How long can you survive the post-apocalyptic wastelands of NEO Scavenger? In the near-future, supernatural activity and human warfare have fragmented mankind into pockets of civilization struggling to survive in wild and dangerous lands. You awaken alone in an abandoned facility with no food nor water, and only a hospital gown and some mysterious items as clues to your identity. NEO Scavenger is a game where you must survive in the wasteland long enough to figure out who you are. Each turn you must decide where to go, how to scavenge for supplies, and how to deal with anything and anyone you encounter. And with each passing minute, the pit in your stomach grows, your dehydration worsens, your muscles tire, and your body temperature drops in the cold autumn air. Choose your starting abilities carefully, because they and your wit are the only tools you have in the apocalypse!
I've just finished uploading new beta (0.954b) and demo (0.954d) builds. The update includes fixes and features for both the demo and beta, and new exclusive content for the beta.
Posted by dcfedor on Oct 12th, 2012
Both the demo an beta now feature a new inventory management tool:
Certain containers will now have a little button at the top right corner (black and yellow dots icon, pictured above). Clicking this button will attempt to arrange all items in the container as close together as possible, starting at the top left, and moving right and downward.
This is a feature several players have asked for, as certain hexes and containers can get quite busy in late game play. It's not a perfect sorting algorithm, but hopefully it helps folks clear up space easier!
I also started fooling around with end-game stats:
It shows the same cause of death as before, but now also shows the survival time, and "Disposition." Survival time is pretty self-explanatory, but the "Disposition" is a little more ambiguous. It's tied in with some of the newly added encounters in the beta, and is an experiment with tracking the player's moral compass. It'll show up on demo games too, though the demo doesn't really have encounters to change that rating.
Perhaps I'll add some more ratings and stats in the future, but for now, we'll see how these go.
The following additional fixes were also added to both the demo and beta:
The beta also got some exclusive updates this time. First, there are now several random encounters spread across the map. They don't have custom artwork yet, and they're mostly pretty short. But they should add some local color from time-to-time.
There are also two larger, illustrated encounters in this build, roughly the same complexity as the cryo encounter and House at Seven Gables. They leave some loose ends, unfortunately, but that's the way it's gotta be until more content is ready :).
Big thanks to Cameron for helping to make the above encounters a reality!
The beta also now features music! Starting this build, one of three tracks will play at random intervals (about 5-10 minutes apart). Sort of like Dwarf Fortress and Minecraft, I wanted to see how it felt to have music only play occasionally. I thought this might alleviate burn-out from hearing the pieces too much.
Josh Culler did some excellent work on these, so let us know what you think! You might even recognize one of the pieces from the trailer!
Additionally, the beta has the following new fixes and features:
Whew, that's quite the update. Hopefully, I didn't break too much with all the new content and fixes. Be sure to let me know what you think once you've given them a shot!