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  (440 - 450 of 819)
MMAx001
MMAx001 Feb 5 2013, 8:31pm says:

Bought the game and enjoyed it a lot, if you enjoy survival games specially with a post apocalyptic setting you will also enjoy this. Even with the game still being in a beta phase it shows a lot of promise. A heads up on the game though, the game pretty much lives up to the "scavenger" part of its name as it requires the player to scavenge food a lot either from ruins scavenging or wilderness scavenging. Curently only botany and trapping can be used to be somewhat self sufficient and water purification currently takes a bit of time as you can only make 3 per turn at most and water purifiication tablets are not that common which makes skills like Metabolism and Athletic near critical to reduce downtime luckily you can easily squeeze in 2 Skills as some of the Traits have very limited impact to you. Ranged combat is also not viable when compared to melee (wrenches and cleavers are much more reliable) as currently the only ranged weapon is a rifle and it has very rare ammunitions but hopefully we get thrown weapons or bow and crossbows later on.

+1 vote     reply to comment
dcfedor
dcfedor Feb 7 2013, 9:50am replied:

Thanks for the detailed feedback! I think a lot of your observations are in line with what I'm hearing elsewhere, and hopefully I can get some of those things balanced over time. Ideally, there will be multiple viable builds!

+1 vote     reply to comment
MMAx001
MMAx001 Feb 7 2013, 9:26pm replied:

I do believe you will be able to address this in time considering you are active in communicating with Neo Scavenger players. Here are some feedbacks on how to possibly address the stuff that needs tweaking. The Athletic's bonus should be dialed down a bit in my opinion (I'll give you more feedback on this once I sort my feedback on Athletic) and folks with Myopia for trait should start with eye glasses for head/face wear and have the possibility to have it knocked off when they get hit hard or get knocked down (you can add eyewear+string to crafting to reduce the chance for this to happen) having the glasses knocked off gives the player penalties like recovering to reflect the player trying to recover the eyewear or having to adjust for the vision change etc... For Feeble and Strong I think it may need a bit more re-thinking as a mere adjustment of item weights would not cut it (as they need to reflect their real world counterparts), just my 2c but a "proper slot" system should be taken in place of it and using tactical gear for proper weight distribution and items that are out of place should be given a artificially inflated value in terms of encumberance which is modified by Strong/Feeble and the necessary BDU, tactical gear or any weight re-distribution gear will be the one that adds actual weight for the player to lug around then to top it off give even more melee attack bonus or penalty to it like a necessary recovery time based on strenght when using heavy melee weapons. Just my 2c.

+1 vote     reply to comment
warlordkandyman
warlordkandyman Feb 3 2013, 10:53pm says:

I just bought this game today and it ROCKS !
Even with its simple combat, it is still one of the most immersive games i have ever played because of its attention to detail and the often desperate combat situations you encounter. The believable health and injury system also adds greatly to this.
But i also love it because there is so much potential with this game, both for new things and improvement !
It is like a great mix of many of my favorite games troughout time and i hope you will keep making it even greater :)

I am excited to see how it will look when it comes out of the beta i am playing. And also It is great to see this kind of innovation on the game market, especially in the post apocalypse/survival genre !

Keep the good stuff coming :)

+1 vote     reply to comment
dcfedor
dcfedor Feb 5 2013, 10:01am replied:

Thanks, that's great to hear! And I'll do my best to fulfill that potential!

+1 vote     reply to comment
MalzM
MalzM Feb 3 2013, 10:14pm says:

Bought the game a few days ago, lots of fun, and a lot of potencial... I think, the perma-death is okay, just adds more density to the gameplay, and the combat difficulty is perfect too, I think. The only thing, that really drives me crazy is the rare food.
At the beginning it was no problem, but the further I came, the more seldom the food became, resulting in absolutely no food in 10 different scavenges of apartment buildings. It's like the game wants to punish me for not picking the perk, that gives the ability to trap animals.
It's kinda annoying to die of starvation in each single playthrough...

Anyway, you are doing a great job, I'm curious to see more!

+2 votes     reply to comment
dcfedor
dcfedor Feb 5 2013, 9:59am replied:

Thanks, glad to hear you're enjoying it so far! Sorry about the starving, though :)

One thing to keep in mind is that scavenging is less successful on some parts of the map than others, due to humans already picking the sites clean. Regions with more available scavenge sites will also have higher chances of useful items in each.

Of course, it's always possible I broke something in a recent build :) But my first instinct is that you were in an over-mined area. Hope this helps!

+1 vote     reply to comment
dehrehk
dehrehk Feb 1 2013, 3:22am replied:

LOL! Did you seriously delete your comment and left this one? You're one sad puppy.

-1 votes     reply to comment
Chalk
Chalk Feb 1 2013, 5:32am replied:

Uh LOL no. Why would I delete the comment?

0 votes     reply to comment
dehrehk
dehrehk Feb 1 2013, 5:38am replied:

Sad puppeh in the sad rain, puppeh.

P.S. Notice how my first comment is a reply to a seemingly vanished comment.

+1 vote     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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