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The Tribe (LOK Team)
The Tribe (LOK Team)
The Game: LOK: Rebirth is a high quality adult game in which you play as a young female lieutenant, fighter pilot of the Federation. Sent on a mission on an unexplored planet, nothing will go as planned...How will you fare on this hostile world? How will the natives welcome you? Will you survive the... particular flora and fauna? In this adventure full of dangers you will also find trustworthy companions, friends, and even lovers perhaps? But don't let your guard down, this planet has terrible secrets, and will affect you way beyond what you could imagine...
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This is your place if you want to shape the game as we go. Polls will be an integral part of the project as time is limited and some decisions will need to be made about which task to tackle first. You’ll also get the latest version one week after its launch.

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Our clan of perverts owes you so much that anything we could do won’t be enough to reward you. Please, feel free to join us in our server for a friendly chat and give us your opinions and ideas.

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  • -Detailed world and lore, with a large number and variety of characters and locations. -Interesting combat system and survival mechanics (hunger, thirst, stamina...) -Several difficulties modes. -Lots of quests and side quests (RPG style).
  • -Multiple endings (making your choices matter).
  • -Interesting Characters. -Great variety of kinks. -Main character customization

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The Tribe (LOK Team)

Where we are compared to our plan, what will be released, and progress of the week

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The Tribe (LOK Team)
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Where we are compared to our plan, what will be released, and progress of the week

