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The Outcast Tribe [v0.3.6 Public] by WegildDev

The Outcast Tribe v0.3.6 Public

5.0 (1 votes)
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Overview
The Imperial domain of Humana is home to a vast assortment of curiosities. Never before encountered animals,
resources and magical artifacts are basically begging for exploitation.
However, the land doesn't share it's boon easily. Hostile natives, unnatural disasters and curses don't make the process easy for the humans.
One of those troublesome natives is you, a female goblin warrior in search of her own destiny.
Game Information
Developer WegildDev
Engine Unity
Release DateJun 17, 2024
Last UpdateApr 30, 2026
Censored-
OSWindows
LanguageEnglish
Voice-
Length-
Original Name-
Aliases-

Screenshots

Hello Dear Reader!

Thank you kindly for considering this game.
This is the first ever public release of the game, please expect bugs (even though I playtested for several sessions I might have not caught everything)!
If you have questions, ask em! All feedback is very welcome!

Currently, the sex system works as follows:

-Soft bad end (you can continue after losing) CG after the last "heart" is spent when fighting an enemy, then a special sequence of art and text appear

  • When your health reaches a certain threshold, gobbo is "up for grabs", loosing a QTE event means the seual animation starts (if applicable)
  • Rudimentary Pregnancy system is in place, pregnancy guaranteed after a bad end and possible after enemy cums in the gobbo (pregnancy check every few minutes)

Since this is the initial release, there is still much to be done about the whole system (consensual scenes, expansions to pregnancy mechanics and much much more)
However, since I put my priority on the Pregnancy/Breeding fetish, you can rest assured that this will be one of the main mechanics in the game.
If you like the idea, please consider supporting by sharing feedback and/or supporting on Patreon.

Thank you, have a blessed day, and please, enjoy!
~ WegildDev

Project Roadmap

Known Bugs:

  • CRITICAL For some user configurations "E" button does not work for interacting with in-game objects such as dialogues, chests etc. Tests are inconclusive but in case you encounter that there have been alternative keys added (middle mouse button, z Key). Please let me know when you encounter this problem
  • MINOR Boss revives for "one more go" after being defeated. Will fix it in the next patch, I want to reverse engineer the bug into a feature in the future ^^
  • MINOR During the tests, in isolated cases the first insemination event doesn't lead to pregnancy, for latter attempts this issue was nonexistent.
  • MINOR Repeatable quests not proceeding despite me having a specified amount of items
    It happens to a quest step requirement of gathering an x amount of a resource, since the resource was in the inventory beforehand, the system can not count those (yet). Return to gather more or drop the items and pick them up (right mouse click) to get around the issue ^^
  • MAJOR For some user configurations audio is buggy or is not working at all. Issue will be fixed once FMOD is implemented.
  • MINOR Current iteration of the conception system might be buggy, sperm staying in the womb after impregnation occurs etc
  • MINOR Math errors on pregnancy buffs (eg. persistent HP and stamina increase after the pregnancy status is lifted)
  • MAJOR Interaction with the pillar doesn't work, restart the game omitting the tutorial (Hotfix was released although I want to leave it for posterity) https://f95zone.to/threads/the-outcast-tribe-v0-2-7-wegilddev.212671/post-17284654
  • MAJOR Unity key remapping issues in case of using a controller. If you are unable to attack/block, please go to the settings and reset the bindings for the controller. (The fix is available in the 0.3.1 update)
  • MINORThe (Find the Rogue quest) rogue may take additional loads of the goods, this issue is due to the experimental nature of the item delivery system in 0.3.0) just give him the potions once (it is fixed in 0.3.1)
  • Anticipated - since this release contains basically overhauled UI and a ton of new/reworked systems, there will be bugs. Please report them, ideally via Discord. I especially anticipate Android Ui complaints (too small/big buttons, soemthing is not seen etc) I apologize for those in earnest and will make sure to solve em if they are reported.

**In case of any issues, please make sure you are playing on a fresh save.
I can directly answer all your bug queries on my Discord Server

DOWNLOAD
Win: GOFILE - MEGA - MIXDROP - PIXELDRAIN - VIKINGFILE - WORKUPLOAD - DATANODES
Android**: GOFILE - MEGA - MIXDROP - PIXELDRAIN - VIKINGFILE - WORKUPLOAD - DATANODES

Patches: Uncensor*
**This unofficial port/version is not released by the developer, download at your own risk. *

v0.3.6 Public Update

  • GloryHole system
  • new interactive lewd system which allows for (at the moment of release) 3 different animation families with smooth transitions between them.
  • Poledance Minigame
    - New minigame graces the game, by means of which I am testing new possibilities with my brand-new Aseprite -> Unity workflow. About 400 frames of animations, all the moves as flashy as I could make em
  • New location and NPC's
  • Dienerkammer district is home to not only hardship but some joy as well, "Die Schlangenliebkoser", in which mysterious Elise reigns.
  • New Quests
  • New defeat artset for Goblin vagrants and Beastmen Scavengers enemy types
  • New main menu and loading screens

v0.3.3 Public Update
(in case anyone asks 0.3.2 was closed and was not released as a public ver)

