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 build v0.949b. This build includes a pretty large number of bug fixes and balance tweaks. However, one of the more interesting changes involves our familiar cryo facility.
Posted by dcfedor on Aug 21st, 2012
I've just finished uploading new beta build v0.949b at bluebottlegames.com. This build includes a pretty large number of bug fixes and balance tweaks. However, one of the more interesting changes involves our familiar cryo facility.
A few players had asked in the past to be able to return to the cryo facility later in the game, in case they wanted to search again for clues, or didn't get a chance to earlier in the game. That makes a lot of sense, so I rewired a few things to allow that to happen.
When returning to the facility, players will re-enter the cryo chamber and be able to review any clues they missed the first time around. What's more, there's a new place to visit: Exam Room 17.
ER17 doesn't have a ton of new content yet, but it does let me try out an experiment in upgradable campsites. It might help be decide if and how I can do something similar in the DMC or sprawl.
It's also likely to replace DMC, Hatter, and Hidden Lake in the demo. That's a lot of encounter content for a demo, mostly because there wasn't much to do until reaching the DMC. However, adding ER17 means I can keep the demo limited to a smaller area, but still have a couple encounter examples, plus all the new features like combat, camps, wounds, etc. It should make the new demo a very rich experience by comparison, even if limited in area.
Other changes and bug fixes in the latest beta build include:
With these changes in place, it's time to start work on the new demo. Stay tuned!