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: Memory and Performance Fixes, Combat Tweaks

3 comments by dcfedor on Apr 17th, 2013

NEO Scavenger has a new beta and demo version available, v0.968. Both the beta and demo include the following updates:

  • Fixed a memory leak in the inventory screen that would start immediately after picking an item up, and never stop inflating.
  • Fixed several unnecessary function calls that were slowing down performance.
  • Fixed message window text end-turn dimming to be more consistent.
  • Fixed memory leak in message window (game would use more memory for each message, even after message gone).
  • Fixed bug that caused extra battles to be created when tile was occupied by only allies.
  • Fixed null-pointer bug in battle encounters if current hex has no battle anymore.
  • Fixed a bug that caused crashes/stuck combat when leaving combat (esp. with melonheads that called reinforcements).
  • Fixed a bug that allowed player to move even when unconscious in battle
  • Changed melee surge to produce 1-3 attacks, instead of 1-2. Also stuns and makes target vulnerable, if successful.
  • Changed AI morale calculations to make creatures braver when allies are present.
  • Changed game to avoid creating unnecessary ground slots for every exposed hex, unless they're needed.
  • Removed some old library dependencies from project to improve performance.

As mentioned yesterday, the biggest change is to performance and optimization. The game should run smoother now, use less memory, and crash less often as a result of the update.

Combat also received a few tweaks. The "Melee Surge" ability now provides 1-3 attacks and a stunned opponent, if successful, which should make it more worth its "Recovering" cost.

Furthermore, AI morale now gets a bigger boost when the AI has allies in the battle. This should be particularly noticeable in cases with traditionally cowardly creatures that travel in groups (e.g. looters, melonheads).

Updates to Beta only

The following updates are included in the new beta:

  • Fixed a bug that prevented traits from being installed in second column of slots (e.g. full load plus eye surgery or augmentations).
  • Fixed a bug that caused Allegan map label to be in wrong place.
  • Fixed a bug that caused Hatter not to take security footage when offered.
  • Fixed a typo in Diner Cadillac Burger text.

These changes are mainly fixes to bugs reported by players in the forums.

Hopefully, the game is running smoother for everyone now. As always, let me know if you run into any more issues!

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Post comment Comments  (60 - 70 of 520)
Rencer
Rencer Mar 21 2013, 3:33pm says:

I try out the demo of the game, and I really like the gameplay!
This game is a unique combination of a RPG game (my favourite game genre) and a survival game (my favourite) in a post-apocalyptic world (everithing that is post-apocalyptic also is my favourite :-D ).
It has a very complex gameplay, like some old rpg games, that I play when I was a kid, and you don't see in today games. Congratulation, this is an awsome stuff!

When I first time see the video of the game, I almost buy this instantly, but what I see in the demo
was discouraged me from buying it.
And that was the RESOLUTIONS I can choose from!
WHY it is uses only widescreen resolutions?
You know, not everyone has a widescreen monitor. I know I can stretch the screen, but it makes the whole thing blurry and makes the texts almost unreadable, because how the LCD monitors work.
I have a 19" normal LCD, and its native resolution is 1280x1024.
So I have two (not really working at all) options:
I can play it in a very small resolution (800x450), that is not filling the screen(and everithing so small it is hard to see the things in the screen, and read the texts).
Or I can play it in a larger resolution (1360x768), what is larger that my monitor can display, so I need to stretch it, but it makes hard to see the things, again. Because it makes the screen blurry, and the texts almost unreadable.

Can you add every resolutions, so not just who have a widescreen monitor can really enjoy the game?
Or its just the demo, in the infull version I can choose from every resolution?

+2 votes     reply to comment
dcfedor
dcfedor Mar 22 2013, 10:15am replied:

Hey Rencer,

Unfortunately, that's a limitation on the paid version as well. Choosing available resolutions was actually a very difficult process, and no answer is perfect. I actually describe the process of choosing resolution, and the data that supported the decision, here:

Gamedevgonerogue.blogspot.ca

I also talk about some of the issues with pixel art and scaling, and the reasoning behind 1360x768 here:

Bluebottlegames.com

The short answer is that each resolution takes a long time to make, and only a few resolutions actually fit without being blurry.

