Five minutes. One island. Last tribe standing.
A five-minute stone-age war for the island of Muk, fought on a single screen. You never command a soldier directly — you only raise buildings and plant one rally flag, and your tribe gathers, trains and fights of its own accord. Every tribe opens with workers only and just enough wood for a first hut; war has to be earned from the economy. Play a quick Skirmish on any of seven set battlefields, spectate the bots wage war, or fight the twelve-day campaign — Tribes of Muk — that teaches the game as it tells the island's story.
Muk is a small island the sea forgot, and the war on it has no end; the tribes only take turns holding it. When the drum starts, every tribe that ever wanted this ground already stands upon it — none march in over a hill, none arrive too late. The whole war fits in a single glance, and the island wears a new face each time it is fought over: meadow, pinewood, shore, snow, dune, ash, or bare stone.
In the saga you lead the MUKFOOT, who come ashore with one spark and cold hands and, over twelve days, grow it into the fire that keeps the whole island. Ten rival tribes stand between that first hearth and the last fire of Muk.
A chieftain never lifts a club. A chieftain reads the ground — where the wood is thick, where the stone lies close, where a rival's spears are gathering — and says only what shall be built, and where the people shall stand. They do the rest, and they do not ask twice. Choose well; you cannot call back a single hand.
The drum is the oldest law of Muk: a war lasts only as long as it beats. Five minutes, no truce, no second dawn. Stand alone before it stops and the island is yours by the spear — and the sooner it fell, the longer the song. If the drum outlasts the killing, the tribe holding the most ground keeps Muk by claim.
The tribes that carve totems say the dead come back to fight beside the living, and they are not wrong: warriors inside a totem's song move quicker, strike harder, and close their own wounds. A totem is not a weapon. It is a reason to be braver than the fire across the field.
The tribe you lead through Tribes of Muk. They wade ashore with nothing but a single fire and, over twelve days, learn every tool of war — huts, warcamps, towers, totems — until they can outlast all nine rivals at once. Balanced in temperament so the campaign is shaped by your hands, not a preset personality. In Skirmish they're simply 'Your Tribe', flying whatever banner color you pick.
Every hut spawns one, and you start each match with three. Gatherers walk to the nearest trees for wood and rocks for stone, haul it home, and repeat — no orders needed. No gatherers, no buildings; no buildings, no warriors. Protecting the villagers hauling near a contested tree-line quietly wins more wars than any single fight.
War-camps train warriors automatically as long as there is population room. Warriors muster at your rally flag, defend anything of yours under attack, and march on enemies and their buildings on their own. 32 HP, quick club swings — deadly in a totem's aura, fragile alone against a tower. You steer them only by where you plant the flag. No tribe starts with any — war is earned from the economy.
Almost pure aggression with barely any economy or defense — a glass-cannon warband that throws everything at you early and often. If Ember Clan is on the map, expect raiders before you feel ready. Survive their opening and they usually have nothing left to boom back. Anchors the desert battle of the campaign.
The single most aggressive chieftain on Muk — maximum bloodlust, minimal expansion, almost no defense, and a taste for totems to make the blitz hit even harder. A pure early-war threat that lives or dies on its first wave. Wall it out with towers and it starves. Corners you against the surf in the beach battle.
High aggression married to the map's strongest totem habit — Nightwolf raids in buffed packs that move faster and hit harder than their numbers suggest. Low economy and defense, so their power is front-loaded around the war-chant. Break the totem, break the pack.
Aggressive and quick to muster, with a middling economy and thin defenses. Sunspear pressures constantly without ever fully committing like Ember or Bloodroot — a steady bleed you have to answer before it snowballs. Your first taste of real aggression in the campaign.
High aggression, average expansion, and almost no interest in totems or towers — Ashwalker just keeps coming. Not the strongest single wave, but the tribe least likely to give you a quiet minute to build. Denies you the war of attrition it wants amid the lava of the ashfields.
The most even-tempered of the rivals — solid aggression, real expansion, and enough defense to punish a sloppy raid. Stonejaw rarely beats itself, so you have to actually out-play it rather than wait for it to overextend. The benchmark opponent.
A jack-of-all-trades: moderate aggression, moderate expansion, light on defense. Riverfang adapts to the map and rarely does anything foolish, but rarely dominates either. Often the tribe still standing in the mid-game while the rushers burn out.
Economy-first and totem-obsessed — Coralbone expands wide, carves totems everywhere, and turns a fat economy into buffed late-war armies. Slow to threaten but dangerous if left alone to boom. Raid the sprawl before the totems light up.
