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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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!

Build Reverts, New Beta Test Build, and Vacation

Build Reverts, New Beta Test Build, and Vacation

1 year ago News 0 comments

A new test version of Beta is available for NEO Scavenger. It includes new content, new features, but may also have new bugs. As such, it is available...

NEO Scavenger on Steam Early Access!

NEO Scavenger on Steam Early Access!

2 years ago News 0 comments

NEO Scavenger has come to Steam Early Access! Here's how to obtain your Steam key.

New Beta and Demo Builds: Great Black Swamp, Cannibalism, and New Content

New Beta and Demo Builds: Great Black Swamp, Cannibalism, and New Content

2 years ago News 0 comments

I've just finished uploading new beta build 0.980b and demo build 0.980d, which includes a new area called The Great Black Swamp, cannibalism penalties...

Game Giveaway: 6 Copies of NEO Scavenger!

Game Giveaway: 6 Copies of NEO Scavenger!

2 years ago News 10 comments

Been waiting for access to the NEO Scavenger beta, but a little short on cash? Today may be your day!

Post comment Comments  (440 - 450 of 821)
alasqa Feb 10 2013 says:

I played the demo online and I really love the game, except I can never play for very long before I die of hypothermia. Is this just a way to keep the player from being able to play without paying? Or am I just really bad at finding warm clothes?

+1 vote     reply to comment
dcfedor Creator
dcfedor Feb 10 2013 replied:

Hey alasqa,

Both the demo and paid beta use the same mechanics and variables. The only difference is that the demo has a limited area of play, no save games, and fewer encounters.

If you find that you're freezing often, some tips which might help include:
- torso clothing can be layered, so one can wear multiple t-shirts under a hoodie or hospital gown
- campsites can affect the amount of temperature lost due to rain, so sites with more shelter are helpful
- the cryo facility, in particular, offers a campsite which can be repaired to offer a source of heat if you return to it after starting the game
- sleeping bags help with warmth if they are on the ground or in a camp
- alcohol and corn-a-cola can both mess with personal temperature

It's also possible that one of the recent temperature fixes made it harder, though most players have indicated that it's acceptably challenging. Let me know if you're still having trouble, and hopefully some of the above helps!

+1 vote   reply to comment
MMAx001 Feb 5 2013 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 Creator
dcfedor Feb 7 2013 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 Feb 7 2013 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
dcfedor Creator
dcfedor Feb 8 2013 replied:

Re: feeble, strong, they actually have some other effects too, both in combat and some encounters. So there's a bit more to it than just the encumberance. It's still probably not as detailed as you're describing, though. We'll have to see how much time I have when I get around to skills again, as some might require tweaking by then.

The BDU/load-distribution stuff would be nice to have too. I originally pictured slots for a belt, multi-pocket pants, two shoulder slots, etc., but I'm just running out of UI space for them. There may be opportunities to add them, but I don't want to promise anything I can't deliver.

Re: eyeglasses, I like the idea, and when I do another batch of items, I think that'll be one of them. Players might not start with a pair, though :)

+1 vote   reply to comment
warlordkandyman Feb 3 2013 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 Creator
dcfedor Feb 5 2013 replied:

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

+1 vote   reply to comment
MalzM Feb 3 2013 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 Creator
dcfedor Feb 5 2013 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
Chalk Jan 26 2013 says:

I had an idea, maybe you could use it? Definitely just a suggestion.

A lot of people are utterly frustrated by constantly dying, while others love the roguelike direction you went for. Personally, I like both depending on my mood. If I'm feeling risky or want a short game, I like roguelikes. Other times, when I want to dedicate hours to a character, the story, the atmosphere, etcetera, then I love not dying.

What I'm getting at is - why not add an option to enable/disable the roguelike feature, but keep the risky atmosphere of the game by still disabling the save feature, but allowing for infrequent autosaves. That way, if you do die, you don't have to start over if you don't want to, you can load the previous autosave.

Alternatively, if you have enough money, you can "respawn" in the DMC clinic and have to pay, and most of your gear.

Just a thought, as the roguelike feature seems to turn a lot of people away from the game.

Again, as always, amazing game!

+2 votes     reply to comment
dehrehk Jan 31 2013 replied:

You can't just pay in iPads to Death to bring you from the dead... That wouldn't make sense, but yeah, maybe some non-roguelike gameplay would be nice. Dyin's a bee's snitch.

