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  (40 - 50 of 821)
ThreeSon
ThreeSon Dec 5 2013, 10:53pm says:

What is the justification for us having to hand over all of our personal info to you before you issue a Steam key for the game we've already purchased? The keys cost you absolutely nothing, so what do you need my identity for? Who are you going to give it to? How will it be used?

+7 votes     reply to comment
HooterBabby
HooterBabby Dec 7 2013, 1:34am replied:

Your "personal info" is worthless you mouth breathing simp.

-3 votes     reply to comment
dcfedor Creator
dcfedor Dec 7 2013, 1:37pm replied:

Easy HooterBabby :)

To be fair, ThreeSon doesn't know if I'm any different than a money-obsessed data-peddler, so I think it's a valid concern. I tend to be pretty protective of my own personal data, too.

Hopefully, I can find a way to satisfy the concerns of customers with similar reservations!

+3 votes   reply to comment
jax42
jax42 Dec 7 2013, 7:07pm replied:

So how do we get the key? Thanks

+2 votes     reply to comment
dcfedor Creator
dcfedor Dec 7 2013, 8:33pm replied:

Sorry, I created a news item to explain the process, but it's still under review by Desura.

You can use Desura's Connect feature to connect an account here to one at the official game site:
Desura.com

Once you do, you'll be able to see your assigned Steam key on this page:
Bluebottlegames.com

It'll be a Steam button near the bottom of the page.

+2 votes   reply to comment
jax42
jax42 Dec 7 2013, 8:44pm replied:

I tried that but I get this error:
Desura Connect Request
Error: Specified user has already redeemed their key.

If this is incorrect, please email dcfedor@bluebottlegames.com.

+2 votes     reply to comment
jax42
jax42 Dec 7 2013, 8:53pm replied:

Never mind I figured it out... Feel like a idiot now LOL

+2 votes     reply to comment
dcfedor Creator
dcfedor Dec 8 2013, 12:20pm replied:

That's good to hear! And thanks for following-up to let me know!

+2 votes   reply to comment
dcfedor Creator
dcfedor Dec 6 2013, 7:46pm replied:

Hey ThreeSon,

I apologize for the hoop-jumping to get your key. I'm not sure if you saw it yet or not, but I try to answer some of your questions in more detail here:

Moddb.com

Hopefully, that post will help shed some light on the situation. And if you have any additional concerns, feel free to PM me. I'm sure we can work something out!

+3 votes   reply to comment
ThreeSon
ThreeSon Dec 7 2013, 1:55am replied:

Thank you. I posted a reply in the forum.

+2 votes     reply to comment
RosenRitter
RosenRitter Dec 4 2013, 8:18am says:

Imagine you've already something on the side, but couple things would be nice.

Self-made ghillie suit; grass, twigs, some sort of under-clothing like a t-shirt or hoodie, (mechanical skill?), significant amounts of twine and such.
bonus to hide, even during ranged combat, harder to see on the main map. Offset by high heatstroke chance, increases fall chance, takes an overwear slot and degrades pretty quickly. Also bloody useless against something that can sniff you out.

Bargain Bill's Zom-Zom Franchise: A stall near the junk market, outside DMC that serves 'food' of 'questionable quality'. Cheap/barterable, but has a considerable chance of being undercooked or causing stomach problems. Mostly to give non-pass holders a chance to not starve after reaching the city, or somewhere to stock up on cheap meat.

Lastly, maybe something to make the Swamp less of a horrifying prospect. I've mentioned gas masks before, but some kinda tarp-wrap or poncho would be pretty nice.

Fair enough if you're done adding things, though, since things do seem to be stabilising down.

+2 votes     reply to comment
dcfedor Creator
dcfedor Dec 5 2013, 11:19am replied:

Camouflage is actually a pretty tricky concept. I've grappled with it before when looking into doing it for campsites. The trouble is that camouflage is very context-specific. A ghillie suit is less effective when trying to hide in a pile of concrete rubble than it would be in marshlands.

There isn't yet a way for the game to know contextual info like that, nor a way to communicate it to the player. I do like the idea, though. If there isn't a chance to add it in this game, I'd definitely consider it for future ones.

Re: bargain food in the sprawl, that's a good idea. It probably wouldn't be a ZZ "franchise," but there would definitely be food for purchase outside DMC's walls. I've made a note on my to-do list.

I'm not sure how much I'll add for exploring the swamp yet, as it's sort of designed to be a barrier instead of a goal (except maybe as a finale). However, something like a poncho or other wrap is missing from the game, so I'll keep that in mind for future updates.

