Stone Tribes
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 )
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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 behaviorMacro
→ 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
Available Tables (0)
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