As we approach the release, and that famous 5th week of the minimum time we’d need to deliver, let’s take stock of our situation, and what is done, and what is left to do compared to what we planned a month ago.
We wrote:
If we all work at maximum capacity, we’ll need at least 5 weeks to be able to finalize the content we planned for the release. How fast we can go depends as always on the amount of support we get, so thank you for supporting us in this.
Let’s now compare the progress for each item:
The plans we had and how much we completed
Here’s the original plan, marked in bold is the current state:
  • 1- Sek and his clothes 100% DONE for all directions.
  • 2- Keakrix missing views The back view is missing clothes, the arms are still being adjusted.
  • 3- Girls – they have to be generic for now! The base body is mostly done: the arms need to be adjusted.
  • 4- Guard (in generic colors, plus clothes) Not done yet.
  • 5- Golak special features Golak was replaced with Meiri. Meiri is done for front, side, back view, she is missing clothes.
  • 6- Vanlen’s pretty clothes Not done yet. Will likely be cut at this point.
  • 7- Recolor – high demand task The black hole that is always 90% done, yet we have so many pieces and small corrections to do so that this task alone sucked a lot of resources. All directions are 90-98% done.
  • 8- 2 backgrounds in work (1 week) Done.
Animation priorities:
  • Explore stealth crouching as a hunched walk Done.
  • Jump in all directions Done.
  • Idle, walk, run for both female and male rigs in all directions Done.
  • Razorclaw males emotions, 3/4 emotions for females if possible Partially done: some emotions are available for males, 3/4 female rig is still under work.
Characters planned in the next release:
  • Keakrix Almost Done.
  • Sek Done.
  • Vanlen Will have to be cut for now because the poor lad is still naked.
  • Guard This has to be done, we just need clothes.
  • Golak is now Meiri and will be done.
Story likely included in the next release:
  • Wake up in bandages in Razorclaw village Done.
  • Earn your keep by doing jobs/missions for the Razorclaw You can talk to Meiri, from there it's the end and enter sandbox mode and do Cooking, Gather, Loot from various containers in game.
  • Get chased out of village by Kantir into deep jungle We decided to focus on developing the story better in the following releases, we need the characters first.
Milestone Goals:
  • Launcher Creation – Done.
  • 2D Remake – Done.
  • Dialogue Changes – Done.
  • Minigames – Cooking, Gather, Loot are done and playable.
  • Character Customization – 90% done. (held back by missing art)
  • Hunger System – Done.
  • Combat – Not done - Pushed for a following release to focus on this content. Some elements done.
  • Game Content – Only very initial part of the story done.
Ok, so we did a lot, but we’re not there yet, let’s list below what exactly is missing:
  1. Keakrix back view clothes and arms.
  2. Girls arms.
  3. Guard clothes.
  4. Meiri’s clothes.
  5. That last 5-10% of the recolor of K.
  6. Emotions (Which may be cut to release faster).
We also had to add stuff in the middle (as you could see from the previous updates, and here’s some additional items we’d like to shove in if possible, or we’ll have to push them for the next release:
  1. Bandage skin for intro (already drawn by Kuja, needs rigging)
  2. Vanlen clothes (need to be drawn for all directions)
  3. Pilot outfit (need to be drawn for Frontside, backside, and back views)
So what will be released in the next version?
We are determined to release what we have within the next week or the one after, and we’ll resort to cutting anything that isn’t complete.
As some people seemed to be confused about it, we’d like to reiterate the goal we stated in the first Monday post we published:
We are currently focusing our efforts to recreate one of the old locations from the previous version of the game: the Razorclaw village, where you’ll be able to move around and see the various characters idling around at different times of the day.
This means the whole game is of course not ready, but a first minimal version of it will be. As you see, creating many models and a foundation requires quite some time, and we’re also limited in hiring additional help by the amount of support we get, so this is the best we can do within the current situation.
No new NSFW scenes will be added in this release, as all the effort went into making the models first, but the 4 NSFW scenes from the tech demo will be unlockable in the new Memories section of the game.
As this was asked, we’d like to clarify that we're not giving less space to the NSFW content, we're preparing the ground to move on to the spicy content.
It goes like this: to make the NSFW scenes we need to have the models, so we're making the models first. 
The models happen to also need the basic animations so that they can be found around the world, and engaged with, therefore we're doing them. To recap we're following this pipeline: drawings -> rig -> meshes -> basic animations -> NSFW animations.
When will it be released?
As we still have one week to work as per original plan, we’ll take that week fully to do as much as we can. We’ll try our best to complete the missing elements, and if the elements don’t belong to the main character, we’ll cut them and release anyway. It’s reasonable to expect this release between the 18th and 31th of January.
If the main character recolor takes more time, we’ll have to stall the release because it absolutely needs to be complete. Everything else can be more or less cut, or alternative clothing can possibly be used as a temporary substitution.
We encountered a problem with the arms of the characters that required them to be redrawn for all directions for all lizardgirls which has been a bug slow down. A 3/4 face redraw of the female characters also took place slowing things down.
What we did this last week only
As usual, here’s the detailed list of what was accomplished specifically this week.
  • Bandaged Outfit - Front View
  • Changes to both Default and Strong Lizardgirl Back View models: 
    -Separated feet into _B and _F parts 
    -Separated buttocks into _L and _R parts 
    -Separated v*gina into standalone part 
