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The Tribe Must Survive News

May Hotfix - v0.43.5

Tribe Leaders,

Thank you so much for your support and attention to the latest update, we are so excited to see the positive reception of the improvements we are making. As always your feedback is really appreciated in helping us build the best possible version of the game! Here are the fixes we have implemented based on the issues you have flagged:

  • Fixed an issue where players with old save-games might not be able to load into the new version
  • Fixed an issue where Tribe Members could starve even if there is food available.

Base on your Feedback we looked into the various edge cases in the Tribe Member behaviour again and found the case where they would go to sleep while having the Starvation Perk active and therefore could starve while not being “in-shock” and while food is available.

As always, don’t hesitate to join in our Discord server and leave a review about the game on Steam. We are very excited to hear your thoughts about the upcoming additions and we cannot wait for you to experience them yourselves!

And remember; whatever it takes... The Tribe Must Survive!
- The Tribe Must Survive Team

The Tribe Must Survive - 1.0 Release Date Announcement!

Tribe Leaders across the world rejoice!

The humble tribe that is our studio can at last announce that “The Tribe Must Survive” will be released in 1.0 VERY soon!

The 1.0 of the game will be released after a short Early Access period on May 23rd. We’ve made several improvements to the game as part of its release, and we’re honored to have you alongside us on this journey, thank you!

If you haven’t already, pick up “The Tribe Must Survive” from the Steam store page, or if you have, perhaps gift it to a close friend?

Remember; whatever it takes... The Tribe Must Survive!
- The Tribe Must Survive Team

https://store.steampowered.com/app/1729940/The_Tribe_Must_Survive/

May Update - Patch v0.43.4

Tribe Leaders,

A new dawn breaks over your tribes, and with those first rays of sunlight comes hope - and a patch. The hope, you’ll have to manage on your own, but for the patch notes, we got your back.
This update focuses heavily on replayability and balancing difficulty throughout the game’s acts.

We’re just one more month away from the full release and are so excited to have you with us this far on our journey. Make sure to check in on the game and get a feel for all the changes before the 1.0 release!

Without further ado, let’s have a look at the changes coming in the May update.

Patch Notes

[h3]Discontent & Tribe Growth[/h3]
  • A series of act modifier effects have been introduced that multiplies the discontent from unsatisfied needs (Act 2: x1.15 / Act 3: x1.3 / Act 4: x1.5 / Act 5: x2)
  • Additionally, tribe growth is cut down in Act 5 by 90%.
  • A base tribe growth change has been introduced, that roughly translates to 20% more tribe growth
  • These changes result in more growth early and less growth late and basically no more growth during Act 5 (so no more cheesing the Cataclysm by outgrowing sacrifices)

[h3]Outpost Pacing[/h3]
  • Required Journey steps to fully uncover an outer quadrant has been halved from 12 to 6
    Outpost & Trade Caravan speed has been increased greatly
  • Outer Quadrant resource spawn locations have been pulled together a bit
  • Animal herds have gotten a Map icon, so you can consider them in your outpost placement
  • A series of exploration centered events has been added that can aid in uncovering the ideal quadrant for your strategy

[h3]Starvation Perk[/h3]
  • Starvation has a much longer grace period before it can kill someone (from ~half a day to a full day) and scales a bit slower. Shock is much less deadly as a consequence

[h3]Forest Regrowth[/h3]
  • Forests can now regrow (slowly) even if you cut them down completely
  • Overall regrowth has been accelerated a bit in the baseline by tweaking various factors
  • The Forestry building upgrade might seem nerfed on paper (from 75% to 50%), but it now applies to all growth factors
  • Overall you can push the forest boundary slightly slower now, and careful management of your forests can increase your wood economy significantly

[h3]Interactions / Opinions / Inner Conflicts[/h3]
  • We have made a number of changes to the Interactions Simulation between Tribe Member to improve the way Factions form and grow. This should enable Inner Conflicts to happen more regularly.
  • The Tribe member opinions now do not gravitate to all positive opinions anymore. This should provide a more diverse opinion landscape that sets the stage for various Inner Conflicts.
It is still very much work in progress, as we are waiting to see how these changes affect your runs. There will be an additional batch of content and balancing changes for this in the 1.0 launch.

[h3]Building Upgrades[/h3]
  • Added Trade Upgrades
  • Did changes to many Tier 2, Tier 3, Tier 4 upgrades to make specifically late-game upgrades more impactful
  • Adjusted the cost for Tier 3 and Tier 4 to account for different play-styles and available resources

[h3]Events[/h3]
  • Adjusted and added Events, this includes for example:
    • Added a new event category called an Event Cluster. During your run, you may encounter strange beings in search of a new home. It is up to you to decide if helping them is worth the cost.
    • New events for when cohesion is low and when discontent high
    • Improvements and balancing adjustments to many other events
    • A few new event artworks

[h3]Night Horn[/h3]
  • The Night Horn automation is turned on from the start of the game now

[h3]Notifications[/h3]
  • Added a new notification to provide more information during the Cataclysm

[h3]Building Contact Shadows[/h3]
  • Buildings now have small shadows where they meet the ground

[h3]General[/h3]
  • Hunters now deliver food after getting two animals instead of four
  • Added a Food Icon to show the location of the Animal-Herds in the Strategy-View
  • Shadow death now has a much higher chance when the fire is out and wood is 0, to make failed runs end faster
  • Added Windowed mode
  • As always many bug fixes, UI improvements and performance optimisation
Future Updates

We are very grateful for all your feedback throughout this Early Access period. It allowed us to bring the game to its best possible state. We now feel ready to proceed with the release of 1.0, with some significant, and highly-requested additions.

