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  (70 - 80 of 821)
dan83m
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
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
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
tr01k8j2
tr01k8j2 Nov 7 2013, 2:00am says:

Please add Mech or exosuit vehicles, would be amazing, maybe even require a lot of knowledge or special intelligence implants (pilot implants). And even provide a place to sleep at night or something.

I'd also like more cyborg implants, to rip away our humanity, and strange encounters to simulate our change. Maybe even tech cults? With strange requests and activities. Much like the Omar from Deus Ex Invisible war, they take your frontal lobes, and you work for them for life.

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 7 2013, 10:15am replied:

There might be some more augmentations and tech in the future, but I don't want to promise anything in case the more mundane stuff takes a lot of time (e.g. shoes, ponchos, bags, etc.).

That said, I'm trying to make sure that those things still exist in the world. So even if there isn't a chance to add them in this version, they can be in future games from this setting.

+1 vote   reply to comment
dan83m
dan83m Nov 6 2013, 4:12pm says:

Hi its possible to make the item to rotate?? so we can save space on bag or cart or wathever? cause its impossible that u cant do it ...

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 6 2013, 4:16pm replied:

Have you tried the A and D keys while dragging an item?

+3 votes   reply to comment
thorgipup
thorgipup Nov 5 2013, 4:00pm says:

I'm new to the roguelike scene. Picked them up a few weeks back with TOME, DCSS, and ADOM. Been on the lookout for a graphical modern/sci-fi roguelike and have been pretty fruitless. Neither TOME, DCSS, or ADOM have grabbed me for long. So I'm browsing and looking for a roguelike and one thing lead to another which leads me to ModDB. I search through indie RPGs, looking for things I haven't heard of.

Then I come across NEO Scavenger. A graphical post-apocalyptic roguelike? Yespls. Downloading the demo as soon as I get home. This game sounds and looks phenomenal. Also, a huge kudos on the pixel art. It's my favorite graphical style in gaming and you've nailed it.

I think my only apprehensions are regarding the perspective. I'm more fond of a personal third-person perspective. Like traditional top-down, while this is more of a board-game feel. Seems to fit the game though. This is all personal preference anyways :)

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 5 2013, 9:31pm replied:

Cool, I hope you like it!

I made NEO Scavenger mostly because I wanted to play something like it, and there wasn't much in that genre at the time. The survival RPG scene is definitely getting more crowded, though. But variety isn't a bad thing!

Good luck in the apocalypse!

+1 vote   reply to comment
dan83m
dan83m Nov 3 2013, 7:26am says:

if i brought this game can i have acess from steam too?

+1 vote     reply to comment
dcfedor Creator
dcfedor Nov 3 2013, 9:13am replied:

That's the plan, yes. It's not on Steam yet, but when it is, existing Desura and Blue Bottle Games customers will have access to Steam as well.

+2 votes   reply to comment
dan83m
dan83m Nov 3 2013, 12:13pm replied:

good i brought now the game! hope to see it soon on steam!

+1 vote     reply to comment
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NEO Scavenger
Platforms
Windows, Mac, Linux, Flash, Web
Developer & Publisher
Blue Bottle Games
Engine
Flixel
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Official Page
Bluebottlegames.com
Release Date
Released Aug 29, 2012
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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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