    -Slightly retouched breasts coloring (recolor) 
    -Added Butt_R Shadow and Butt_L Shadow
  • Kay - Side View Model: Recolored
  • Lizardgirl Default Model (All sides/views): Eyebrows and Eyelashes parts properly recolored.
  • Added all breasts and breast parts (all sizes) to the Strong Lizardgirl Side View and recolored them all to match.
  • Technical change - arms displaced on all model views. Please remember they're now incredible disjointed. The 3/4 f and b views looks nothing like the original now. Also, the Arm and Forearm parts had to be vertically compressed to fit the original Kay arms' size.
  • Kay - 3/4 Front View - Classic Hairstyle
  • Kay - 3/4 Front View Muzzle, Jaw, Eyes, Mouth - Redone. Some small parts slightly tweaked.
  • Kay - 3/4 Front View: -Model completely recolored. -Artline completely remade. -White parts separated from respective parts, repainted and re-added as new objects. -Face completely changed. -Neck slightly tweaked to fit new face better. -Classic Hairstyle finished. -Nipple and Areola separated from respective breast parts. -Added hair shadow. -Added Ear_F hair shadow. -Hair pins separated from OG hairstyle front bang.
  • Bandaged Suit - Back View
  • Bandaged Outfit - Front View: - Slightly recolored to match other views(recolor only, no shape was changed)
  • Lizardgirl Default and Strong - 3/4 Front View: Added small part on torso and torso_part for both models.
  • Strong Lizardgirl skin has been imported into the side rig and shares Keakrix's meshes and weights perfectly.
  • Made several changes to Strong Lizardgirl images in PSD to match them up with the original Keakrix images used for her skin in the side rig.
  • Made a few more changes to naming to make import even smoother.
  • Adjusted naming in Defualt Lizardgirl Front PSD to match LOKR_Female_Front rig for easier importing.
  • Prepped Default Lizardgirl Front and Meiri Front PSD's for Spine Import
  • Set up skins for both Default Lizardgirl and Meiri
  • Began setting up Color Suffix to cleanly separate and organize PSD folders & layers/ Spine Slots & Placeholders
  • Imported Default Lizardgirl images into Side rig. Errors on face due to skinned constraints. To be fixed later.
  • Made major changes to skins names, suffixes, and PSD files to simplify & reduce clutter in the rigs and make importing more streamlined.
  • Custom breast sizes for Lizardgirl Side rig now have skins.
  • Created a new naming structure for outfit slots that all characters can use. Will convert all previous outfits to use those slots after demo release.
  • Prepped HuntressGarb for Front, Side, & Back Rig import (Front is still incomplete)
  • Prepped KayClassic for Side Rig import
  • Moved new arm images into Strong Lizardgirl Back PSD
  • Imported HuntressGarb into Side & Back Rigs
  • Imported Strong Lizardgirl into Back Rig
  • Organized new slots that were created during import
  • Prepped Strong Lizardgirls arms for import (all views)
  • Prepped Kay recolor for import
  • Listed remaining images needed to create full Kay body for Side view rig
  • Imported Kay recolor into Spine and fixed all errors caused by import
  • Imported BandageWraps into Spine
  • Imported all Strong Lizardgirl arms
  • Imported Default Lizardgirl into Back rig
  • Imported Meiri's hair into the Back rig
  • Keakrix back view and clothes rigged (except for arms)
  • Side view breasts rigged
  • Keakrix 3/4 view rigged (except for arms)
  • Sek armor rig for all directions
  • Female Back stealth idle
  • Front and back female run
  • Side sleeping in fetal position
  • Waking up from nightmare
  • Sleeping side loop with nightmares
  • Sleeping fetal loop with nightmares
  • Implemented Vlad's feedback and implemented a damage text, reduced damage red fx, added HP/Stamina/Mana to in-game menu, zoomed in game, added a red pulse ontop of the hunger when its depleted, and fixed other bugs 
  • Imported Character Customization and hooked up the character preview used in the overview for this screen as well.
  • Added more functionality to character preview for the character customization and based off Pikant's previous ideas, I implemented the ability to take a snapshot of your character's head and it'll generate an icon for it. (It also applied the following character mask for consistency with the other icons) 
  • Implemented Sleeping with beds and a top down view for sleeping along with the bed backgrounds for the view. Beds can be chosen from a set list and the appropriate BG for the bed chosen will be displayed.
  • Sleep for between 1-12 hours and save your game, or choose to load in an existing save.
  • Slots 2-5 are coming soon. 
  • Added Dialogue Barks which work with the existing dialogue. 
  • Created Level transition into the Dream State when starting a new game and disable UI and start in dialogue. This is a 'Scene' and can be viewed over and over in the memories. - Tons of improvements were made to the Scenes system to support switching between levels mid-dialogue and transitioning smoothly into the level!
  • Also created the option on nodes to wait until input to continue so you have to click to keep going. I can also clear the old text if we'd like...? But keeping it is fine at the moment imo.
  • Setup the dialogue event system to use Bolt! This allows for visual scripting. Here I have the last node's end event from the intro placeholder dialogue. I Pause the Dialogue from continuing, Fade Out, and Load into the Tent level (Fading covers the other loading screen). Next is having it enter the sleeping state then start the waking up sequence. 
  • Here's a video showing creating a new event and editing it in Bolt's graph editor. In the event I access the SceneObjectManager to get the Player Controller and get the PlayerInventory from it and Add Currency to give 100 coins. Then I add an event listener that the dialogue system sends it to trigger it to go off and trigger the action to give currency. 
As you see, so much was achieved this week! Thank you for believing in this project, we could not have made all this without your support. We’ll try our best to do as much as we can also the next week!
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The Tribe (LOK Team)