The biggest change we want to highlight is the introduction of Player Progression. New players can look forward to completing early-game goals for Score points. Completing those goals and achieving other feats during a run, contributes to a gradual unlock of different perks and systems that can be used in the next playthrough. For the more initiated, new Challenge Levels will give you some demanding obstacles to overcome, enhancing your sense of mastery of The Tribe Must Survive. Expect more details on these features on a related update ahead of the release.

To wrap this all up, a new Ending scene will be added as a reward for people who complete a successful run and the mysterious Red Tree Spiritual Aspects will now be available to unlock.


As always, don’t hesitate to join in our Discord server and leave a review about the game on Steam. We are very excited to hear your thoughts about the upcoming additions and we cannot wait for you to experience them yourselves!

And remember; whatever it takes... The Tribe Must Survive!
- The Tribe Must Survive Team

Price increased for 1.0

Tribe Leaders,

As previously mentioned when talking about the Supporter Bundle and the Lovecraftian Sale, the price for The Tribe Must Survive would increase today in preparation for the 1.0 release of the game.

Starting today, the game will be available for $24.99.

https://store.steampowered.com/app/1729940/The_Tribe_Must_Survive/

You can also get the Supporter Bundle for $31.98.

https://store.steampowered.com/bundle/38925/The_Tribe_Must_Survive_Supporter_Pack/

We hope as many of you as possible were able to get it during the sale, we look forward to showing you all our coming improvements!

Remember; whatever it takes... The Tribe Must Survive!
- The Tribe Must Survive Team

April Update - Patch v0.42.3

Tribe Leaders,

As your tribe members eagerly await the dawn, we wait with bated breath for the full release of The Tribe Must Survive. While we endure that wait, we have a new update to improve your tribal life. This update will have added some difficulty into the game, but we have also focused on better-explaining systems and features, making the game more fair and intuitive.
  • New Fear and Fire settings make related mechanics more fun to play. You can speed up the removal of Shock from tribe members, if you can afford the wood.
  • Per community request, added resource consumption information showing them above the stockpile and granary.
  • We’re making Outposts and Trade routes more important and faster to build.
We’re thrilled with how this update turned out, and believe it makes for the best version of the game so far. The changes made enable additional strategic gameplay for new and experienced Tribe leaders alike. So please try it and let us know what you think!

Patch Notes

[h3]General[/h3]
  • Improved pacing with a bigger impact to high Fear levels.
    • Added new events that can escalate situations, if problems are not dealt with. This will prevent slow declines into an inevitable end and allow for a faster restart.
  • Added visual changes for each act; the days get darker as the game goes on. Supports the changes made to fear and light levels.
  • Fixed a bug where sacrificing a Tribe member during the Cataclysm (Act 5) would prevent tentacles from abducting other Tribe members in the dark.
  • Visual improvement to the Light Map Mode and tree regrowth.

[h3]Fire, Fear and Light levels[/h3]
  • Fear will now scale per game act, becoming more challenging as the game progresses.
  • Rebalancing of Fear value changes per Light level:
    • Light level 0: from 1.25 to 1.1 per hour
    • Light level 1: from 0.416 to 0.5 per hour
    • Light level 2: from -0.416 to -0.1 per hour
    • Light level 3: from -1.25 to -0.7 per hour
    • Light level 4: from -2.084 to -1.3 per hour
    • Light level 5: from -2.084 to -1.9 per hour
    • Light level 6: from -2.084 to -2.5 per hour
    • Light level 7: from -2.084 to -3.1 per hour
  • Added a series of new perks to balance the change in Fear values per Light level. Fear values now change differently in each Act:
    • Act I: -0.1 per hour
    • Act II: 0.3 per hour
    • Act III: 0.55 per hour
    • Act IV: 0.8 per hour
    • Act V: 1.05 per hour
  • Tribe members now can now exit “In-Shock” state at 60, instead of 50 Fear
  • Balancing tweaks to Camp Fire Levels
  • Intensity of inner Radius now 2/3/4
  • Intensity of outer Radius now 1/2/3
  • Wood costs are now 2/4/8 per hour
  • Balancing tweaks to Beacon Fire Levels
  • No longer has an inner radius
  • Intensity of outer Radius now 1/2/3
  • Beacon wood costs are now 1/2/4 per hour
  • Forestry Building Upgrade now has 2 Levels. Each Level increases the regrowth rate by 75%

[h3]Outpost Improvements[/h3]
  • Reduced Influence cost for outposts (50 -> 25)
  • Increased movement speed of Outpost Caravans and Trade Cart (~20%)
  • Increased the capacity for Stone (10 -> 20) and Passengers in the Trade Cart (2 -> 3)

[h3]Resource Consumption Information[/h3]
  • Icons that tell you what resources you gain and lose
  • Updated several resource tooltips
Future Updates

We are excited about the updates mentioned above – they're big steps toward making the survival experience even more immersive and fun before the 1.0 release. There's more cool stuff on the way, and we can't wait for you to check it out!

The upcoming May update is gonna amp up the game's replayability even more. We're tweaking systems like 'Factions' and 'Inner Conflicts' to throw some wicked late-game challenges your way. Plus, we are looking to adjust the generated map variety, to keep you on your toes with unexpected conditions to survive throughout playthroughs.

Our goal with version 1.0, is to spark curiosity on all the ways it is possible to survive, even when the odds turn against you. New, transformative events and perks are bound to throw a wrench in the Tribe’s trajectory to survival. We are also investigating a new progression system, designed to surprise even the most seasoned Tribe leaders.


We’re always active in our Discord server and on Steam discussions. Feel free to join in, or leave a review to let others on Steam know your thoughts about the game. We seriously appreciate all the feedback – it helps us make the game even better!

And remember; whatever it takes... The Tribe Must Survive!
- The Tribe Must Survive Team