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!

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Awakening in the Cryo Facility Atop a Hill, Overlooking Ruins Inventory Screen
Blog RSS Feed Report abuse Latest News: New Beta and Demo Builds: New Music, DMC Encounter, and Endless Turn Fix?

5 comments by dcfedor on Jan 6th, 2014

Build 0.982 has just been approved on Desura, so if you were waiting for an update from 0.980, today is your day!

Updates Included in Both the Beta and Demo

Both the beta and demo include the following changes:

  • Added code to stop AI from moving if they enter an hex with enemies, so they can't loot and run.
  • Added code to ignore electric charges and software in crafting screen for performance/cleanliness.
  • Added shards of glass on ground in cryo facility, to match broken window.
  • Added code to prevent AI stealing sleeping bag when player using it.
  • Added code to prevent AI stealing recipe papers, since it caused big messages in log.
  • Added message in log when creature's activity causes another creature to wake up in battle.
  • Added new attack verbs to message log for cut and blunt attacks, to better approximate lower damage ranges.
  • Added Gyges references to opening encounter, and map text.
  • Changed hexes to offer more camp variety by default.
  • Changed creature spawn rates to be less frequent.
  • Changed wound healing rates to be slower, especially when more severe.
  • Changed opening cryo encounter flow to be easier to maintain.
  • Changed framerate from 60fps to 30fps, which reduces CPU usage.
  • Fixed a bug that caused endless turn looping, resulting in player death (due to creature removal bug).
  • Fixed a bug that caused combat freeze if player's current target dies of cardiac arrest.
  • Fixed typos in several conditions.
  • Fixed bug that allowed water sources like rivers to be used in some boiling recipes, causing it to be destroyed.
  • Fixed overlapping graphics on vehicle screen. Changed layout.
  • Fixed a bug that caused some combat move icons to be invisible when fighting more than one creature.
  • Fixed a bug that would mention dogman if player successfully closed cryo door before seeing it.
  • Fixed a bug that used too much memory for each creature.

The biggest news here is probably the endless turns bug fix. I think I've found and fixed all of the causes of this issue (and its sibling, the frozen combat screen). There are also several play-balancing changes, including a reduction in creature spawn rates, increase in healing time, and fixes to the AI looting hexes and running off with impunity.

There should also be some significant performance improvements, as creature optimzations and framerate adjustments reduce memory footprint and CPU load, respectively. Plus, combat enhancements should make it easier to gauge how severe wounds are in the message log.

Updates Only in the Beta


In addition to the above, the Beta (a.k.a. "Early Access" on Steam) has the following updates:


The moon casts its pale illumination on a new location...

  • Added 4 new music tracks to game.
  • Added new DMC encounter location.
  • Added cannibalism text and effects to Zom Zom's encounter.
  • Added RFID spoofer item, art, and treasure to game.
  • Changed fire extinguish recipe to always produce 2 ash, instead of 1-2.
  • Changed Zom Zom's admission fee and fixed its item removal.
  • Fixed bug in Isotope Mine encounter that prevented player from declining Bob's offer after asking about hot bricks.
  • Fixed blank outcome in Zom Zom's encounter w/Stoat.
  • Fixed a bug that prevented Detroit Bank from appearing if discovering bank details via cryo return encounter.
  • Fixed a bug that caused some random encounters to end prematurely if no choice made.
  • Fixed bug that incorrectly reports hardware prices before selling to store.

First of all, 4 new music tracks! Josh has outdone even himself in this new batch, and they will further paint an aural soundscape that haunts your desperate days in-game.

The DMC also has a new location to explore, with plot clues and cultural cues to discover. Plus, there were a significant batch of fixes and patches to existing encounters.

Overall, players should find a mix of new things to discover, fixes to performance and stability, and general improvements in the balance and fairness in-game. As always, let me know if you have any issues or feedback on the new build!

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Post comment Comments  (330 - 340 of 821)
Pandor140
Pandor140 Apr 26 2013, 7:47pm says:

Great game but... can i wash dirty rag in lake or get wood from forest? because they have lake item and forest item i cant pick or use in any way i found yet. :/

+1 vote     reply to comment
Pandor140
Pandor140 Apr 27 2013, 2:53am replied:

ok figured it out, there is a crafting option bottom left.

