
You find yourself on a mysterious island in the middle of the ocean inhabited by a forgotten tribe. The islanders lived a carefree and quiet life and everything seemed to be perfect…
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good game. Funny. Nice adventure and music.
Nice simple afoordable game with a nice story to spend some time. I remember playing it as a kid and ive now rediscovered it. I just dont understand who the original publisher of the game is because the game was sold at some point
算是为同年补票了。以前到朋友家玩,他玩这个我就在旁边看着,几乎是摸不到鼠标。一听到他爸车到楼下就把电脑关了,然后装写作业。他爸一摸机箱,我朋友就少不了一顿骂。说实话以前也基本都是哪里亮了点哪里,根本玩不懂。多年以后到现在玩,依旧也很有意思。大部分关卡无脑升伐木厂很容易就过了。但是沼泽的倒数几关有的确实需要想一下,而且那个建筑跟装了避雷针一样,一会劈一个,头都给劈裂开。游戏里的工人的逻辑设定有时候会令他们看起来很不聪明。有一关玩了好几次没过雨的贴图都出bug了。总的来说作为一个打折个位数的游戏用来消磨时间值得尝试。
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Przyjemna gra, może mniej znana i bez takiego rozmachu jak "12 Labours of Hercules", ale też fajna. W tym przypadku pomaga się małemu plemieniu uciec z wyspy, zagrożonej wybuchem wulkanu. W grze aż prosi się o osiągnięcia steamowe, tym bardziej, że w grze można je zdobyć. Poziomy są zróżnicowane - od tych, gdzie łatwo jest np. odbudować totemy, aż do trudnych, gdzie poszczególne surowce są zależne od innych, np. pszczelarz potrzebuje wody, tak samo jak farmer, a obsługujący studnię ledwo nadąża z nalewaniem i wszyscy muszą czekać. Dodatkową trudnością jest pojawiający się deszcz z błyskawicami, które albo podpalają albo wręcz niszczą budynki, z któych czerpiemy surowce. Polceam :)
Een leuk simpel spel, het verzet de gedachten
I grew up playing this game, can't wait until I can buy the remaining 3. It's a calm type of game and I absolutely recommend it.
Island Tribe is a casual strategy and time-management game developed by Realore Studios and published by Qumaron that builds its entire experience around resource management, organization, and gradual expansion. Serving as the foundation for a series that would later grow into multiple sequels, the original release establishes a formula centered on efficiency and planning without overwhelming players with deep simulation systems. The result is a strategy experience designed to be approachable, rewarding, and relaxing while still offering enough challenge to keep players engaged across its progression. The story begins on a peaceful tropical island where a tribe enjoys a stable life surrounded by natural beauty and comfort. That calm existence disappears quickly when a volcanic eruption threatens everything the community has built. Forced to abandon their home before disaster destroys it entirely, the tribe begins a difficult journey toward survival and relocation. What follows becomes a rebuilding adventure where every cleared obstacle and repaired pathway pushes the settlers closer toward establishing a new future. The premise remains simple, but it supports the gameplay effectively. Island Tribe never tries to become an elaborate narrative-driven experience. Instead, the story exists primarily to provide purpose behind the constant movement and expansion that define progression. Players are not simply gathering resources for efficiency alone. They are helping a displaced community rebuild after catastrophe while overcoming environmental challenges standing between survival and success. Gameplay revolves heavily around resource collection and careful planning. Workers gather food, clear debris, repair damaged roads, and construct essential buildings necessary for progress. Every stage presents a collection of obstacles and objectives that require players to think strategically about priorities. Resources remain limited, meaning decisions matter. Spending materials too early or directing workers inefficiently can create delays that become increasingly noticeable during later stages. One of the game's strongest qualities lies in how naturally it introduces complexity. Early levels remain intentionally straightforward, helping players understand the basics without creating frustration. As progression continues, objectives become more demanding and environmental obstacles require stronger planning. Additional layers of challenge emerge steadily rather than arriving suddenly, creating a learning curve that remains welcoming while still encouraging improvement. Time-management mechanics form the center of the experience. Success often depends on determining which tasks deserve immediate attention and which can wait. Clearing pathways might unlock important materials, but repairing buildings may create greater long-term efficiency. Those small decisions become increasingly satisfying as players learn stronger optimization strategies and improve performance naturally over time. Island Tribe benefits greatly from its pacing. Unlike strategy titles built around heavy pressure or punishing complexity, this experience embraces a lighter structure that prioritizes comfort and accessibility. Players can settle into a rhythm of gathering, building, and expansion without constantly feeling overwhelmed. The challenge exists, but it rarely becomes exhausting. The level structure also contributes significantly to long-term enjoyment. Multiple environments introduce visual variety while changing layouts force players to adapt strategies gradually throughout progression. Even though the core gameplay remains consistent, different stage designs prevent repetition from becoming a serious problem. Each completed level creates a rewarding sense of accomplishment as previously chaotic environments slowly become organized and functional. The visual presentation complements the game's design philosophy effectively. Bright environments and colorful scenery reinforce the welcoming atmosphere while keeping important information easy to understand. Buildings, pathways, and resources remain visually clear without unnecessary clutter interfering with gameplay. The presentation focuses heavily on readability while maintaining enough personality to make the island environments enjoyable to explore. Sound design follows a similar philosophy by supporting gameplay rather than competing with it. Music maintains a pleasant tone that reinforces the lighter atmosphere while sound effects provide useful feedback during resource gathering and construction activities. Together, these elements help create an experience that remains relaxing even during busier moments. Players seeking highly detailed city-building systems or deep economic management may find Island Tribe intentionally modest in scope. The game focuses more heavily on accessibility and efficient progression than large-scale complexity. However, players who enjoy time-management games and lighter strategy experiences will likely appreciate the focused design. What makes Island Tribe successful is its understanding that satisfying progression does not require excessive complication. Realore Studios created a game built around small but rewarding accomplishments, where every repaired road and completed objective contributes toward meaningful progress. Qumaron helped preserve an experience that still holds value for players seeking approachable strategy years after its original release. Island Tribe succeeds by delivering exactly what it promises: a comfortable and rewarding management experience built around rebuilding, efficiency, and gradual expansion. While future entries would expand upon the formula, the original remains a strong foundation that introduced the core ideas effectively. Rating: 7/10
Jeu agréable, qui détend agréablement.
Oui ca va encore.
At level 16 the game slows down to a crawl as you wait for resources all the while getting bombarded by natural disasters. At level 17 you start to not get enough resources to clear everything. It's also uninspiring to play, especially when you only get 1 worker and you're somewhere half way thru. Supposedly you're given a choice as to what building you can construct but each time you only have 1 option. Halfway through level 18 I couldn't handle it anymore and quit out of sheer boredom. On the plus side I was extremely sleepy from game play. I got this in a bundle, doubt it was worth it.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.7M | 13.7K | 78% | $19.99 | |
| $5.9M | 12.6K | 92% | $14.99 | |
| $1.6M | 2.9K | 91% | $19.99 | |
| $1.5M | 2.3K | 72% | $19.99 | |
| $1.2M | 3.5K | 90% | $9.99 | |
| $610.2K | 771 | 54% | $19.99 |
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| $5.2K | 51 | 92% | $4.99 |