Monster Girl Tactics: Oubliette
by Minolione
Game Details
- Version
- F6-A
- Developer
- Minolione
- Engine
- Others
- Status
- Abandoned
- Language
- English
- Censored
- No
- Updated
- 2 October 2026
About
A century of torture ends in execution, and the disposal pit meant to kill you turns out to be survivable. Monster Girl Tactics: Oubliette starts there, with a fox-girl sorceress patching you up and putting you to work.
You wake up owned. Hana, the kitsune who saved you, is a fellow condemned criminal with grand ambitions for the continent, and you pledge her your service. From there it's mafia dealings, old grudges, and a slow climb through territory held by lamia, arachne, harpies, tanuki, manticores and more, each one a fight, a recruitment, or a bed to be dragged into depending on how the encounter goes. The writing treats these as real choices with real consequences, not a checklist of scenes.
Combat runs on player/enemy turn phases and positional follow-up attacks, closer to Fire Emblem or Triangle Strategy than a numbers-grinding RPG. There's no leveling and no permadeath; battles are handcrafted, skippable if you'd rather not bother, and the squad you build determines who becomes an ally, a slave working your brothel, or something more personal. There are no illustrations here, no CG of any kind at launch, and the game leans entirely on text to sell the depravity and the romance alike.
Changelog
- Finishes Chapter 6
- Adds new performance options to the settings menu.
- My laptop (i7-6600U, integrated GPU) went from 5 fps to 58 fps in the first hub map.
- If you previously put the game down due to poor performance, please give it a try with this update's performance settings!
- Improved "Brightness" setting (now illuminates dark areas more).
- If you're updating from an older game version, you must change and apply settings for it to take effect.
- Optimize: Better performance on hub maps (i.e. not battles).
- On my PC, I gained +13.8% FPS on the biggest map, but it depends on map size and PC bottlenecks.
- Polish: Can now exit menus via right-click (in addition to Escape and the "back" button)
- Polish: Save/Load menu now starts on the page with your latest save
- Fix: Could softlock in Chapter 5 event under certain branching conditions
- Fix: A certain character could be killed in a battle where that shouldn't be possible
- Fix: Misleading "end chapter" on a choice
- "Screenshake" slider now affects the red pulse/zoom effect in certain events
- Change setting "Skip Seen Interludes" to be enabled by default. (Existing players won't have their settings changed)
- Add toggle-sprint option (as opposed to hold-to-sprint). Settings -> Controls -> Hub -> "Enable Toggle Sprint"
- Fix: crash to desktop after finishing the intro cutscene
- It was caused by the game failing to acquire your system's timezone when autosaving
- I have no clue why that failed. According to the time library I'm using, this operation should never fail (I am now using a different time library for this).
- Also, once you view the intro cutscene, you can now skip the intro when starting another new game
- Version [F5-A]
- Adds the first part of Chapter 6
- Add setting to skip mission-travel transitions
- Fix crash upon using items that were half-equipped as a result of save file editing
- Fix UI sometimes breaking if Mongo dies
- Fix crashing on startup if persistent_data.json has been corrupted (due to e.g. crashing or closing while saving)
- If it's corrupted, you'll be asked if you want to reset the file. Doing so will let you launch the game, but you'll lose certain data: memory scene unlock progress, achievement progress, and seen texts for 'Skip Unseen Text'.
- From now on, I back up the file every time you exit the game. If the original is corrupted, I'll try restoring from the backup as an alternative to resetting it.
- Version [F4-A] [September 10, 2026]
- Updated Linux build with a smol fix. Not worth a version bump
- Version [F4-A]
- Adds all of Chapter 5
- Fixed some locations where players can get stuck in a wall (and not in the lewd way)
- Crashes: made another quick patch to the engine in an attempt to reduce sporadic GPU-related crashes
- Also disabled (unused) engine code for gamepad controllers, to try to fix odd rare crashes involving that
- Fix: text scroll/fade speed was slower than intended if your FPS was below 60 (it got slower the lower your fps was)
- Improved how text fades in when a line is replaced/appended to
- Version [F3-A]
- Adds the rest of Chapter 4
- Added setting to auto-skip interludes (mission-travel transitions and epigraphs) if you've already seen them
- Crashes: Game will attempt to automatically recover from certain types of sporadic GPU-related crashes
- Not a tested fix, since I can't recreate this issue on my own machine
- To avoid toothy tragedy, Injured units will now heal after Hana's night crawl encounter in Chapter 1
- Fix: Certain reinforcements could spawn after you had already won a battle
- No longer need to jump to walk up the stairs in the caves (added invisible ramps)
- Fixed Fast-Forward Mode speeding up the map playtime timer and messing up the "Time Elapsed" display upon winning a battle
- Version [F2-B]
- Hotfix update
- Fixes the horribly broken UI on non-16:9 resolutions
- Fixes the text scrolling out of bounds more and more as you progress through events
- Version [F2-A]
- Playable from the start up to ~50% through Chapter 4.
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