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  (60 - 70 of 821)
rzeznik204 Nov 13 2013, 11:43pm says:

well the melonhead did steal from both the ground and campsite (I used the cryo facility) so yeah, probably didn't have enough room. but not dropping at least some of the small items (like ammo and food) is odd and annoying too.
are you planning to make more room for the ground, like adding multiple tabs? (like during crafting when there's lots of ingredients)

owh Survival skill (or use trapping skill) to add ability to craft fire without lighter would be nice... didn't survive after 2 days without a lighter lol

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 14 2013, 12:30pm replied:

Sometimes, NPCs will hide small items inside containers, too. So if they stole ammo from you, and it didn't appear in the dropped loot, it might be nested inside a pocket or container.

However, if there wasn't room for even small items on the ground, they probably got deleted. As for making the ground more spacious, it's something I have on my wishlist. I can't promise it, but I'd like to do it if there's time.

And have you tried using the Trapping skill with two branches in the crafting screen? That should let you start a fire without a lighter.

+2 votes   reply to comment
rzeznik204 Nov 17 2013, 9:07pm replied:

owh haven't tried that lol. someone should update the wiki. Thanks man.

+1 vote     reply to comment
rzeznik204 Nov 12 2013, 10:00pm says:

Hey I love the new update, more items, equpments and events haha. Would love to see more enemies, like wild dogs/wolves (instead of just dogman) or small animals like rabbits...

owh and I got one problem which is everytime a melonhead loot my stuff in a hex, he carries it (says overload) and after I hunt him and killed him all my stuff just vanished or he didn't dropped it. happened to me like 3 to 4 times. it's really annoying

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 13 2013, 10:27am replied:

Thanks, I'm glad to hear the new update is worthwhile! There are a couple of new creatures I'd like to add, as well. Hopefully, I'll have the time to do them!

The disappearing loot sounds odd. Was there room on the ground when he died? Perhaps the game couldn't find space for the dropped items?

+2 votes   reply to comment
MrLinkster Nov 11 2013, 3:30pm says:

Hey man, haven't played in a while, and haven't talked in a while, just played the new update, keep up the good work! This is one of the best games in the survival genre I ever played!

+2 votes     reply to comment
dcfedor Creator
dcfedor Nov 12 2013, 10:46am replied:

Hey, welcome back! And thanks!

+1 vote   reply to comment
Decimus823 Nov 11 2013, 5:25am says:

holy **** this game is awesome, keep adding complexity and amazing features you glorious bastard we appreciate you and your creation.

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 11 2013, 12:29pm replied:

Thanks, will do! And I appreciate your appreciation!

+2 votes   reply to comment
dan83m Nov 7 2013, 4:05am says:

its possible to make a command that reload automatic ammunition on all ranged weapon? or at last control command that let to reload it with a a press of a key??

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 7 2013, 10:29am replied:

It's possible, but there are some rules that complicate matters (e.g. limitations of, and penalties for accessing items during combat). Making it too easy conflicts with those rules.

+1 vote   reply to comment
fitzitz Nov 20 2013, 6:50pm replied:

I think the point is to make it as realistic as possible Dan, and unlike COD, or whatever people like nowadays, guns, and ranged weapons in general, do not automatically reload themselves. I personally like the manual reloading system

+1 vote     reply to comment
dan83m Nov 7 2013, 12:20pm replied:

well if u can do it il will be cool , cause its a bit annoying to reload it manually everytime , specially if i like to use only ranged weapon.

+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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