Tribe
The Tribe (your camp, 🔥 in the sidebar) is a separate survivor-clan layer: stranded wanderers drift in to your campfire, you put them to work gathering, crafting, and guarding, you advance the camp through five Material Ages, and you send strike teams against rogue-clan outposts. It runs alongside the rest of the game and is never tied to your Skills, dinos, or Homestead — the camp is its own thing.
- Not to be confused with Rivals, the fifteen enemy tribes you raid with your dino pack. This page is your own camp of survivor workers.
The Tribe arc shipped in three phases: the Campfire (v0.35.0), Craft & Guard (v0.35.5), and Ages & Outposts (v0.36.0).
Wanderers
Light the campfire and stranded survivors wander in over time (arriving online and offline). As your camp's prestige grows, rarer, more productive tiers start to appear; you welcome each wanderer in or turn them away.
| Wanderer | Gather rate | Watch security | Appears at prestige |
|---|---|---|---|
| 🧍 Novice Vagrant | ×1.0 | 2 | 0 |
| 🧑🌾 Seasoned Forager | ×1.6 | 3 | 3 |
| 🧗 Expert Scavenger | ×2.4 | 5 | 7 |
| 🛡️ Vanguard Elite | ×3.5 | 8 | 12 |
Gather rate multiplies the base rate; Watch security is what that worker adds on the night watch. A worker's base gather rate is 0.5 per minute — about half an early hired-hand dino — before its tier multiplier and the current Age's multiplier.
Camp basics: a wanderer arrives about every 4 minutes at base, speeding up toward a 1-minute floor as the Campfire and your Age improve arrival. A new camp houses 2 workers and holds 60 of each item in its stockpile; the Living Quarters and Central Depot raise those. Workers are transient — founding a new Age retires them (see below).
Putting workers to work
Assign each worker to a job. As with hired hands, your tribe plays by your rules — a worker can only gather what you've unlocked yourself; locked options show why.
- Gathering — stocks the camp stockpile on a steady clock (online and offline); one tap collects everything into your Bank.
- Artisan / conversion lines — workers run smelting, Cooking, Crafting, and Alchemy recipes you've unlocked, pulling materials from the stockpile first and your Bank second, and stacking the results in camp. The Smelting Furnaces building speeds every line.
- Night watch — see below.
Arm your people: workers wear weapon, chest, and legs gear — plain pieces from your Bank or forged masterworks from the gear locker. Kit speeds their work, hardens the watch, and sets their strike-team power at the outposts. A wounded worker wears a 🩹 chip and sits out all jobs until it heals.
Camp buildings
| Building | Max level | Effect per level |
|---|---|---|
| 🛖 Living Quarters | 12 | +1 worker housed (base cap 2) |
| 🔥 Campfire | 12 | Faster wanderer arrival + raises camp prestige |
| 🏬 Central Depot | 12 | +10 to every stockpile cap (base 60) |
| 🏭 Smelting Furnaces | 10 | +10% artisan (conversion) speed |
| 🗼 Watchfire | 10 | +2 Security against night raids |
Camp prestige is the sum of your camp's development, and it's what draws the better wanderers.
Building costs
Each level costs materials that grow with the level (about ×1.5 per step; the Hide lines grow ×1.4). Costs are listed level 1 → max in order, with the running total to fully max the building. All materials are gathered (Plains Fiber, Fernwood/Cycad, Stone, Hide).
- Living Quarters (12 levels) — Fernwood: 20 · 30 · 45 · 68 · 101 · 152 · 228 · 342 · 513 · 769 · 1,153 · 1,730 (total 5,151); Plains Fiber: 12 · 18 · 27 · 41 · 61 · 91 · 137 · 205 · 308 · 461 · 692 · 1,038 (total 3,091).
- Campfire (12 levels) — Fernwood: 15 · 23 · 34 · 51 · 76 · 114 · 171 · 256 · 384 · 577 · 865 · 1,297 (total 3,863); Stone: 10 · 15 · 23 · 34 · 51 · 76 · 114 · 171 · 256 · 384 · 577 · 865 (total 2,576); Hide (from level 5): 2 · 3 · 4 · 5 · 8 · 11 · 15 · 21 (total 69).
- Central Depot (12 levels) — Fernwood: 30 · 45 · 68 · 101 · 152 · 228 · 342 · 513 · 769 · 1,153 · 1,730 · 2,595 (total 7,726); Stone: 20 · 30 · 45 · 68 · 101 · 152 · 228 · 342 · 513 · 769 · 1,153 · 1,730 (total 5,151).
- Smelting Furnaces (10 levels) — Stone: 35 · 53 · 79 · 118 · 177 · 266 · 399 · 598 · 897 · 1,346 (total 3,968); Hide: 3 · 4 · 6 · 8 · 12 · 16 · 23 · 32 · 44 · 62 (total 210).
