Tribes
Once the cast fills, players are assigned to starting tribes. Before the merge, your tribe placement shapes who you compete with, talk with, and may have to vote with.
18 players · 12 hour days · tribes and survival
Jungle Hustle is Socipic's tribe-based strategy game. Compete for immunity, manage camp resources, survive Tribal Council, and keep enough social capital for the jury.
Enroll from the Play page and wait for the cast to fill. Once the game starts, days move on a timer, tribes compete for immunity, vulnerable players vote at Tribal Council, and eliminated players may become jurors.
Pre-merge tribe scores are averages across all listed tribe members, so a missing score still drags the tribe down. After the merge, every player is fighting for individual safety.
Once the cast fills, players are assigned to starting tribes. Before the merge, your tribe placement shapes who you compete with, talk with, and may have to vote with.
Each round has an immunity competition. Before merge, tribe scores decide which tribe is safe. After merge, immunity becomes individual.
The vulnerable tribe, or the merged tribe later in the game, votes at Tribal Council. Idols can matter, votes are counted, and one player leaves.
Eliminated jurors eventually decide the winner from the finalists, so the social trail you leave behind matters as much as challenge strength.
The game can change tribe layouts as players leave, but the exact swap and merge trigger points are intentionally hidden until the season reveals them.
Enrollment full
The full cast is split into tribes and camp life opens. The exact setup is selected by the game, so not every season starts the same way.
Hidden timing
A swap can reshuffle living players into a new tribe layout before the merge. It is meant to shake up loyalties without announcing its trigger point ahead of time.
One tribe
Later, the remaining players combine into one tribe. From there, immunity is individual and Tribal Council pressure belongs to everyone still alive.
Jury vote
When the finalists are set, competition stops and the jury vote resolves the winner. Placement payouts apply after the game is finalized.
Your bonus is a camp-life multiplier applied to immunity scores. It rewards good resource timing, but spending too much energy at camp can cost you.
Every active player begins camp life with a challenge bonus. If your raw competition score is 100 and your bonus is 15%, your locked score becomes 115.
Food, water, and provider rewards can raise your bonus, but it cannot climb past the cap. Extra gains stop there instead of stacking forever.
When a new game day catches up, unused bonus decays to 85% of its current value and then loses 1 more point. The result is rounded and never drops below 0%.
The bonus used for immunity is the bonus you have when your score is submitted. Later camp changes do not rewrite a score that is already locked.
Camp work creates shared stock, but the worker pays an immediate bonus cost. Bigger or slower jobs cost more, so helping the tribe can hurt your own short-term score.
Eating or drinking camp stock adds the listed bonus to your current number. You can only consume while the fire is burning and while your per-day limits still allow it.
Each player can use up to 5 total servings per game day across water, coconut, and fish combined. Consuming still requires a burning fire and available stock.
When someone uses stock you produced, you gain 20% of the consumed bonus, up to 2 provider-reward bonus points per day.
Camp stock belongs to the tribe, not one player. Work adds inventory for everyone, while consuming that inventory boosts the person who uses it. Stock added scales with the current camp size.
| Activity | Cost | Produces | Bonus per item | Provider reward |
|---|---|---|---|---|
| Boil water | -3% | 5 water | +0.6% | +0.6% |
| Cut coconuts | -4% | 4 coconuts | +1.0% | +0.8% |
| Go fishing | -5% | 3 fish | +1.5% | +0.9% |
Consume
Drink while the fire is burning. Water has its own daily serving limit.
Consume
Eat while the fire is burning. Coconut has its own daily serving limit.
Consume
The strongest stock bonus. Fish has its own daily serving limit.
Better placements pay more. Fame increases your standing, while Fortune is spendable around Socipic.