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  (710 - 720 of 821)
Nefaro Sep 10 2012, 9:03am says:

A concern I have about Survival RPG rogue-likes is how quickly the time passes, and similarly how quickly your "death clock" ticks down.

I think part of the fun of such deadly & oft-losing games is being able to play each character long enough to get a bit attached and to think you can go the distance with it this time. When time flies bye too quickly and each character is just a short stroll, however, it feels more pedestrian and takes some of that excitement out of it for me. Dying isn't quite as fun unless it happens after a longer drawn-out struggle.

How long could an average player expect to play each character in NEO Scavenger, after it's finished? Is there a playtime goal regarding this?

+2 votes     reply to comment
dcfedor Creator
dcfedor Sep 10 2012, 10:38am replied:

I didn't have a specific target for number of hours per session, though I wanted it to be measured in hours rather than minutes. The planned plot encounters should allow players to play for at least an hour or two, ignoring exploration, side quests, major accidents, etc.

Using other games as an example, probably more like a standard game of (single player) Civ or Nethack, rather than Baldur's Gate. At least for now.

I do hope to have enough optional content to allow leisurely exploration, though.

+1 vote   reply to comment
uggima Sep 10 2012, 12:09am says:

Damn great game! im yet to actually shoot anyone (having not actually found a gun and ammo in the same game) and died oh so many times from infection a day or so after a fight with a dogman (even after taking a couple of doses of bioblock) but really loving it.
oh and as for saving, it seems a bit against how you designed it to be but would be great if you could re-load after dying... not sure how everyone would like this but, you could put in an option :D

+2 votes     reply to comment
dcfedor Creator
dcfedor Sep 10 2012, 10:30am replied:

There is a way to back-up your save files, if you prefer to do so. It's not really a "supported" feature, but I'm happy to leave it there for people who want to play that way. The following link talks about where to find your saves, if you're interested:

+1 vote   reply to comment
uggima Sep 12 2012, 1:51pm replied:

thanks yeah im making use of it a little, oh and had a thought about it.... you could add a starting trait of mortal where your saves get deleted when you die like currently

+1 vote     reply to comment
Carnival73 Sep 9 2012, 10:55pm says:

Have another suggestion - Find that I'm starting quite a few games but take half day breaks before returning. Once or twice I forgot that I had a game started and accidentally wiped it by starting another.

I thought that maybe the 'New Game' button could recognize and warn if there is a game already saved in progress or, at least, defaulting the 'Load' button above the 'New Game' button.

Between this, Worlds, Hellgate London & now Smash Box, I've been tied to my PC a lot more than usual and it's reflecting in actually making a 20 pack of cigs last for an entire day.

+2 votes     reply to comment
Aarkreinsil Sep 10 2012, 9:53am replied:

If you accidentally start a new game you could just kill the game process via taskmanager and it wont overwrite the save. The only workaround I know so far.

+1 vote     reply to comment
dcfedor Creator
dcfedor Sep 10 2012, 10:26am replied:

I might be able to put a message alongside the load button on the title screen that tells whether a save game is found. I'll add that to my list, thanks!

+1 vote   reply to comment
Nefaro Sep 9 2012, 8:10pm says:

Is this ONLY in 800x600?

+1 vote     reply to comment
Aarkreinsil Sep 9 2012, 10:54pm replied:

You can technically play it in fullscreen but the sprites will be stretched to compensate. Support for high resolutions might be coming up though.

+1 vote     reply to comment
Nefaro Sep 10 2012, 8:57am replied:

That would be great if it could still be increased to show more map (?) area and such.

+1 vote     reply to comment
dcfedor Creator
dcfedor Sep 10 2012, 10:24am replied:

The resolution is up for discussion. 800x600 was my initial choice, so I could advertise it on sites like Newgrounds and Kongregate.

However, now that the game is being played as a stand-alone application, folks are going to want bigger resolutions. As Mercurio points out, there's a voting page where folks have indicated resolution is a big deal to them.

The trick will be finding a resolution that works well for most people, and looks ok with all the existing artwork.

+1 vote   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 Aug 2012
Game Watch
Track this game
Community Rating



420 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, 1:08pm by Eegah

Single Player

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

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
1,593 members