Author Topic: NEO Scavenger (now at v1.12) $  (Read 4676 times)


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NEO Scavenger (now at v1.12) $
« on: December 16, 2014, 04:05:40 PM »  $14.99 Win/Mac/Linux  Demo available

About This Game
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!


    Unique Setting - Near-future, post-apocalyptic Michigan with local cryptids and folklore. And something else beneath the surface...
    Turn-Based Play - Take your time with each turn, and play at your own pace. Save and quit when you want, and resume later.
    Permadeath - If you die, that's it. NEO Scavenger is balanced around a single difficulty level: permadeath. Your save will be deleted if you die. So choose every action carefully!
    No Grinding - There is no XP in NEO Scavenger. No levelling-up. Instead, progress comes from learning how to play the game better, and using your strengths to your advantage.
    Semi-Random - Much of the map is randomized each game, including the location of ruins, creatures, weather, and certain quest branches.
    Sandbox or Story - Search for clues to your identity, what happened, and who's hunting you. Or simply test your mettle against man and nature alike. Play how you want!
    Abilities and Flaws - Choose abilities and flaws each time you play. Different combos unlock different abilities and quest branches.
    Crafting - Extensive crafting system which allows for substitutions of similar items. Make a rifle scope from half a pair of binoculars, or a noise trap from a pill bottle and pebbles.
    Desperate Combat - Detailed combat with moves like "Tackle," "Lure," "Kick While Down," "Demand Surrender," and "Threaten."
    Realistic Wounds - Creatures have complex wound simulation, with multiple wound locations, infection, bleeding, and pain management.
    Realistic Metabolism - Hypothermia, fatigue, thirst, hunger, disease, intoxication, shelter...everything is tracked.
    Realistic Inventory - Complex inventory system with slots for holding, wearing, containers, and more. Fit items in grid spaces, and manage encumbrance.
    Hex-Based World Map - Navigate ruins, hills, forests, and plains in a hex-based map. Line-of-sight, elevation, and daylight matters.
    Tracking - Creatures leave their tracks and spoor on the map, which can be followed by others. Players can also hide their tracks.
    Hiding - Players can use hiding to avoid being seen while traveling the map, as well as during story encounters.
    Hunting - Trap small game for food and fur, or track and kill larger prey on the map for butchering.
    Hacking - Use hacking skills to unlock scavenged laptops, cellphones, smartphones, and tablets. Mine them for paydata, or snoop through personal files.
    Foraging - Search for edible plants and water, and use special skills to identify what's safe to eat.
    Haunting Soundtrack - Music composed by Josh Culler, specifically for NEO Scavenger, plays periodically, lending an atmosphere of loneliness and desperation. (Also accessible as mp3s outside game.)
    Creature AI - Wandering creatures go about their own business, hunting, scavenging, and hoarding. Morale affects their choices, and some will gang-up and cause trouble.
    Dynamic Weather - Temperature, rainfall, and night/day are based on real-world data for autumn in the area. If you live long enough, you may see snow fall.
    Detroit - Take refuge from the wasteland in one of mankind's last bastions of safety. Buy supplies, get medical care, and seek clues in a cyberpunk-styled city.
    Trading Cards - Collect NEO Scavenger trading cards, badges, emoticons, and profile backgrounds!

Hey Folks!

NEO Scavenger has officially launched! After almost four years of development, nearly three of which were in Beta/Early Access, it's finally time for the big v1.0!

NEO Scavenger is my first commercially released game, and is a sort of love letter to the pen and paper role-playing games I grew up playing. In it, the player takes on the role of a character who wakes up in a strange facility where the world has experienced some cataclysm. Using their wits and anything they can scavenge from their surroundings, they explore this strange wasteland, piecing together clues about their past.

It's a hard game, where the player must take care to think of everything from dressing appropriately to disinfecting wounds. The story will not come spoon-fed to you, and the game will not hold your hand. But for those who are persistent and clever, rewards and answers await!

NEO Scavenger is available at many of your favorite online retailers, including:

    Blue Bottle Games Official Site
    Indie Ammo Box
    Indie Game Stand
    Shiny Loot

HUGE Thank You to the NEO Scavenger Community

I want to take a moment to say a heartfelt "thank you" to everyone who has helped me over the past several years. From friends and family to helpful community members, I've always had support and encouragement all around me. Plus, many of you have been providing excellent feedback and suggestions over the years to help make NEO Scavenger what it is today. If you fire up the game, do check out the "Credits" page to see many of the talented individuals who made this all possible.

Thank you!

What Are My Plans for Support, and What's Next?

I answer these and several other questions regarding future plans in more detail here. The short version is that I'll be focusing more on bug fixes and better modding support after launch, as well as looking into potential new projects. And, of course, probably a vacation :)

So please head on over to your website of choice and take a look! There's a free demo if you haven't tried it, to help you decide if it's right for you. And for those who were just waiting for the beta to end, it's finally time!

Looks to have a very bright future ahead indeed---doing quite nice on Steam at the very least thus far!   8)
« Last Edit: August 04, 2015, 11:26:07 PM by getter77 »
Brian Emre Jeffears
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Re: NEO Scavenger (now at v1.04) $
« Reply #1 on: March 11, 2015, 11:51:11 PM »

Added ability to mod and create new DMC locations.
Added ability to mod starting hex in GameVars table.
Added ability to mod starting date in GameVars table.
Added ability to mod climate settings in GameVars table.
Added code to try all available campsites if the ground is full when ditching vehicles, instead of just the first campsite.
Added code to try all available campsites if the ground is full when item degrades.
Added code to try adding items inside containers when an item falls apart.
Added ability to access your things before leaving when Parkade pass expires with you in it.
Added 24h warning when Parkade Pass is about to expire.
Added code to prevent attack mode switching penalties when only one attack mode available.

