

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.
Overview
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.
Description
An Automation-Driven Real-Time Strategy Game (RTS + Automation)
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.
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.
Team Design Phase
Game Phase
Game Design Phase ( Work in Progress )
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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
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
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
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
→ Permanent individual behavior
Macro
→ Temporary tactical order issued by the player
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
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.
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
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
Screenshots
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