I originally wanted to do a 1280x720 version, but honestly, I wasn't able to fit everything in that screen size without making some things blurry, or deleting some things. 800 is the minimum width for 1x zoomed graphics, and 1360x768 is the minimum I could fit with a mix of 1x and 2x zoomed graphics.

The widescreen choice is mainly a result of the average customer screen size. Roughly 80% of NEO Scavengers use widescreen.

Again, it was a really difficult choice, and I did the best I could to fit as many monitors as possible. But in the end, there are hundreds (1336, actually) of different screen sizes used, so I couldn't add them all.

Sorry I wasn't able to make a version to fit your monitor!

+3 votes     reply to comment
letseatmushrooms
letseatmushrooms Mar 21 2013, 1:30pm says:

this game is crazy fun.. i do find myself continuously going back for more...

a friendly suggestion though, (if you haven't already) i would really love it if you finished all the traits in the opening screen. i hate feeling like i might select one that is of no use to me.

also, i was thinking about how if i pick the mechanic trait, i can't fix the lights, but i can fix the hvac. and vice versa if i pick electrician. i feel like we should be able to fix them, it will just be a lot harder.

i really would love to be able to go out and scavenge and come back to a base to rest and hide away from the outside world. i have yet to fight a dogman and win... but i have killed several raiders (with only a knife, a crowbar or a wrench) havent even seen a gun yet. my problem usually ends up being supplies though. food and water. water i just recently learned how to get lots of, so thats okay... food is a bit worse.. and also, i have no idea how to treat injuries.

i'm sure this all coming, i'm just throwing it out there.

great game dude, its real fun and rather addicting.
the only thing that bothers me is the lack of recipes and the unfinished traits.

keep at it dude!

0 votes     reply to comment
dcfedor
dcfedor Mar 22 2013, 9:53am replied:

Thanks, glad to hear you're enjoying it so far! You're right that the traits and skills still need some balancing. I may have to merge some of them, if I'm not able to find ways to use them.

More recipes are also a feature I plan to work on soon. The crafting system needs an overhaul to make more recipes easier to add, and I hope to get started on that after the current plot work.

Slowly, but surely, we'll get there!

+1 vote     reply to comment
runequester
runequester Mar 16 2013, 6:38pm says:

This would be impressive for a full game, let alone a beta. Very nicely done.

More in-game help options might be welcome. Some things are not very obvious, as far as using certain items

+1 vote     reply to comment
dcfedor
dcfedor Mar 17 2013, 1:30pm replied:

Thanks, that's very encouraging! I'd like to have some sort of in-game guide that the player can access someday. I've just been holding off until the mechanics and UI were more stable. The last time I started drafting one, it got out-of-date faster than I could write it :)

Just out of curiosity, what were some of the more confusing things? I should make sure those are covered in the help (or fixed).

+1 vote     reply to comment
mcfroogle
mcfroogle Mar 15 2013, 3:30pm says:

Been quite requested so i made an un-official IRC channel:
Webchat.quakenet.org

Click, don't copy and paste.

+1 vote     reply to comment
dcfedor
dcfedor Mar 17 2013, 1:25pm replied:

Cool, thanks for setting that up! More than a few have asked if there was an IRC channel, and that's something outside my expertise. Hopefully, the channel offers a useful place for players to share info!

+1 vote     reply to comment
letseatmushrooms
letseatmushrooms Mar 14 2013, 8:19pm says:

so, how do you scavenge? because i click scavenge, it brings me to the scree nwhere i select where to scavenge and then after that it just goes black except for a picture of the building i wanted to scavenge and then when i continue, i have not scavenged....

the game would be fun if i could get more items then what i find on the ground, or in the cryostasis room.. oh, i also had a plastic bag and some berries once....

+1 vote     reply to comment
dcfedor
dcfedor Mar 15 2013, 11:15am replied:

Which version of the game are you running? (It's listed under the logo on the main menu.) The bug you're describing sounds like something that was fixed a few builds ago, so perhaps your copy is outdated?

+1 vote     reply to comment
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NEO Scavenger
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Developer & Publisher
Blue Bottle Games
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Released Aug 29, 2012
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Highest Rated (5 agree) 9/10

Love this old school look and lot of detail in how the game works. I might be a sucker for it but in my opinion it is a classic game already, just needs to be polished with the minor bugs.. and just to say if this game had some kind of multiplayer ide easily pay 3x the price... just saying...

Sep 6 2012, 9:25pm by Kijuta

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