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Stone Tribes

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.

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About the 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

Before entering a match, the player prepares a team:

  • Composition of 30 characters - Each actor can receive a specific automation flow as "default flow"

  • Class distribution and balance - ( Work in Progress ) 

  • 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