Wins with friends, more spins, bigger wins

I found 3 main motivations for users to play in a Tribe. Tribe is a shared balance. This means it’s larger than a solo player’s. So, Tribe lets you play longer or place bigger bets. The third motivation is collective play. Bonus, a higher balance can unlock access to higher-tier games.

Play & Win with Friends!

TRIBE MEANS

WINS WITH FRIENDS

BIGGER WINS

TRIBE MEANS

WINS WITH FRIENDS

BIGGER WINS

Play casino games together and share profits

Play & Win with Friends!

TRIBE MEANS

WINS WITH FRIENDS

BIGGER WINS

Play casino games together and share profits

Educational missions

Missions serve two functions: to educate and to retain users. For maximum effectiveness, the entertainment industry uses behavioral design — timers, progress bars, locked features, and daily tasks.

Daily tasks for retantion

A simple daily task is the core element of retention. The user isn’t trying to complete the whole week to get x4 — they’re afraid to lose their streak. That’s loss aversion bias: we fear losing more than we value gaining.

LIVE

First Time Client

The main task of the interface is to guide the first-time client (FTC). That’s why core actions are kept as simple as possible. Missions support the newbie like rails on a track.

Add $1 to the balance and achieve Daily Tribe mission

Pro tip

Prize:

300

Add $1 to the balance and achieve Daily Tribe mission

Pro tip

Prize:

300

Add $1 to the balance and achieve Daily Tribe mission

Pro tip

Prize:

300

AI-generated Illustrations

The new version of image-gen allows for fast and efficient generation of illustrations in the desired style.

Whale.io Tribes

2025

iGaming

UX/UI

Product

About

Tribe is casino social feature. Play games together with friends and share profits

About

Tribe is casino social feature. Play games together with friends and share profits

About

Tribe is casino social feature. Play games together with friends and share profits

My Task

To reimagine the page & concept of Tribes - multiplayer gaming feature and the journey for first-time customer (FTC) on Tribes.

My Task

To reimagine the page & concept of Tribes - multiplayer gaming feature and the journey for first-time customer (FTC) on Tribes.

My Task

To reimagine the page & concept of Tribes - multiplayer gaming feature and the journey for first-time customer (FTC) on Tribes.

Brief

A tribe can grow in two ways: as a streaming or rooms. I’ve chosen the "friends’ rooms" model and redefined the core action — now it’s joining, not creating a room, for two reasons:

A. Joining has better supported FTC.

B. Creating a tribe has remained a heavy action, requiring deep understanding and motivation.

Interface priorities:

  1. Explain what a tribe is (top priority)

  2. Join and donate to a tribe

  3. Build a habit of visiting tribes

  4. Create a tribe

To prioritize understanding, I’ve focused on instant product presentation, no-bullshit action-driven microcopy, educational missions for retention, and — my hardest decision — shifting the flow toward participation. Creating a tribe has become a deeper step.

User motivation drivers:

  • Tribe = shared balance = bigger balance = play longer OR bet higher

  • Social joy

  • Rewarded missions

  • Democratic Clash of Tribes with accessible victory criteria

Behavioral design:

I’ve integrated proven gaming mechanics: timers, progress bars, loss aversion on daily tribe streaks, gradual unlocks, and limited-time events. A rhyming Tribes slogan has boosted memorability.

Making tribes truly social:

I’ve added stream reactions, deposit animations, and top shareholders' icons led by the leader. This has strengthened belonging and created opportunities to monetize cosmetic upgrades and reaction skins (🔥 instead of ❤️).

Lightweight development:

I’ve prioritized simple, impactful features. Instead of a chat, I’ve focused on reactions — easier to implement. Missions have been supported, and Clash of Tribes has reused recording functionality.

Brief

A tribe can grow in two ways: as a streaming or rooms. I’ve chosen the "friends’ rooms" model and redefined the core action — now it’s joining, not creating a room, for two reasons:

A. Joining has better supported FTC.

B. Creating a tribe has remained a heavy action, requiring deep understanding and motivation.

Interface priorities:

  1. Explain what a tribe is (top priority)

  2. Join and donate to a tribe

  3. Build a habit of visiting tribes

  4. Create a tribe

To prioritize understanding, I’ve focused on instant product presentation, no-bullshit action-driven microcopy, educational missions for retention, and — my hardest decision — shifting the flow toward participation. Creating a tribe has become a deeper step.

User motivation drivers:

  • Tribe = shared balance = bigger balance = play longer OR bet higher

  • Social joy

  • Rewarded missions

  • Democratic Clash of Tribes with accessible victory criteria

Behavioral design:

I’ve integrated proven gaming mechanics: timers, progress bars, loss aversion on daily tribe streaks, gradual unlocks, and limited-time events. A rhyming Tribes slogan has boosted memorability.

Making tribes truly social:

I’ve added stream reactions, deposit animations, and top shareholders' icons led by the leader. This has strengthened belonging and created opportunities to monetize cosmetic upgrades and reaction skins (🔥 instead of ❤️).

Lightweight development:

I’ve prioritized simple, impactful features. Instead of a chat, I’ve focused on reactions — easier to implement. Missions have been supported, and Clash of Tribes has reused recording functionality.

Brief

A tribe can grow in two ways: as a streaming or rooms. I’ve chosen the "friends’ rooms" model and redefined the core action — now it’s joining, not creating a room, for two reasons:

A. Joining has better supported FTC.

B. Creating a tribe has remained a heavy action, requiring deep understanding and motivation.

Interface priorities:

  1. Explain what a tribe is (top priority)

  2. Join and donate to a tribe

  3. Build a habit of visiting tribes

  4. Create a tribe

To prioritize understanding, I’ve focused on instant product presentation, no-bullshit action-driven microcopy, educational missions for retention, and — my hardest decision — shifting the flow toward participation. Creating a tribe has become a deeper step.

User motivation drivers:

  • Tribe = shared balance = bigger balance = play longer OR bet higher

  • Social joy

  • Rewarded missions

  • Democratic Clash of Tribes with accessible victory criteria

Behavioral design:

I’ve integrated proven gaming mechanics: timers, progress bars, loss aversion on daily tribe streaks, gradual unlocks, and limited-time events. A rhyming Tribes slogan has boosted memorability.

Making tribes truly social:

I’ve added stream reactions, deposit animations, and top shareholders' icons led by the leader. This has strengthened belonging and created opportunities to monetize cosmetic upgrades and reaction skins (🔥 instead of ❤️).

Lightweight development:

I’ve prioritized simple, impactful features. Instead of a chat, I’ve focused on reactions — easier to implement. Missions have been supported, and Clash of Tribes has reused recording functionality.

Georgi. Made by Svetlana & Juri in Tallinn, Estonia 🇪🇪🇪🇺

Georgi. Made by Svetlana & Juri in Tallinn, Estonia 🇪🇪🇪🇺

Georgi. Made by Svetlana & Juri in Tallinn, Estonia 🇪🇪🇪🇺