+1 vote     reply to comment
dcfedor Creator
dcfedor Apr 27 2013, 12:33pm replied:

Looks like you beat me to it :)

I've tried to make things intuitive where I can, so I can avoid forcing tutorials on players, but there are still some rough patches. At the very least, I should be able to put together a manual for the game once it stops changing!

+3 votes   reply to comment
Foof898
Foof898 Apr 28 2013, 2:39am replied:

Took me forever to figure out how to get water by crafting. XD

+1 vote     reply to comment
TMcKenna1993
TMcKenna1993 Apr 21 2013, 8:49am says:

There's a bug in combat where when trying to use a command, it won't work (the "confirm" button is unresponsive). trying to remove the command from the selected action box causes the picture of it to dissapear, or to be picked up (even when the cursor isn't in click and drag mode). After this nothing works, combat cannot be exited. I've had it happen twice now, once in combat with a Melonhead, once in combat with some kind of human (raider possibly). I think it might be because both tried to leave combat, and suceeded, and somehow im left perpetually watching them run away (trying to click the confirm button refreshes the action dialog box with something like "raider runs away from player" and then the end turn text, endlessly). both times I had been playing for about an hour or so.

this is the only problem that's come up so far for me in the new build. Thanks so much for fixing the problem with selecting (items and actions are now picked up on the first try, or moved on the first try, and menu options are selected immediately, instead of after 3 or 4 clicks). the game is much smoother now :)

+1 vote     reply to comment
dcfedor Creator
dcfedor Apr 21 2013, 1:11pm replied:

I haven't been able to reproduce that effect yet, but I did find a few creature-related issues on Friday. One of them was triggered when more than one creature was spawned simultaneously. Later, when that creature died, the game tried to remove the same creature twice, causing weirdness to ensue.

I think I have a fix for it, and will be uploading a new build this week. Thanks for the heads-up, and glad to hear the selection issues have improved!

+1 vote   reply to comment
TMcKenna1993
TMcKenna1993 Apr 26 2013, 12:23pm replied:

I've just had this bug happen again for the first time since the last patch... sleeping allows you to return to the main map screen, I've just discovered. So all is essentially well :)

edit: actually, all combat is broken like this now. It does seem to have something to do with the "creature-related issues" you mentioned--theres around 12 melonheads around me, 2 horrors nearby, a raider and a bandit.

time to just start a new game, I'm rotting away as it is :)

+1 vote     reply to comment
dcfedor Creator
dcfedor Apr 29 2013, 9:42am replied:

Is this in version 0.969b? And do you remember if you started that game in 0.969 or an earlier version?

I've heard one or two reports that long game sessions (1-2 hours) can sometimes crash, so be sure to save periodically until I can figure out how to fix it!

+1 vote   reply to comment
TMcKenna1993
TMcKenna1993 May 6 2013, 8:48am replied:

yes, it was in version 0.969b. That game was started in 0.969b. will do :)

+1 vote     reply to comment
jax42
jax42 Apr 21 2013, 6:46am says:

This game kept me up all night.... passing out now;)

+1 vote     reply to comment
dcfedor Creator
dcfedor Apr 21 2013, 1:07pm replied:

Be sure to get some sleep!

+1 vote   reply to comment
jax42
jax42 Apr 21 2013, 6:21pm replied:

I slept like a baby... lol

+1 vote     reply to comment
HaruRoizoku
HaruRoizoku Apr 14 2013, 2:13pm says:

This game is awesome!

+2 votes     reply to comment
dcfedor Creator
dcfedor Apr 15 2013, 9:44am replied:

Glad you're liking it so far!

+2 votes   reply to comment
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NEO Scavenger
Platforms
Windows, Mac, Linux, Flash, Web
Developer & Publisher
Blue Bottle Games
Engine
Flixel
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Official Page
Bluebottlegames.com
Release Date
Released Aug 29, 2012
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Highest Rated (7 agree) 10/10

An exciting mix of turn-based role-playing and survival gameplay. I'd say it's quite a bit more than a roguelike. Not since Robinson's Requiem have I seen such detail put into the player character's frailty. It leads to a lot of careful planning and tense moments. You never quite know what will happen once you step out of the Cryo Facility.

Oct 9 2012, 1:08pm by Eegah

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Sci-Fi
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