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  (380 - 390 of 821)
Jamsch50
Jamsch50 Mar 3 2013, 7:39am says:

Can anyone tell me how to Scavenge now please ? :D

+1 vote     reply to comment
dcfedor Creator
dcfedor Mar 3 2013, 4:54pm replied:

If you are using 0.962, there is a bug that causes scavenging to result in an empty screen when no skills nor tools are used. v0.963 corrects the issue, but the build is still being authorized at Desura.

There is an updated version (0.963) available at bluebottlegames.com, if you want to try it right away. The demo works for any visitor to the site, and beta access can be unlocked by Desura customers by following this link's instructions:

Bluebottlegames.com

Let me know if that addresses your issue, or if it was something else!

+1 vote   reply to comment
mcfroogle
mcfroogle Mar 3 2013, 12:19pm replied:

An old version had the scavenge button missing, latest should have it. but you can press E to start. or are you talking about not being able to select scavenge?
Remember hearing about that to.

+1 vote     reply to comment
Prezombie
Prezombie Mar 2 2013, 3:23pm says:

In higher resolutions, the stack number's font size should be increased.

Transparent parts of an item aren't clickable, mostly this isn't an issue, but can be annoying on a few items, like the shopping cart.

When switching items by placing one and grabbing the single item in its place, it behaves oddly, keeping its current coordinates relative to the cursor. With a really long item, you can seperate the cursor from the held item by so far it can't be seen on the window. If it properly snapped to cursor, it would be nicer.

+1 vote     reply to comment
Prezombie
Prezombie Mar 2 2013, 6:12am says:

One feature that would really streamline scavenging would be a context menu item to empty the container onto the ground (and if you make the 'pack all items into top left' a context menu, add there empty all containers if any non. Spacepacking demands emptying pill bottles and pockets of spare clothes, and if you find a bunch of them, it can take quite a while.

Crafting a container can destroy contents, eg. using a full can for a noise trap, or tearing up clothes.

When packing stuff into the top left, it should remove all the items, and then place them down starting with the largest item first, the current method is quite inefficient.

Bottles are 1x4, and contain a 2x3 item. cans are 2x3, and can only contain a 2x2 item. This feels... dumb. I put my soup in bottles! how about making cans 2x2 and contain a 2x3, standardizing all liquids to the same size and compactedness?

As someone paranoid about drinking unpure water, it's kind of annoying having to drag to hand to check the water. If there's only 1 item, how about have the "contents: 1 item" instead simply state the item. Or make the clean water's icon significantly different. Or both!

+1 vote     reply to comment
dcfedor Creator
dcfedor Mar 2 2013, 1:36pm replied:

I think you're right about "empty to ground." That has been on my wishlist for a while. And maybe it's time to bump up its priority.

Crafting a container shouldn't destroy contents as of the latest build. Unfortunately, that build is still awaiting authorization at Desura. However, both the demo and beta are updated at bluebottlegames.com, if you want to access them there. As a Desura NEO Scavenger customer, you're entitled to free beta access at bluebottlegames.com too. This link explains how to get beta access there:

Bluebottlegames.com

The packing order of the crafting screen actually works as you describe, so I may just change the sort button to use the same packing code.

As for bottle, can, and water standardization, I agree that's a bit inconsistent. I may have to do a pass to standardize them. That's a bit of a project of it's own, though, so I haven't tackled it yet due to other priorities.

Thanks for the feedback!

+1 vote   reply to comment
Prezombie
Prezombie Mar 2 2013, 3:30pm replied:

I loaded the beta in chrome, chose the second resolution option, fullscreen, stretch, and filter, and pushing new game makes it a black screen. Even after refreshing the page. Could this be related to how clicking new game in the desura version pops me out of fullscreen?

+1 vote     reply to comment
dcfedor Creator
dcfedor Mar 2 2013, 7:33pm replied:

I think you may be on to something. It appears it's just the fullscreen option, just the Chrome beta, and just when it's switching game states (menu->new game, or game->quit to menu). The downloaded versions and demo seem to be ok, except for the exiting fullscreen. Even the Chrome demo, which is odd.

I'll have to dig into this a bit. Maybe something got bugged in the packaging process, since it's only one build that has it. Thanks for the tip!

+1 vote   reply to comment
mcfroogle
mcfroogle Mar 2 2013, 6:59am replied:

I belive all bottled water found while scavenging is pure water so you have nothing to worry about there. also i think that crafting problem is being fixed or is fixed (version not uploaded to Desura yet).and maybe it would be good to make cans fit 2x3 as well. or reduce the size of the actual can down to 2x2 so it better fits in the backpack.

+1 vote     reply to comment
Jachow
Jachow Mar 1 2013, 5:57pm says:

Updated to new version and started a new character, having some difficulties scavenging at the moment. After selecting the building/location you want to scavenge it takes you to a chance/stats scavenge screen where you can choose to abort the scavenge however if you do not have a crowbar or hiding you can't actually scavenge the location because the only option I am given is "scavenging a hex". By selecting "scavenging a hex" I am brought back to the screen where you select the building you want to scavenge and by simply hitting confirm nothing happens.

+2 votes     reply to comment
dcfedor Creator
dcfedor Mar 1 2013, 6:10pm replied:

Hey Jachow,

This is actually a bug that's fixed in 0.963, which is awaiting authorization by Desura. If you want to access the update right away, you can get ahold of it at bluebottlegames.com.

You can even access the beta version if you've purchased the game here on Desura. This link explains the process to connect your Desura account to bluebottlegames.com:

Bluebottlegames.com

Let me know if you have any trouble accessing the new build, or if any other issues arise!

+2 votes   reply to comment
mcfroogle
mcfroogle Mar 1 2013, 7:35pm replied:

Every thought about having a pre release team? a few people to test the version before it's uploaded? could have detected that missing scavenge button in the last version and the problem in this version? Also any chance of an IRC?

+1 vote     reply to comment
dcfedor Creator
dcfedor Mar 2 2013, 1:08pm replied:

That's an interesting idea. Originally, I would just fix the bug and re-upload the builds, since they were only on my site and could be done quickly.

However, now that there is a long (4 hours!) process to get all builds created and uploaded, maybe it makes sense to have a "dev" or "testing" build on bluebottlegames.com. Basically, it'd be a Flash-only version that beta members could access if they wanted to, like many MMOs have with a "test" server.

I'll give that some thought!

+1 vote   reply to comment
mcfroogle
mcfroogle Mar 2 2013, 3:05pm replied:

glad I could be of help :-)

+1 vote     reply to comment
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NEO Scavenger
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Blue Bottle Games
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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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