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The Tribe Must Survive News

Developer Deep Dive - 1.0 Progression

Hey Tribe Leaders,

It’s time to gather around the safety of the campfire and let us share some stories with you about the future; specifically one big change that is coming with the 1.0 version of The Tribe Must Survive, which is set to release May 23, 2024.

In this Developer Deep Dive, we want to take the time to highlight one of the extensive changes coming to the game. The team has been hard at work refining the game based on community feedback from the Early Access phase, so we wanted to share that with you all.

If this is the first time you’re checking out The Tribe Must Survive, don’t worry, because we also want to make sure you’re able to follow along this journey with us and get more insight about the game and the work that goes on behind the scenes. We hope you enjoy it, and it gives you a better understanding of the game’s systems.

Your First Steps
For the uninitiated, jumping into a game like ours for the first time can sometimes be a daunting challenge. There are a variety of systems to master, challenges to overcome, and often concepts to wrap your head around. The Tribe Must Survive is a deep, cerebral game that challenges how you approach tribe management and handle the events that can occur throughout a playthrough.

One of the major improvements we’ve added to the 1.0 release version of the game is the Species Goals which will help to give those of you taking your first steps a set of goals to strive toward in the early stages.


Alongside this, is the level-based progression that gradually introduces new features, perks, and bonuses. Our aim is to create a ramp effect to gradually step up the depth. Your efforts during each run will provide you with Score points that contribute to your Player Level. Completing one Level is rewarded by a boon that can help you in your next run. There are a total of 20 Levels to unlock.

We are a rogue-lite experience, meaning failure is a core part of the learning process and evolving your strategy. Do not be discouraged; mastery is a key component of the overall experience.

For The Wizened
We have one more surprise coming to 1.0, which is not for the faint-hearted: the new Challenge Levels! Once you’ve proven your talent as a Tribe Leader and had your first Tribe survive through their first 100 days, you can unlock the ability to play the game again, but with a new challenging twist that was not there the first time around. Beating the game again, unlocks the next Challenge Level and so on. There are a total of 7 Challenge Levels to beat, each one incrementally adding a new challenging modifier to endure, on top of the ones that came before. It’s been a lot of fun to see Tribe Leaders challenging each other during Early Access, sharing knowledge on Discord and pushing themselves forward into optimizing their runs. We hope this new set of tough challenges will inspire existing and aspiring “Tribe Must Survive” masters alike.


We hope that you’ve been able to learn a little more about what’s to come with 1.0 in regards to the progression systems and the big improvements heading your way! For more hints into what else is coming with 1.0, feel free to check out our latest roadmap update.

As you can see, there’s a lot of depth to be found with The Tribe Must Survive, so we’d gladly invite you to join our Discord and continue the discussions there. Whether you want to better understand one of the game’s other systems, or have a general question about the game, don’t hesitate to come along and ask!

See you at the game’s full release on May 23, 2024.

-TTMS Team!

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