The map's ultimate economy tribe — near-total focus on expansion, low early aggression, a fair defensive streak. Mossfolk barely fights for the first minutes, then floods the valley with warriors off an enormous economy. Your very first opponent, and a lesson in never letting an economy sprawl unchecked.
The most defensive chieftain on Muk — low aggression, moderate expansion, a wall of towers. Thornback almost never raids first; it dares you to break yourself on its defenses while the drum ticks down. Against a turtle, territory and the clock matter more than kills.
You place buildings and you plant one rally flag. That is the entire control scheme. Tap a building (or press keys 1–5), then tap the ground; right-click or ESC cancels. Everything else — gathering, training, mustering, raiding, defending — your tribe decides on its own.
Every tribe — you and the rivals — opens with three gatherers, one camp, and just enough wood (30) for a single hut. Nobody starts with a warrior. The opening minutes are a pure economy race; the first tribe to convert gathering into a war-camp gets the first spear.
New buildings must be placed within reach (about 132px) of a building you already own — the placement ghost shows the link line and turns valid or invalid as you move. Your footprint grows outward from your first hut, so where you push determines which trees, rocks and rival borders you can reach. You can't build on sea, lava, or boulder fields.
Your one flag is where warriors muster and the direction they march. Plant it at home to turtle and defend; plant it on an enemy's buildings to send your warband raiding. Moving the flag is the closest thing to a direct order you get — use it to concentrate force instead of letting warriors trickle in.
Scroll or pinch to zoom (or use the on-screen + / − / ⟲), drag or use the arrow keys to look around the island, and tap any troop to have the camera follow it with a highlight ring. Everything clamps to the map, and building placement still works at any zoom — great for precise builds and for watching a single warband do its thing.
The HUD speed toggle runs the war at 1×, 2×, 4× or 6× — hit it once the outcome is obvious and skip straight to the result. A red ✕ (with a two-tap confirm) quits to the menu at any time.
Annihilation: be the last tribe with a building standing before 5:00 — and every second left on the drum becomes bonus score. Territory: if the drum runs out with rivals still alive, the tribe controlling the most of the island's ground wins the claim. Kills and razes pad your War Score either way (Skirmish only).
Costs in wood (🪵) and stone (🪨). Place within link range of an existing building of yours. The rally flag is free and unique — you only ever have one. You start with 30 wood — exactly one hut.
| Key | Building | Cost | HP | Build | What it does |
|---|---|---|---|---|---|
| 1 | Hut | 30 🪵 | 70 | 2.4s | +2 population cap, spawns a gatherer |
| 2 | War-camp | 40 🪵 + 20 🪨 | 110 | 3.4s | Auto-trains a warrior every ~6.2s while there is pop room |
| 3 | Tower | 45 🪨 | 90 | 3.0s | Shoots raiders in range (145 reach, ~7 dmg) |
| 4 | Totem | 30 🪵 + 30 🪨 | 60 | 2.2s | War-chant aura (118 reach): nearby units +32% speed, +42% damage, slow heal |
| 5 | Rally flag | free | — | instant | Where your warriors muster and march (only one) |
Each Skirmish map is a fixed battlefield with its own palette and tradeoff. A guaranteed ring of resources spawns beside every camp, so starts stay fair no matter how scarce the map is overall.
| Map | Ground | Resources | Twist | Rewards |
|---|---|---|---|---|
| 🌾 Flatlands | Green meadow | Even wood & stone | None — the fair fight | Balanced play |
| 🌲 Forest | Deep pinewood | Wood-rich, stone-scarce | Cheap huts/camps | Fast economy & expansion |
| 🏖️ Beach | Sand island | Even, but cramped | Sea walls you in | Concentrated defense |
| ❄️ Winter | Deep snow | Moderate | Every march is slow | Walling up & timing |
| 🏜️ Desert | Open dunes | Sparse everything | Grab the few oases | Early aggression / expansion |
| 🌋 Volcano | Ash & lava | Stone-rich, wood-poor | Lava pools you can't build on | Tower & totem defense |
| 🪨 Grand Rock | Grey bedrock | Stone-heavy | Boulder fields as walls | Fortress play |
Up to 10 rivals share the map — pick how many in Skirmish. Each has a fixed temperament across four dials, so the same tribe always plays the same way. Your tribe sits balanced in the middle of all four; rivals auto-shift color to stay distinct from your chosen banner.
