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!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS feed Articles

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!

1 year 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  (50 - 60 of 821)
Aarkreinsil Dec 1 2013 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 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 Dec 3 2013 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 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 Dec 3 2013 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 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 Dec 4 2013 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 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
Aarkreinsil Dec 1 2013 says:

Just when I thought I was a maniac for randomly stabbing people with a shard-shank-spear, I happened to kill someone who pulled a sled LOADED with rotten, human meat.. about 70 kilos of it..

That just made my day.

Oh and please make it so we can actually surrender without the Merga Wraith instagibbing our naked, freezing butts xD

+2 votes     reply to comment
RosenRitter Nov 23 2013 says:

Bought an I7 and 16GB RAM and i'm playing this over Payday or ROME 2. Nice to have something that doesn't want to hold your hand and give you the fun, rather than making you earn it.

Just a question, was there at some point a plan to have multiple character starts or somesuch? A couple areas seem to hint at that, along with surrender not really being an option for ..well, y'know.

Game lacks the content at the moment obviously, but a couple scenario starts would give a good kick to it, like a recently robbed trader, a scavenger who just lost his father to a dogman or a raider-henchman who just woke up ten miles deep in another faction's turf after an all-nighter in the DMC bar.

Keep up the good work, and you might have a good rival to STALKER on your hands.

+2 votes     reply to comment
dcfedor Creator
dcfedor Nov 24 2013 replied:

Wow, thanks! NEO Scavenger was definitely meant to scratch that STALKER scavenging itch, at least to some degree. So I'm glad to hear it hit that mark!

As for multiple starting scenarios, which areas seemed like they hinted at that? I'm genuinely curious.

My experience so far has been that even a single origin story is tough to follow-up with a satisfying conclusion, so I probably won't be able to do more. I'm trying to make the conclusion one that's a bit open to interpretation, based on which clues the player uncovers and how.

I.e. finding answers to who you are, why you were frozen, who's after you, etc. In some cases, I'd like these answers to be false, or partially-false, so the player needs to separate wheat from chaff, so to speak.

+2 votes   reply to comment
RosenRitter Nov 24 2013 replied:

A couple places; the Cryo Facility has an extra body in it that Philip seems to completley ignore in tank 3 and isn't listed in the banking records or in the dogman-medic choice. Figured it might've been a dummied out alternate-start. Other things were how Philip sort of knows about things like the Blue Frog Church or the Enclave, even if he's been an hour out of the tube in a world he's only just realised is post-apoc, they seemed a lot more fitting if you were born into the world, so to speak, though I do forget at times it is a beta, so i'm probably just extrapolating.

Zom-Zom's is also peculiar how quickly Phil goes from a naive and anxious stranger to eating 'Barbecue' and watching human carnage for fun, though i'm probably being picky there. Wasteland morality and all that.

Also an interesting way to do the story, rather than handing the answers over, given it's unsatisfying to have everything explained to you rather than earning it through toil or risk.
Sounds similar to Pathologic if you'd played it, though they didn't stop at one incredibly confusing ending.

+2 votes     reply to comment
dcfedor Creator
dcfedor Nov 26 2013 replied:

Ah, I see what you mean. At the risk of spoiling the mystique, those are genuine mistakes. Philip truly doesn't know what's going on, so having him narrate faction histories *is* weird. I think the game also has some mismatches as the result of narrative elements being written at much different times (e.g. early 2012 plot colliding with more-recently-expanded features and setting info).

Thanks for the Pathologic tip. I hadn't heard of it before, and it sounds intriguing! (Albeit opaque.)

+2 votes   reply to comment
RosenRitter Nov 26 2013 replied:

Oh, fair enough, though I guess they added to the general weirdness of the area, that sort of perverted-world kind of thing, things felt alien but familiar, a bit like the Josef K stories; Seven Gables/Hidden Lake especially.

Pathologic is a bit hard to get into, the Developers got publisher-forced into a dodgy translation, so most people give up on it pretty fast. (Though the Devs are trying for a remake.) RPS did a good deconstruction of it, if you don't mind spoilers, ( or you can grab it off Desura itself if you'd rather dive headfirst in.

Be warned, it's not a forgiving game, or necessarily a 'Fun' one. Sorry for the spiel, but it's definitely worth a glance if nothing else. Thanks for responding.

+2 votes     reply to comment
jP2809 Nov 21 2013 says:


I haven't played this in some time but i came back after the new update and i just got hooked again!
So just wanna say good job, and keep up the great work!

Though i have asked this before (don't know if you remember) but i would love to see more Food items in the game to make some variation. Some ideas would be like canned food, granola bars? Maybe? Just some ideas, and im not trying to rush you but i just think it would be an awesome addition.

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 21 2013 replied:

Hi jP2809!

Thanks for the kind words. Glad to hear you're still finding it fun!

And I agree about the food items. I have some on my wishlist, and hope to get at least a few more in circulation. I'm also in the process of adding some more fast-food to an inner-city encounter that'll be in an upcoming build. Mmm shaved donair over cabbage, and fried tofu sticks!

+2 votes   reply to comment
jP2809 Nov 22 2013 replied:

Haha, awesome! Made my day!

"Shaved donair over cabbage, and fried tofu sticks" = Delicious!

+1 vote     reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

NEO Scavenger
Windows, Mac, Linux, Web, Flash
Developer & Publisher
Blue Bottle Games
Send Message
Release date
Released 2012
Game watch
Start tracking
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

Tweets will appear soon from

Embed Buttons
Link to NEO Scavenger by selecting a button and using the embed code provided more...
NEO Scavenger
Last Update
1 year ago
1,591 members