The Outcast Tribe is a WegildDev Unity 2D-gameside-scroller platformer set in the Imperial domain of Humana. The land is full of curiosities: never-before-encountered animals, resources, and magical artifacts begging for exploitation. The land does not share its boon easily, and hostile natives, unnatural disasters, and curses keep humans on edge.
You play one of the troublesome natives: a female goblin warrior in search of her own destiny. The 2DCG Japanese-flavoured art carries the cast across the platformer combat loop.
Content threads pregnancy outcomes, female protagonist core, monster girl dynamics, animated scenes, bestiality content, combat-driven encounters, monster encounters, animated rape scenes, RPG progression, sexual-harassment turns, tentacles, and the wide adult tag stack the imperial domain unlocks across regions.
Installation
Windows:
1. Extract and run.
Android:
1. Download the file
2. Various windows concerning security etc might appear, accept all of em
3. Install and Play
You can update the game by installing the newer version.
Developer Notes
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.
MINOR Math errors on pregnancy buffs (eg. persistent HP and stamina increase after the pregnancy status is lifted)
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, something is not seen etc) I apologize for those in earnest and will make sure to solve em if they are reported.
When on Inventory tab, clicking Q opens a bug-report window, which should not be accessible. This disables all input until the game is restarted.
Changelog
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