+1 vote     reply to comment
Chalk Jan 31 2013 replied:

That's not what I said. At all. Whatsoever. Not at all. No where near. I have no clue where you got that idea. It's not even remotely close.

+1 vote     reply to comment
dehrehk Feb 1 2013 replied:

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

-1 votes     reply to comment
Chalk Feb 1 2013 replied:

Uh LOL no. Why would I delete the comment?

0 votes     reply to comment
dehrehk Feb 1 2013 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
dehrehk Jan 31 2013 replied:


0 votes     reply to comment
dcfedor Creator
dcfedor Jan 28 2013 replied:

Permadeath is definitely a tricky feature to have, and it's caused more than a few discussions on the BBG forums. I try to summarize a few of the prevailing aspects of the discussion in this post:

Which includes some links to my musings on the topic of permadeath, and ways to help.

Ultimately, I'd like to see if there's a way to keep permadeath, but add more in-game tools for the player to avoid losing a character. It will likely involve sacrifices of reward to reduce risk in situations like combat and scavenging, plus exploring ideas like skill progression. The DMC respawn you mention might actually be something along the lines of an insurance policy one can buy at the DMC for a huge price, which gives them a single med-evac if they fall in combat.

I still have details to work out, but the idea is to design a better game around permadeath, rather than remove permadeath, since a lot of the game is already built around that feature.

Thanks for the feedback, and hopefully, we can make the long-game a safe investment of players' time!

+1 vote   reply to comment
Chalk Jan 28 2013 replied:

The first time I got an Eye-Aug I went to the diner to celebrate, and got chased out because I went there without any money the first time I arrived in the DMC, and I got run over by a truck. I stared at the screen in disbelief for at least half an hour before I started laughing.

NEO Scavenger is the only game I can get so angry (and have fun doing it) that I replay it just to show it who's boss... Before getting my *** handed to me again. I love this game, it's absolutely amazing. Keep it up! I play it every day.

With a former employee of BioWare, there is no way this game can go anywhere but up.

On a related note, what projects did you work on when you worked at BioWare?

+1 vote     reply to comment
dcfedor Creator
dcfedor Jan 29 2013 replied:

The guy at the diner warned you not to come back! ;)

I was lead tech artist on Dragon Age 1, and for a bit on 2. And an associate producer on ME3. So mostly building tools, optimizing, R&D, and management. I enjoyed it a lot, but after a while (7 years), I had a creative itch that couldn't be fulfilled in-house.

I love what I do now, and plan to keep at it as long as possible. The pay kinda stinks (not quite breaking even on rent yet), but I love the work!

+1 vote   reply to comment
Chalk Jan 29 2013 replied:

I suppose he did warn me :P

I absolutely loved Dragon Age 1 & 2. Though 2 was a bit repetitive, the story made up for it. Super excited for Dragon Age 3. Mass Effect 3... Please tell me EA was responsible for the things that went wrong?! Though I did enjoy it, it wasn't quite as good as ME2. Did Casey Hudson really agree with the way the story went or was he just saying that? The quasi-mystical ending kind of annoyed me.

+1 vote     reply to comment
Chalk Jan 29 2013 replied:

And if you love what you're doing, who needs rent? :P You're doing an amazing job and once you really get going I'm sure you'll do all right.

I'm an amateur 3D Modeler, not very skilled (only been doing it for about 5 months), but if you ever need any help, I'd be honored to volunteer.

+1 vote     reply to comment
dcfedor Creator
dcfedor Jan 30 2013 replied:

Re: ME3, I was more involved with the multiplayer team, so I didn't have much exposure to the story team. However, I know most of those folks (Casey included), and believe me, if they could make a game that made everyone happy, they would. Unfortunately, we're stuck with our best guesses as we build, and sometimes we get it wrong.

And thanks for the offer. I haven't yet invited anyone to help on art, but I'll keep you in mind should that change!

+1 vote   reply to comment
Chalk Jan 30 2013 replied:

Unfortunately I never really got to experience Multiplayer. I'm from South Africa and there were no servers I can connect on here, so the two or three games I played I ran with 200 - 300 ping.

The only major issue I had with ME3 was the way it was oriented as more of an action game, and the story felt very cheapened compared to the previous games. But I still enjoyed playing it.

Keep up the good work, love the game! Looking forward to the next updates.

+1 vote     reply to comment
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NEO Scavenger
Windows, Mac, Linux, Web, Flash
Developer & Publisher
Blue Bottle Games
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Release date
Released 2012
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421 votes submitted.

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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 by Eegah

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NEO Scavenger
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