Character customization, Meiri, looting

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The Tribe (LOK Team)
Public post

Character costumization, Meiri, looting

We’re two weeks away from release. Theoretically, we should complete the needed assets and features this week, as per schedule, and start testing the build to remove the major bugs and polish it a bit so that it will be available for you to download the week after.
We had a meeting this week to check the state of the project and any last minute changes required. Compared to what we planned, we added way more features code-wise, but we’ll have to use several generic lizard models for now as placeholders until the art is made. As the effort required by the art department is huge, this comes as no surprise, but we hope you’ll still get to enjoy the new version as it takes shape.
For this version, the game will start with the protagonist already in her tent, waking up from a dream. The contents of the tent have to be Spartan for now, but we plan to enrich the environment in the following updates. Meiri will introduce you to the village, and several minigames and interactions will be available. As mentioned previously, we dedicated our efforts to develop the foundations of the game. NSFW content from the tech demo will be available in the memories section, so those of you who missed any of the 4 scenes presented there will be able to retrieve and enjoy them, and new NSFW content will be added in the next update. Please stay tuned for the polls that we’ll likely share on Discord in the next weeks!
  • Default Lizardgirl - Head piece was changed. (Somehow it was much bigger than intended on the top part).
  • Palisade timbers
  • Attribute Selection Screen
  • Cosmetics Screen
  • Keakrix/Strong Lizardgirl Model - Side View: -Recolored all 100+ parts of the face expression file.
  • Added expressions back to the main file. -Fixed layer sorting (Legs). Added foot_b nails back.
  • Meiri - Front View - Outfit has been uploaded
  • Meiri - Front View - Model has been uploaded
  • Meiri - Back View - Model: has been uploaded.
  • Meiri - Back View - Outfit: has been uploaded.
  • Meiri - Side View - Model: was uploaded (1.1)
  • Meiri - Side View - Outfit: was uploaded (1.1)
  • Default Lizardgirl Model - 3/4 Front View: was uploaded (1.1)
  • Krys' fighter "Piranha MK.II" Concept.
  • Recolored female lizardgirl model's straigh_tail: default and strong versions
  • Separated white/yellow part from their straight_tail
Prepping and rigging:
  • Prepped the Lizardgirl Back view for Spine Import
  • Redlined errors to be corrected in the side view rigs (including frontside and backside)
  • Added Color Suffix to slot names in rigs that have recolors in place. Also made a new skin called "Custom" to be used for testing recolor in engine.
  • Adjusted slot names to improve consistency between rigs
  • Strong Lizardgirls Side Expressions have been condensed to core images
  • All Strong Lizardgirl images are in the respective image directory in Spine. Still need to convert Keakrix images over to new Strong Lizardgirl images within Spine rig.
  • Made several adjustments to images and layer order across all Lizardgirl PSD files.
  • Made note of unique differences between Kay and Lizardgirls that are causing some errors (both PSD and Spine related)
  • Setup skins for Lizardgirl in the front, frontside, and side rigs.
  • Lizardgirl Frontside view PSD is setup
  • Reorganized the PSD files for the Lizardgirls to streamline import.
  • Renamed a few things in Spine to fix consistency issues (mostly suffixs of slots, skin placeholders, and images) & improve PSD to Spine import.
  • removed root motion from side push and pull
  • added pushing idle in side female
  • fixed angle of the arms in side run female skeleton
  • front jump female poses
  • front walk female rig (on the new rig!)
  • back walk female rig (on the new rig!)
  • front walk female rig stealth
  • back walk female rig stealth
  • front idle female rig stealth
  • Updated Character Test scene UI functionality
  • Implement pulling / pushing animation in animator and in code (animation-wise). Still missing pulling idle animation as well as the pull and push animation has movement which makes looping it look weird when character doesn't actually move in-game. 
  • Finished Memories Implementation with saving/loading, and hooked it up to open a fresh save and load into the actual game level and start the dialogue for the scene.
  • Updated the Launcher new's links to link to the Wordpress site from Patreon.
  • Updated the Launcher social media links. Both these tasks add towards the subscribe star integration.
  • Updated the Subscribe Ad to include a dynamic (Updated through internet) Aldrukai ad.
  • Added notifications to unlocking scenes
  • Added difficulty descriptions
  • Added temporary character customization selection to the begin new game popups. 
  • Updated Cooking Minigame Design Docs on Confluence to include the XP reward
  • Updated Combat Game Design Docs on Confluence
  • Updated game to use 1000 xp increments for leveling
  • Added To Hit dynamic stat
  • Characters begin with 5 Attribute Points and 3 Ability Points
  • Added Magic references to ui and characters
  • Implemented new attributes screen
  • Options added in the level editor tool for Scriptables (Torches), Gatherables (Dried Wood, Live Wood), Cooking Tables (Black Stone Table), and a physical Item spawner 
  • Added Creatures dataset
  • Added Characters to game data
  • Dragging items out of inventory will drop them on the ground
  • Made Tooltips, Right click selection menu, and looting UI feel 'better' on screen and with move independently of the camera
  • Inventory Scrolling with the item you're dragging and a bunch of inventory bug fixes Updated import configurations on a lot of images which make the game look much more high resolution in full-screen 
  • Added CharacterFX to the game and Character Unit Testing which interacts with character's materials (seperate from spine coloring logic) to interact with it. Lets me change, Color Overlay, Hue, Saturation, and Brightness.
  • Hooked CharacterFX to dialogue instead of using a literal light as done previously to show who's currently speaking
  • Hooked CharacterFX to flash red when taking damage event is called. 
  • Hooked up Spine in Unity to utilize 'Custom Materials' when a character is created so that the material isn't reset automatically by Spine.
  • Added Character and Analytics tabs to the Engine's Console and hooked them up to display info when characters are created/deleted/updated, and for all analytic events leaving the game
  • Implemented Lootable Containers and setup to save/load contents. 
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The Tribe (LOK Team)