- Watchfire (10 levels) — Fernwood: 25 · 38 · 56 · 84 · 127 · 190 · 285 · 427 · 641 · 961 (total 2,834); Plains Fiber: 15 · 23 · 34 · 51 · 76 · 114 · 171 · 256 · 384 · 577 (total 1,701).
The night watch
Every 8 hours predators eye your stockpile. Put workers on watch as Sentinels and raise the Watchfire to build a Security Rating — the sum of each Sentinel's watch-security (per the wanderer table) plus +2 per Watchfire level, further scaled by your Age's security multiplier. The raid chance starts at 60% and drops 4% per point of Security, so 15 Security shuts raiders out entirely. A raid that lands steals 25% of your stockpile, and a breached palisade stalls the conversion lines for 2 hours while your artisans repair it. The night's honest odds are shown before it falls.
Material Ages
Your camp can advance through five eras, each granting permanent, tribe-wide multipliers to gathering, processing (conversion speed), security, and how fast wanderers arrive. Founding a new Age costs Age Catalysts (dropped by outposts), a total of building levels across the camp, and a bill of goods. It retires your workers and camp buildings for that power — but your stockpile is banked first, all worker gear comes home, and your skills, dinos, and Homestead are untouched.
| Age | Gather / Process | Security | Arrival | Cost to found |
|---|---|---|---|---|
| 🪨 Stone | ×1.0 | ×1.0 | ×1.0 | (starting age) |
| 🥉 Bronze | ×1.5 | ×1.25 | ×1.25 | 3 Catalysts · 8 building levels · 150 Fernwood, 150 Stone, 20 Bronze Ingot |
| ⚙️ Iron | ×2.2 | ×1.5 | ×1.5 | 6 Catalysts · 16 levels · 200 Cycad Log, 30 Iron Ingot, 60 Hide |
| 🥈 Silver | ×3.2 | ×1.75 | ×1.75 | 10 Catalysts · 24 levels · 250 Ginkgo Log, 25 Crystal, 20 Frostbound Hide |
| 🌑 Obsidian | ×4.5 | ×2.0 | ×2.0 | 15 Catalysts · 32 levels · 40 Obsidian, 40 Crystal, 40 Frostbound Hide |
Rogue-clan outposts
Eight hostile camps dot the valley. Pick a strike team of workers (their combined tier + gear power is your strength), see your honest win chance against the outpost's difficulty, and attack — battles resolve instantly. Victory plants your banner on the Valley Map for seven days and pays loot, Age Catalysts, and — at the four deepest outposts — a masterwork blueprint sheet for the forge. Defeat only wounds the team (a few hours' rest); they never die.
Every win pays its Age Catalysts and loot; the four deepest also drop a masterwork sheet.
| Outpost | Clan | Biome | Difficulty | Catalysts | Loot | Masterwork sheet |
|---|---|---|---|---|---|---|
| 🦴 Briar Den | the Bonepickers | Grasslands | 60 | 1 | 10 Hide, 30 Stone | — |
| 🪵 Mossback Stockade | the Rotwood Pack | Redwood Wilds | 120 | 1 | 40 Cycad Log, 40 Plains Fiber | — |
| 🐸 Sunken Palisade | the Mirefangs | Murkwater Swamp | 200 | 2 | 20 Marsh Bean, 15 Glowcap | — |
| 🕯️ Gloom Warren | the Unlit | Cavern Depths | 300 | 2 | 30 Iron Ore, 6 Cave Pearl | — |
| 🪓 Cinder Ring | the Ashwalkers | Scorched Badlands | 420 | 3 | 20 Sulfur, 8 Obsidian | Starmetal Blade |
| 🦀 Brine Roost | the Saltclaws | Coral Shallows | 560 | 3 | 4 Abyssal Pearl, 12 Horseshoe Crab | Wardstone Bulwark |
| ❄️ Frostbite Camp | the Palewind | Frozen Wastes | 720 | 4 | 40 Frostpine Log, 10 Frostbound Hide | Heartwood Warbow |
| 🌋 Ember Throne | the Cindershades | Ashen Peaks | 900 | 5 | 12 Obsidian, 10 Crystal | Apexforged Edge |
The Field Guide tracks every outpost drop, and the Age Catalyst counts toward the Living Archive item total.
See also
- Rivals — the other tribes: fifteen enemy clans you raid with your dino pack (a separate system)
- Blueprints — the forge; the four deepest outposts drop its masterwork sheets
- Hired hands — your dinos' own background gathering (separate from camp workers)
- Map — where captured outposts fly your banner