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  (460 - 470 of 821)
Chalk Jan 26 2013, 3:30pm 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, 12:53am 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, 8:56am 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, 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 Feb 1 2013, 5:32am replied:

Uh LOL no. Why would I delete the comment?

0 votes     reply to comment
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
dehrehk Jan 31 2013, 12:58am replied:


0 votes     reply to comment
dcfedor Creator
dcfedor Jan 28 2013, 12:50pm 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, 1:07pm 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, 10:27am 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, 11:54am 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, 12:03pm 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, 12:44pm 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, 12:50pm 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
Chalk Jan 26 2013, 2:51pm says:

Is there any chance of an optional tutorial that goes more in depth than the current one? Having to learn how to use the interface, crafting, camp, medicine, etcetera can be a bit of a pain for newcomers. It took me quite a while to figure out how to bandage myself, how to get water, how to trap squirrels, etcetera.

Then again, if this was intentional, then I'd say you did a very good job. This game definitely doesn't hold your hand, and the fact that you have to learn how to craft, patch yourself up, camp, etc. helps the game in that direction.

One thing I think is needed though, is an "Are you sure?" prompt when clicking Play, since it deletes your old save game immediately. I've lost my save game so many times due to either misclicking or absent mindedness.

Amazing game, I love it! Keep it up!

+1 vote     reply to comment
dcfedor Creator
dcfedor Jan 28 2013, 10:55am replied:

I'm planning to add instructions of some sort once the game is near completion. I started one a while ago, but it got outdated pretty quickly as I made changes to mechanics. I'll probably focus more on how to use the UI, though, since learning how to survive is part of the fun :)

Regarding the Play button deleting old save games, it should actually leave your save game intact until you either die or press "save and quit." So if you accidentally click "play," you can still get access to your old save game by refreshing the webpage (if using the browser version), or closing the game and re-launching it.

Or, at least, that's what's supposed to happen. If it's not doing so, let me know!

+1 vote   reply to comment
Chalk Jan 28 2013, 1:00pm replied:

In that case, I'll post it on the Blue Bottle Forums and here, and make a trainer, if you don't mind?

+1 vote     reply to comment
dcfedor Creator
dcfedor Jan 29 2013, 10:15am replied:

I don't think it'll be a problem. If it turns out to be an issue, I'll let you know!

+1 vote   reply to comment
Chalk Jan 29 2013, 12:17pm replied:

Hey, I posted the cheat here:

Just tell me if it's ever an issue and I'll delete it

+1 vote     reply to comment
Chalk Jan 28 2013, 11:12am replied:

I can understand that :P

I know that a version or two ago it deleted the save games, but I'm not actually sure if it does it anymore. I doubt it.

One other thing:
I was interested in knowing if you could use Cheat Engine with this game, so I tested it out. I was able to hack the money using Cheat Engine (I won't say the exact method so others can't use it). I wasn't able to pad my inventory, however. If cheating is an issue, then maybe put a bit more security on the money.

+1 vote     reply to comment
dcfedor Creator
dcfedor Jan 28 2013, 12:53pm replied:

I'm totally cool with people cheating in the game if they want to. In fact, I'd love to make the game moddable at some point, but I'm not sure if I can yet. That'll be something I explore once the main game is done.

But yeah, I'm not going to stop anyone from cheating if they enjoy it :)

+1 vote   reply to comment
Chalk Jan 28 2013, 1:14pm replied:

And I really think creating mod tools for this game will open an entirely new window of opportunity for this already amazing game

+1 vote     reply to comment
Chalk Jan 28 2013, 1:13pm replied:

In that case, I'll post it on the Blue Bottle Forums and here, and make a trainer, if you don't mind?

+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 Aug 2012
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420 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, 1:08pm by Eegah

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