  • A new quest ("A Damsel in Distress", available at the Korporal's office)
  • New boss (The Minotaur), with a h animation (to restart, go there after a quest)
  • First implementation of Unity Timelines solution, allowing for some nifty cutscenes (you will see what I mean ^^)
  • New artset with 2 variations (One of the guards is more corrupt than he should be)
  • New preg type
    - Dialogue system rework (upgrade of visuals, logic change for dialogue choices and new icons)
    - Menu System rework
  • menu choices are now centralized, meaning that inventory, journal and character tab will now be "less hidden" and easier to use
    - Character Menu rework
  • addition of mood descriptions, new visuals and logic for the seed queue
    - Quest Journal rework
  • addition of quest tracking logic, quest giver details as well as insights into quest rewards and quest step history.
    - Inventory system rework
  • addition of stack splitting (for when we sell/buy and give/take from stash) so that item stacks can finally be usable, new graphics and addition of buttons for basic inventory tasks, a description side with basic data concerning the chosen item was added as well
    - Redesign of the in-game health and stamina bars alongside the supporting elements like the lust gauge
  • adding segments, animated effects for when health is gained/lost as well as different icon animations based off Wegild's status.
    - Crafting System Rework
  • You will now be able to choose the amount of items you want to craft, as well as add them to a queue (maximum size for the queue now is 4 items). Obviously visuals got changed as well as the logic behind the system.
    - Shopping system rework
  • I can now safely proclaim that the game can now support more than 1 merchant (so keep an eye out for addition of new merchants soon). The newly created system should be a lot more... flavourful and personal, with better visuals and some dialogue here and there ^^
    - New h scene with Fritz
  • a newly drawn scene has been added for Fritz, unlockable with enough lewdness, of course ^^
    **- Bugfixes and QOL changes, including:
  • **Cut the RAM usage of the game by half by implementing addressables, so now the art is properly loaded and unloaded when it is needed
  • Reworked the loading screens (they should no longer bug out and stop working after certain actions are taken)
  • Fixed issues concerning exiting the controls rebinding window as well as other UI problems

**v0.3.1 Public Update

  • Beastman Bulker repeatable quest + sex animation added
    - Bridges are no more, platforms are the way to go (new environment traversal methods)
    - Quest system rework - Now all the deliveries happen in dialogue, support for multiple-item fetch and deliver quests added, new visuals aaaand should be more reliable
    - Compass Auxiliary system implementation - When you are lost and don't know where to go during a quest, you can now use the compass (beware for its usage has a price)
    - Bugfixes and QOL changes, including:**
  • Created a game setting system, making the key rebinds and sound levels global and not save specific
  • Fixed the rebinding system, allowing you to rebind your keys on a gamepad and keyboard/mouse configs
  • Quests are now grouped under a "quest group" choice in dialogues, allowing for better navigation (in the future the button will be inactive if there are no new quests/ quest steps to do)
  • Abandonment of the old story variable system and fully implementing the new one, allowing for better management of what happens in the game (world states)
  • Made the Quest system backend leaner, which should positively affect Android performance
  • Temporary fix for Android (lower spec phones) downscaled the defeat art on Android release (no worries, 0.3.2 update has the issue all resolved properly)
  • Fixed player deaths from falls disrupting the camera movement
  • Projectiles and falling hazards (like rocks) should behave more naturally now
  • UI bugs unique to controllers, which caused the inability to navigate the UI should now be fixed
  • Added a teleporter to the Mutated Spawnie repeatable quest location
  • Many, many other, smaller fixes.

v0.3.0 Public Update

  • Unity revealed a vulnerability in it's engine CVE-2025-59489
    while the game was not particularly affected by it (since it's not multi) I've opted to patch it regardless
    **v0.3.0 Public Update
  • New environment (Dienerkammer district of Döbeldorf, a hideout and streets)
    - 2 new enemies ( along with their respective h animations)
    - New NPC h animation
  • New pregnancy types
  • Slime defeat scene
  • 4 new quests
  • A bunch of new NPC's (guards, a rogue and a certain wolf lady ^^)
    - First implementation of background NPC system (it's a city after all, let's make it lively!)
    - Bugfixes and QOL changes, including:
  • Rework of the interaction system → picking up multiple items close together is no longer a hassle; interactables during animations should now appear correctly.
    - Experimental new Dialogue-based item delivery system → first used in the rogue’s quest. Please let me know if you run into any issues, as it passed internal testing and may become the new standard.
    - Rework of the quest-dependent building and blocker states → now far more efficient, giving a noticeable performance boost on Android.
    - Fixed some animations in the gallery being too small

