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!

Image RSS Feed Latest Screens
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!

Media RSS Feed Latest Video
Post comment Comments  (560 - 570 of 821)
zetta Nov 2 2012 says:

I've been playing Neo Scavenger for about an hour everyday for the past two weeks, It's really the perfect game for me. I'm totally immersed while playing this game, it actually makes me feel bad everytime I repeatedly kick to death my foes while they're lying on the ground defenseless (which is by the way, my favorite action in the game), as I'm always asking myself "why am I hurting this person? why can't we help each other?". But then, I loot his corpse anyway, so it's all good I think.

The only gripe I have with the game would be the poor algorithm used to auto-sort the inventory(1) and the inability to rotate(2) *some* items, such as the rifle and crowbar.

(1) I think large and non-square objects should be sorted first since they're more difficult to fit.
(2) pointing up or right.

+2 votes     reply to comment
dcfedor Creator
dcfedor Nov 3 2012 replied:

Cool, glad to hear you're enjoying it! And yeah, human contact tends to be pretty violent so far. Several folks have asked for more nuanced responses to NPCs. It's hard to build satisfying non-combat responses, but hopefully, we'll be able to add a few someday!

As for the sorting algorithm, you're right that it's pretty lean. When I first wrote it, it actually chose wider objects to sort first, but something made me turn that off. I'll have to go back and see why that is, maybe something was broken?

And for #2, can't you rotate the rifle or crowbar? The A/D keys should rotate in 90 degree increments, allowing each of the up/down/left/right orientations.

+2 votes   reply to comment
gesangbaer Oct 22 2012 says:

Loved the concept of this, but some sort of combat tutorial or strategy would have been nice. Bungling through is very frustrating, especially when new characters spec'ed for combat lose regularly to barefooted, weaponless raiders.

+3 votes     reply to comment
hagamablabla Oct 24 2012 replied:

I think that's the point of the game. You have no idea wtf you're doing and you have to learn how to survive.

+1 vote     reply to comment
gesangbaer Oct 24 2012 replied:

I think learning basic gameplay and teaching your character how to survive are two different issues.

+3 votes     reply to comment
dcfedor Creator
dcfedor Oct 23 2012 replied:

Yeah, I agree. Once the game is stable, and changes less frequently, I plan to do a manual and/or tips and strategy guide. There's a lot going on, and new players could use more info.

Until then, one thing to watch for is the "strong" and/or "tough" ability on your opponent. Raiders start with both of these, plus "melee" (which isn't a visible trait), so even bare-fisted, they're going to mess most people up. Think of it like facing down Mike Tyson in a field :)

Of course, having these yourself makes a difference, too.

Also, parrying and dodging are good ways to mitigate their first few swings, while you wait for an opportunity to strike when they're vulnerable, recovering, or fallen.

+3 votes   reply to comment
gesangbaer Oct 24 2012 replied:

Thanks much! Looking forward to it. :)

+2 votes     reply to comment
Elorensun Oct 19 2012 says:

The game not working on mac :( any update coming soon ?

+2 votes     reply to comment
dcfedor Creator
dcfedor Oct 19 2012 replied:

Some Mac users have reported that Gatekeeper is interfering. This post describes a work-around:

Let me know if that helps!

+2 votes   reply to comment
Elorensun Oct 19 2012 replied:

nope ! I tried what was written on the forum :(

+2 votes     reply to comment
dcfedor Creator
dcfedor Oct 19 2012 replied:

What is the error message? And which version of OSX do you have?

+2 votes   reply to comment
Elorensun Oct 19 2012 replied:

Mac Os X 10.7 Lion . I got the error in french ( FR-Canada)
"Impossible d’ouvrir « NEOScavenger_demo ». Vous devriez placer cet élément dans la corbeille."

If I translate ... "It's impossible to open «neoscavenger_demo». You need to put the files in the recycle bins »

I really don't understand... the game look so cool I want to play hehe !

+2 votes     reply to comment
dcfedor Creator
dcfedor Oct 20 2012 replied:

Ok, I was able to cause this error by changing my Gatekeeper settings. It looks like you'll need to set Gatekeeper to "Anywhere" to launch NEO Scavenger for now. This link shows the process:

I think I need to setup an account with Apple to "sign" my application, so Gatekeeper trusts it. Let me know if this helps!

+2 votes   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

NEO Scavenger
Windows, Mac, Linux, Web, Flash
Developer & Publisher
Blue Bottle Games
Send Message
Official Page
Release Date
Released 2012
Game Watch
Track this game
Community Rating



421 votes submitted.

You Say


Ratings closed.

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

Single Player
Embed Buttons

Promote NEO Scavenger on your homepage or blog by selecting a button and using the embed code provided (more).

NEO Scavenger NEO Scavenger
NEO Scavenger
Last Update
1 year ago
1,592 members