The Tribe
A group of Stone Age humans with different practical abilities that must be combined to solve each stage.
How it plays
The game uses a side-view perspective. The objective is to lead enough humans to the exit while keeping the group alive and solving environmental obstacles.
Stages are built around distinct screens or rooms containing platforms, ladders, hazards, enemies, and usable objects. Players select or direct individual humans, make them perform available tasks, and coordinate their movement to open a route. Later puzzles require more precise timing and a better understanding of how the group’s abilities interact.
Plan your run
Survey the entire stage before committing to a move, especially when a human can fall or become trapped. Keep the group together when possible, but separate individuals when one must operate a tool or create a route.
Use expendable attempts to learn enemy movement, trap timing, and the order in which objects must be used. If progress stops, retrace the stage from the beginning rather than repeatedly forcing the same unsafe action.
Meet the cast
A group of Stone Age humans with different practical abilities that must be combined to solve each stage.
Before you begin
Plan around the exit and work backward to identify the required route.
Avoid moving every human at once; individual positioning is often the key to a puzzle.
Treat hazards as timing problems as well as obstacles.
The Humans is a puzzle-action game developed by Imagitec Design and published by GameTek for DOS in 1992. Each stage challenges the player to guide a group of prehistoric humans through hazards, traps, gaps, and hostile creatures. The central idea is to use the humans’ abilities, tools, and positioning in the correct order rather than relying on direct combat. Its side-view presentation and gradually more demanding layouts give it a methodical, experiment-driven play style. Contemporary and later players generally recognized it as an inventive Lemmings-like puzzle game, although its controls and sometimes unforgiving level design can make it less approachable than simpler contemporaries.
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