.

When active, and only if no valid action is produced by the current Automation or Macro , the character will:

  • Auto-attack that enemy

  • Move toward the closest enemy in range

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

Automation vs Macro

  • Automation
    → Permanent individual behavior

  • Macro
    → Temporary tactical order issued by the player

Team Design Phase

Before entering a match, the player prepares a team:

  • Composition of 30 characters

  • Class distribution and balance

  • Equipment and spells

  • Individual automation flows

  • Custom Macro definitions

Players can either:

  • jump straight into battle using pre-built teams , or

  • dive deep into automation design to optimize their strategy

Game Modes (Beta Focus)

  • PvP Nexus vs Nexus
    Two teams compete to destroy the enemy’s core.

  • Solo vs AI
    Practice and strategy experimentation.

Additional modes (PvE, multi-objective scenarios) are planned for later development.

What Makes Stone Tribes Different

  • No frantic micro-management

  • No APM as the primary skill

  • Strategy based on design and anticipation , not mechanical execution

  • A system-driven RTS focused on emergent behavior

Target Audience

  • RTS players looking for something new

  • Fans of deep, systemic gameplay

  • Players who enjoy optimization, automation, and experimentation

  • Strategy players who prefer thinking over clicking

Final Note

This one-page is designed to clearly communicate:

  • what the game is

  • why it’s different

  • who it’s for