| Tribe | Color | Aggression | Expansion | Defense | Totems | How they play |
|---|---|---|---|---|---|---|
| Ember Clan | Red | Extreme | Low | Low | Low | Early all-in rush |
| Bloodroot | Magenta | Extreme | Low | Low | Mid | Angriest blitz on the island |
| Nightwolf | Violet | Extreme | Low | Low | High | Buffed chant-fueled raid packs |
| Ashwalker | Bone | High | Mid | Low | Low | Relentless small waves |
| Sunspear | Gold | High | Mid | Low | Low | Constant open-ground pressure |
| Stonejaw | Orange | Mid-High | Mid | Mid | Low | Balanced, no easy opening |
| Riverfang | Blue | Mid | Mid | Low | Low | Flexible all-rounder |
| Coralbone | Pink | Mid | High | Low | Highest | Totem-boom into buffed army |
| Mossfolk | Green | Low | Extreme | Mid | Low | Economy tide, late flood |
| Thornback | Teal | Low | Mid | Extreme | Low | Tower turtle, waits out the drum |
Twelve Days that teach the game as they tell the island's story. You lead the Mukfoot from a single hearth to ruling Muk; each Day unlocks the next. Leaderboard-free.
| Day | Chapter | Map | Rivals | Teaches |
|---|---|---|---|---|
| 1 | The First Fire | 🌾 Flatlands | 1 (Mossfolk) | Huts & gathering |
| 2 | Raise the Warcamp | 🌾 Flatlands | 1 (Sunspear) | War-camps & the rally flag |
| 3 | The Stone Wall | 🪨 Grand Rock | 2 (Thornback) | Towers & defense |
| 4 | The War-Chant | 🌲 Forest | 2 (Coralbone) | Totems & auras |
| 5 | The River's Bend | 🌾 Flatlands | 2 (Riverfang) | Aiming raids with the flag |
| 6 | Embers on the Dunes | 🏜️ Desert | 3 (Ember) | Surviving a rush amid scarcity |
| 7 | The Winter War | ❄️ Winter | 3 (Stonejaw, Riverfang) | Map tempo & timing |
| 8 | The Ashfields | 🌋 Volcano | 4 (Ashwalker) | Stone economy & hazards |
| 9 | Bloodroot Shore | 🏖️ Beach | 4 (Bloodroot) | Cramped, concentrated fighting |
| 10 | The Night Hunt | 🌲 Forest | 5 (Nightwolf) | Reading a multi-front war |
| 11 | The Gathering Storm | 🪨 Grand Rock | 6 (mixed) | Everything, on hard stone |
| 12 | The Last Fire of Muk | 🌾 Flatlands | 9 (all tribes) | The whole island at once |
| Mode | What it is | Leaderboard |
|---|---|---|
| Skirmish | Pick a map, banner color and 3–10 rivals, then fight for the island | Yes — submits War Score |
| Spectate | Watch a full all-AI war play out with camera and standings | No |
| Story | Tribes of Muk — the 12-Day campaign as the Mukfoot | No |
The raw stats under the hood — for diving into the math. Every troop also carries a name drawn from a pool of 60 (shown when you follow one).
| Thing | Stat | Value |
|---|---|---|
| Gatherer | HP / move speed | 12 / 52 |
| Gatherer | Haul per trip | 7 wood or stone (~1.6s per chop) |
| Warrior | HP / move speed | 32 / 56 |
| Warrior | Damage / cooldown | 6 every 0.65s |
| Warrior | Bonus vs buildings | ×1.35 |
| Totem aura | Radius | 118 |
| Totem aura | Speed / damage buff | +32% / +42% (+ slow heal) |
| Tower | Range / damage / rate | 145 / 7 / every 1.1s |
| War-camp | Trains a warrior | every ~6.2s (while pop room) |
| Hut | Pop cap | +2 each (base cap 4) |
| Map speed | Winter / Desert | ×0.82 / ×1.05 (others ×1) |
| Start | Resources / workers | 30 wood, 12 stone · 3 gatherers, 0 warriors |
| Build link | Placement reach | 132 |
| Match | Drum length | 5:00 (300s) |
Submitted to the leaderboard as WAR SCORE (higher is better). More rivals on the map means more placement points on the table. Spectate and Story are not scored.
| Source | Points |
|---|---|
| Placement | (rivals + 1 − your rank) × 120 |
| Annihilation win | +350 bonus |
| Speed bonus | seconds left on the drum × 4 (annihilation win only) |
| Each kill | × 15 |
| Each building razed | × 25 |