Happy 2021! - New launcher, memories, lizardgirls art, stealth crouching - Gallery

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The Tribe (LOK Team)
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Happy 2021! - New launcher, memories, lizardgirls art, stealth crouching

Happy new year! As we all celebrated, we also progressed with the parts required for the new version of the game. We discussed the opening sequence and determined that for this release we are going to replace Golak with Meiri, since she will greet you first. A bandaged skin and Kay’s suit have to be added and this could possibly slow things down. (we’ll try our best to avoid the slow down, but skins for all 5 directions take time to make and implement, hopefully this won’t take more than additional week, ideally less than that.)
If you are on our discord you probably already enjoyed the new range of breast shapes designed for the lizardgirls, which are now complete (except for hairstyles) for all directions. Keakrix is also complete, as well as a new part of the village.
Animation-wise the efforts have been focused on completing more platforming movement: stealth walks and idles for male and female skeletons in most directions, and picking objects from the ground.
The launcher has been updated and the memories section is also ready code-wise.
2 or possibly 3 more weeks should be needed to complete and release this version of the game, then we’ll be able to focus on adding new NSFW content.
Thank you so much for hanging there with us. 
Completed this week:
  • Defined opening sequence for the release. This means Meiri, Kay’s bandaged skin, and Meiri’s tent get top priority.
  • Keakrix front model. Changes made: Models were completely recolored. Front View had her arms slightly tweaked. Front View had her torso, breast and neck lines removed to match other views (Re-skin only, shape untouched) Front View had her thigh's muscles slightly tweaked (Re-skin only, shape untouched).
  • Default Lizardgirl - Front ViewRecolored. Nipples and Areola separated.White parts separated.
  • 3/4 Back View - Strong Lizardgirl
  • Side View - DEFAULT lizardgirl body. W/ additional jaw, face and breast parts.Arms, Legs and Neck are slightly slim.
  • Back View - Default Lizardgirl
  • All angles/views for the Strong Lizardgirl model have been re-uploaded with the new color fix.
  • Backgrounds scenery: MAIN BRANCH 01 (No 2D lighting added) Re-added doors, spikes and torches. Added it to Unity.
Prepping and rigging:
  • Prepped Lizardgirl_Front (default & strong) images for Spine import 
  • Imported lizardgirl images into Spine front rig 
  • Created skins for default and strong variants of lizardgirls 
  • Slight clean up on naming of slots and skin placeholders 
  • Imported Keakrix's colors
  • Imported Uylani's colors
  • Picking up object from ground animation - Female side 
  • Picking up object from ground animation - Male side
  • Stealth idle and walk, East direction, male skeleton 
  • Stealth idle and walk, SouthEast direction, male skeleton 
  • Stealth idle and walk, SouthEast direction, female skeleton
  • Backside stealth walk and idle female 
  • Backside stealth walk and idle male
  • Front stealth walk and idle male 
  • Back stealth walk and idle male

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to reach
Hire a second artist. Our former stretch goal is quite outdated now, with the higher quality and ambitions comes more difficult and demanding work. By hiring a second artist we'll be able to vastly reduce the workload on Kuja, meaning we can make stuff faster. We cannot thank you enough for your continued support in allowing us to work on this project. Your patience and support will be rewarded in due time, but any further aid you can lend us will only make the future game better, and production of it faster.

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