Of course, I don't want to promise anything in case other features take priority. My to-do list is a pretty big one, so it's more of a place for me to harvest ideas for "what's next?" than it is a list of things I'll definitely finish!

+2 votes   reply to comment
Aarkreinsil
Aarkreinsil Dec 1 2013, 11:41pm says:

So, for not tipping I get chased out of the diner and are never allowed to come back?
What kind of place is this, where they pass you a bill, you pay, and the cook comes raging at you for not tipping?

+2 votes     reply to comment
dcfedor Creator
dcfedor Dec 2 2013, 9:47am replied:

You must've hit the waiter was having a bad day :)

Seriously, though, that encounter might need some tweaking. It's meant to be unusual, but a lot of folks are confused by some of the outcomes.

As for surrendering, I dunno. I mean, if a bandit's holding you up for clothing, boots, and carried junk, don't you think he'll take that shiny necklace, too?

+2 votes   reply to comment
Aarkreinsil
Aarkreinsil Dec 3 2013, 12:18am replied:

I guess the whole tipping thing is a bit different in the US, where waiters are barely being paid a dime. In some other countries, the tipping mentality isn't so great. And yeah, I got the hint with the supernatural thing. It makes me think of leprechauns for some reason.
I'd love to see a full-blown picture of that diner between all the skyscrapers and arcologies, though. A way to make up for not paying would be nice, too. Maybe another quest or encounter?

Oh and the surrendering thing makes sense from a character point of view, since you usually have no clue about the necklace, but from a gameplay perspective, surrendering is pretty much a suicide button. Besides, did I completely miss the point of Zom Zom's? I know what happens when you regularly eat human meat, but I didn't notice the same effects from eating their barbecue xD

Oh and great job with the sleeping bag encounter. Repeatedly freezing to death in the first day actually made me quit the game a couple of months ago.

+2 votes     reply to comment
dcfedor Creator
dcfedor Dec 3 2013, 10:06am replied:

Yeah, US tipping is a custom even some American's debate. And I'm not sure if that custom needs to survive the apocalypse or not :)

Re: surrendering suicide, have you tried escaping the outcome? I thought I made it possible to survive if one runs (and potentially tracks down the talisman again later). But maybe the resulting situation is inescapable, in practice.

Zom Zom's is something that predates the cannibalism content, so there's a bit of a disjoint there. One of the perils of developing story before the game is complete. I have a few sections like this to smooth out.

And glad you appreciate the sleeping bag encounter! I was rather pleased with that solution, too :)

+2 votes   reply to comment
Aarkreinsil
Aarkreinsil Dec 3 2013, 9:08pm replied:

I tried escaping, but whenever I end a turn I usually have the Wraith just entering my field of view in that moment. I mean you usually surrender for a reason, that is, your enemy being way superior in strength or numbers, or you being in a pretty bad shape already. That way it's kinda impossible to get the talisman back, and if you fall asleep from exhaustion, you're dead.

+2 votes     reply to comment
dcfedor Creator
dcfedor Dec 4 2013, 11:08am replied:

That's actually a good point.

From the perspective of realism, this outcome makes sense. But from a game design perspective, surrender is an invalid move.

I wonder if this is only the case with "offer surrender?" If the player "agrees to surrender" after the AI demands it, the player escapes to an adjacent hex, giving a chance to run away from the wraith.

With "offer surrender," however, items are lost instantly, the wraith appears, the AI freaks out and leaves, and you're left with the mess.

Maybe this latter case is the only case that needs fixing?

+2 votes   reply to comment
Aarkreinsil
Aarkreinsil Dec 4 2013, 4:54pm replied:

Dunno actually. I haven't really noticed a difference. I mean it's rather easy to retreat from the wraith, as it's only advancing really slowly and calmly. But with it mercilessly following you around, there isn't really a chance to do anything besides kiting it until you pass out from exhaustion.
Is it supposed to despawn if you retreat or anything? I mean it doesn't help that it makes bandits and other people run away in fear. You chase the guy who got your talisman, the wraith chases you, and the raider dude sprints away upon seeing the wraith.

+2 votes     reply to comment
dcfedor Creator
dcfedor Dec 5 2013, 11:23am replied:

Yeah, that sounds about right. The wraith was designed to be sort of like the Terminator. Impossible to fight, but easy to escape. However, it'll never tire from following you once it's on your trail.

It doesn't despawn, so really the only options are to either find the talisman again, or defeat the wraith. A lonely few have done the latter, and there is game material to support that path.

You do bring up a good point about exhaustion, though. That's one case where the design seems to fail. The player may not find the talisman nor be strong enough for a fight before collapsing and being overtaken.

+2 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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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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