v0.2.9 Public Update**

  • New level (Sewers under the city)
  • 2 new enemies (with respective h animations)
  • Remade spawnie defeat artset
  • Animation and defeat scene gallery added to the game
  • Water hazard logic changed
  • New items and crafting recipes
  • 3 new quests
  • Changes to ground hazard logic (replacing old solution with a state machine)
    - Bugfixes, among which
  • Quest state indicators (icons above npc's) fixed, so that the appropriate priority is set and followed
  • Changes to spikes so they are more visible
  • Added visual indicators so it is easier to determine if a jump will be deadly or not
  • Fixed on-death camera transitions
  • Changes to the aggro icons (red exclamation marks above enemy heads and spawners) new visuals + better logic
  • Infinity fall bug - added logic counting how many deaths caused by a fall we have and, in case of exceeding a certain number, player is returned to the last campfire
  • Campfires can now be re-lit

v0.2.8 Public Update

  • H attack support for bosses (Spawnie Boss atm only)
  • New Spawnie Boss defeat artset + h animation
  • More unique preg statuses with visual representation
  • Structure tileset remade + added variants for transitions between building tiles and "normal" tiles for a biome
  • H attack system rework, when Wegild is vulnerable (low hp, appropriate status) enemies make a guaranteed h attack attempt instead of the old system where the animation was being initiated straight away
    - Bugfixes, among which
  • Bug resetting the inventory and quest upon saving the game while stunned/restrained
  • H animations persisting after the attempt was finished should be way less common now
  • Bosses and enemies having their death state initiated several times (laggy death bug) should be solved

v0.2.7 Hotfix 1 (Android)

  • moved the movement stick to the bottom left
  • possibly fixed the softlock during the powering pillar quest in Glitterwald Forest

v0.2.7 Public Update

  • New Portraits for Wegild + portrait frame emotive animations
  • Remade spawnie H Animation
  • New Quick Time Event system, replacing the plain old boring "Mash E" system
  • UI QOL Improvements, such as
  • Zoom during scenes with art
  • Ability to switch the UI side by clicking on it
  • Bigger buttons/icons
  • Android Build
  • Lots (and I mean lots) of bugfixes, dealing with popular issues concerning clipping, softlocks UI overresponsiveness etc

v0.2.6 Public Update

  • New story quests
  • A Mutated Spawnie makes his reappearance
  • Double-Jump ability (after a certain quest)
  • Reworked the regular beastman lewd anim + defeat scene
  • Lewd animations no longer go to the next stage unprompted,
    -After losing the button-mash challenge, animations no longer auto-progress. You can now advance them at your own pace with a button press, so you can enjoy them without rush. ^^
  • New nurseries
  • New offspring and seed types
  • Various bugfixes, backend updates (including a new system for tracking player progress), and other behind-the-scenes changes that you might not see—but they matter!

v0.2.5 Public Update

  • A new NPC and quests (a priestess who won the last vote)
  • A new enemy, Beastman Centaur, along with a defeat scene and h-anim
  • Temple containing an early version of the nursery (not all races supported yet)
  • Expanded the "Beastmen Thicket" level
  • Extended dialogue system (mostly backend, allowing me to easily play animations, reorder objects etc during the dialogue)
  • QOL changes
    -Quest log now shows available quests, not only started ones
    -Icons in dialogue choices now have a tooltip
    -As per the usual, bugfixes

v0.2.4 Public Update

  • Item Recovery after death (a sack spawns where you died)
  • Most enemies now have an H attack (percentage chance dependent on player lust)
  • Lust System implementation (early stage), including
  • New Statuses
  • Visual representation of lust level
  • Higher % chance to get grabbed with higher lust
  • An old, previously unused h animation added to a certain beastman's repertoire ^^
  • Smaller changes and bugfixes, including graphical, typo and enemy behavior fixes

v0.2.3 Public Update

  • Pregnancy system expansion, including
    -Early pregnancy stage added
    -Buffs/Debuffs when pregnant (1st stage only at the moment)
    -Multiple fetuses support
  • Offspring system rework (in code mostly, you will not notice much change in this version but underneath, a lot more offspring stats and values are now tracked)
  • Censorship remade for certain scenes (relaxing the hard-line approach on the b animations)
  • Bugfixes to the conception system, other smaller changes

v0.2.2 Public Update

  • Conception system rework
  • Added Sperm variants with different attributes
  • Character Status menu rework (moved the offspring count to it as well, it is available when switching the page)
  • Hitstop effect during combat
  • Smaller bugfixes and changes

