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  (410 - 420 of 819)
dcfedor
dcfedor Feb 23 2013, 7:21pm says:

Ok, new build is uploaded, and just awaiting approval. It should include fixes for the missing scavenge button, crafting issues, and item scaling. Thanks for your patience!

+3 votes     reply to comment
mcfroogle
mcfroogle Feb 23 2013, 6:59pm says:

Just like say a big thanks for having the resolution 800x450 makes it much easier to play, windowed, on a netbook :-D having hours more fun now.

+2 votes     reply to comment
dcfedor
dcfedor Feb 23 2013, 7:20pm replied:

Cool, glad to hear the size is a good fit!

+2 votes     reply to comment
dcfedor
dcfedor Feb 23 2013, 1:00pm says:

Hey guys! FYI, there are a few bugs that appeared with my new updates, sorry about that! I'll be working on those today.

For scavenging, please use the "E" key until I can get a fixed build. And as _Rouge_Xvil and darktemplarknight point out, the lighter fluid is a separate ingredient now for making fire (which might have to change, given the confusion it causes)

I'm tracking bugs here, if you find more:
Bluebottlegames.com

Again, I apologize for the issues, and hope to have a fix soon!

+3 votes     reply to comment
_Rouge_Xvil
_Rouge_Xvil Feb 23 2013, 5:06am says:

Just encountered the Beast of Hades Glades :) And it just smashed me !! It would really be nice to have history of our deaths.

+3 votes     reply to comment
_Rouge_Xvil
_Rouge_Xvil Feb 23 2013, 5:34am replied:

.. And also.. I've posted this on ur forum, but i'd like to mention a bug that prevents player from making any fire, if u have a lighter with charges in ur inventory, in the crafting menu it says it's empty, and u can't use it, can u please fix this as soon as possible ? it wan't to play this version really bad!!
Keep up the good work ^^

+3 votes     reply to comment
_Rouge_Xvil
_Rouge_Xvil Feb 23 2013, 10:30am replied:

Ok ive discovered that lighters are disassembled when u craft, u need to put lighter fluid with the lighter and wood to make a fire.. hope i wasn't the only one stuck with this problem.. !

+3 votes     reply to comment
TheRedBoar
TheRedBoar Feb 23 2013, 10:23am replied:

its not broken... you need to put the light fluid in the mix... read the cahngelog notes it says you need to put the fuel in.

+3 votes     reply to comment
_Rouge_Xvil
_Rouge_Xvil Feb 23 2013, 10:31am replied:

yes, i should have read it maybe .. :) Thanks for the help anyway.

+3 votes     reply to comment
_Rouge_Xvil
_Rouge_Xvil Feb 23 2013, 10:22am replied:

(P.S: the new title screen is really nice, very nice addition, it feels more polished)

+3 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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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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