v0.2.1 Public Update

  • Better mouse support (+ a custom mouse cursor ^^)
  • New Defeat art for the Lurker enemy
  • Settings menu now available from the pause menu in-game
  • Overhaul of the quest indicators system (icons above the NPC's)
  • Various smaller bugfixes, dialogue changes and other QOL features

v0.2.0 Public Update Hotfix2

  • Fixed issues concerning enemy collisions (along with projectiles)
  • Fixed new level not loading issue

v0.2.0 Public Update

  • New level, "Beastmen Thicket" (in a very early stage, it will be expanded)
  • A new enemy and a new boss, for the first a new h anim, for the other a new artset
  • A delivery animation system reworked
  • A completely remade intro sequence (with less "yap" and more sprites )
  • A keybind remap option with smart keybind display for events
  • Added a block cooldown indicator
  • Many other bugfixes and smaller changes

v0.1.9 Public Update

  • Total Audio Overhaul, thanks to FOMOD
  • Adaptive sound/track effects implemented
  • A delivery animation system reworked
  • Cosmetic and functional changes to Boss encounters
  • A helpful (hopefully) map was added to the level selection screen, (an idea from one of the players)
  • Many other, smaller or bigger, bugfixes/rebalances

v0.1.8 Public Update

  • Enemy AI + collision overhaul
  • Riposte mechanic (perform a perfect parry and then attack immediately, while still holding the block button)
  • New H animation with Urist + pregnancy animation variants
  • Stability changes concerning quest dependent objects (blue chestbox for tools quest, teleport pylon etc)
  • Quest steps requiring items should now display items together with the amount of them in the Quest Log

v0.1.7 Public Update

  • 2 new defeat artsets (Beastman Grunt)
  • 2 new NPC's
  • Lewdness system (each h action "rewards" you lewdness points, which can be used for... certain dialogue options ^^)
  • Extensions to the dialogue system, supporting requirements checks (at the moment currency and lewdness checks)
  • New quests and story content

v0.1.6 Public Update

  • Stamina System added
  • New parry/block mechanics
  • Certain enemies overhauled
  • Traps and anti spawnkilling measures added
  • New drider defeat artset
  • Addition of x-ray animations to the character screen
  • Many more smaller graphical/balance changes

v0.1.5 Major Update

  • New Enemy (Drider Acolyte)
  • Status System (Implementing restraining and technical statuses, like preg)
  • 2 New Art sets (Spawnies and Buschers)
  • New Quests (Help out in gathering materials for Krebsstein's clients)
  • Expanded Spider level (available at the bottom of Spawnie Area in Glitterwald Forest)
  • New gatherable items and recipes (Like a conception potion)
  • Bugfixes and QOL Features (eg. Teleporter to the boss, dealt with various softlocks, graphical bugs concerning quest tags and many many more)

v0.1.3

  • New struggle system, replacing the old one
  • New intro and outro animation for sexual encounters (in total about 9 new animations)
  • New enemy, Buscher, with the whole set of new animations
  • New art set for driders
  • Numerous bugfixes, including:
    • soft locks
    • item stacks counts/usability
    • save file compatibility
    • quest softlocks (invisible wall fixes and quest item fixes)
    • many many more

v0.1.2

  • Standardized menus to follow a certain standard, revamped level selector menu (You can now exit most menus by clicking ESC)
  • Added a crafting mechanic, along with a quest unlocking it (after quest completion, go on an adventure or reload a game to access the function) and first 2 recipes
  • QOL Features such as text skip and tutorial skip functionality added
  • Lots of bugfixes that deal with sexual encounters and soft locks

v0.1.1 hotfix 2

  • fixed the demo spider area not loading correctly

v0.1.1 hotfix 1

  • fixed the dreaded Interact/E button not working in dialogue/on chests etc.

v0.1.1

  • new mechanic, ovum, expanding the pregnancy system
  • new demo area accessible after the merchant quest + 1 new enemy
  • new artwork (loosing the first bossfight)
  • gamepad support (key rebinding will come in the future)
  • all menu's should now work with mouse input
  • numerous bugfixes and small changes (thanks a ton to my most dedicated tester Soul for helping in catching them)

v0.1 Hotfix 1

  • Fixed enemy pathing
  • Boss should no longer go underground (and if he does, he should reappear)
  • Fixed tentacle encounters
  • Spiders now have fangs
  • AutoSave system doesn't save in inappropriate moments (boss fights)
  • Implemented a few player soft locks (invisible walls) to prevent omitting important quests
  • Fixed defeat scenes on death from environment
  • Silenced the acid pools, now they should be more pleasant
  • Possibly fixed the "E" button is inactive on start (not 100% sure cause I was not able to reproduce that problem)
  • Many more minor fixes

v0.1
Initial Release

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