Changed hex scavenge locale code to be faster, which improves some processing time during save game loading and map movement.
Changed kick move to only be available to intelligent AI (dogman was using it).
Changed Hatter mission conversation to better fit various intro job options.
Changed fur gloves to not have absorbant property, to avoid crafting issues in rag recipes.

Fixed a bug that caused game to crash (both during play and loading saves) if AI had a malformed waypoint assigned.
Fixed a bug that caused modded software to be accessible inside locked/unpowered hardware.
Fixed a bug in NaN item durability changes.
Fixed a bug that caused issues if default weather and date info is not found in xml.
Fixed creature's PassTime method to change actual game date and update hexes.
Fixed a bug that caused loading to fail if a mod with more than 500 images had override images.
Fixed a bug that caused Hatter not to take drum and vial from player when brokering the deal.
Fixed a bug that caused map to stop scrolling near edges when game resolution was switched.
Fixed a bug that caused death messages to be missing from "Final Moments" log.
Fixed a bug that caused status messages on player after death.
Fixed a bug that caused pixel seams to appear in hex map at night.
Fixed a bug that allowed farming unstoppable/elusive status at Zom Zom's
Fixed a bug that caused crafting ground space warning to disappear when changing ingredients pages.
Fixed a bug that allowed head butts against dogs and drones.
Fixed a bug that caused save/load to forget preferred hex camps.
Fixed a bug that caused item duplication when crafting with something slotted that degrades.
Fixed Night Vision skill image in Small UI mode.
Fixed a bug that caused balaclava to armor wrong slot.
Fixed a bug that caused text overflow during Saginaw King confrontation encounter.
Fixed a bug that caused Saginaw entrance banner to be unusable after meeting Ginny at night.
Fixed bug that prevented nanorobotic medkit from curing acute hepatitis.
Fixed a bug that caused St. James Parkade to evict player even after renewing stay.
Added extra junk market store policy info when first visiting site.
Added code to improve trackpad and MS Surface clicking/right-clicking.

Changed save game process so most important data is saved first, in case of crash during map data.
Changed scavenge locale spawn rate code back to original design to avoid bugs introduced by new code.
Changed scavenge locale spawn rate to cap at 300 hours to prevent endless looping.

Fixed a bug that caused modded items not to stack when using property 88 (ignore subgroup on stacking).
Fixed a bug that caused Blue Frog papers to be given as treasure instead of Meredith Ewing papers.
Fixed a crash that occurred when a creature shares the Player's faction while calculating next move.
Fixed a bug that caused item context menu to disappear behind message window when item was near screen bottom.
Fixed a bug that caused game to freeze during end turn due to AI null-pointer when checking nearby leaders.
Fixed a bug that caused null-pointer when using an item via context menu.
Fixed missing recipe category on makeshift rag shoe.
Fixed bug that caused gloves to list condition on status screen, unlike other clothes.
Fixed a bug in the rotten meat condition that made it permanent.

Changed random encounters that cause lost random item to only choose non-plot items.

Fixed a typo in "Baby Back Ribs" random encounter.
Fixed a bug that caused hex resource items to be deleted if context menu was used to first delete and item then use resource.
Fixed a typo in ATN encounter (germaine).

The major changes to watch out for include:
Moddable DMC locations.
Moddable starting date, hex, and climate.
Smarter item-dropping code (uses campsite if ground is full)
Improved trackpad/touchscreen support.
Several stability fixes.

As always, if there are any issues with the new build, let me know on the forums!
Brian Emre Jeffears
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Re: NEO Scavenger (now at v1.05) $
« Reply #2 on: April 22, 2015, 01:18:15 AM »

NEO Scavenger is now officially updated to v1.05! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.05 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:

Flash version on the official site
Downloadable versions on official site
Steam default builds
Desura client and stand-alone builds (pending approval)
DRM-free downloads at Humble Bundle (pending approval), GOG (pending approval), ShinyLoot (pending approval), and IndieGameStand
New changes include:

Changed DMC guard loadout to only have one firearm, to prevent bug where pristine pistols are littered everywhere.
Changed loading screen to only launch browser if logo clicked, not whole screen.
Fixed a bug that allowed the player to freeze to death if imprisoned at Saginaw.
Fixed a bug that caused player to be automatically re-exiled after exile period expires.
Fixed a bug that caused modded items with "ignore subgroup stacking" property to stack with any modded item.
Fixed a bug that caused modded campsites to all be the same.
Fixed a bug that prevented master volume settings from being saved.
Fixed a bug that caused modded ingredients used in modded encounters to get mixed-up.
Fixed a bug that caused NPCs to give food reward with blinkies inside soup cans, and soup without containers.
Fixed a bug that caused skill/flaw totals not to be visible in Small UI mode after player dies once.
Fixed a bug in Main Menu small button highlight update code.
Fixed a bug that still mentioned "bag lady" in Red Gnome Diner.
This is a smaller patch that mainly addresses minor balance issues, rare bugs, and some more significant modding bugs.

As always, if there are any issues with the new build, let me know on the forums!
Brian Emre Jeffears
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Re: NEO Scavenger (now at v1.12) $
« Reply #3 on: August 04, 2015, 11:28:55 PM »

New changes include:

Added code to drop only one item in dragged stack if right-click.
Added code to rotate dragged item if using mousewheel.
Added code to cleanup orphan quick recipe buttons on click.
Changed flashlights and NV goggles to deplete when "on" even if not equipped.
Fixed a null-pointer bug in ConfirmCraft if no current recipe set.
Fixed a bug that caused random UVD loot to never spawn Hiya Poopy case.
Fixed a bug that caused crash site loot to spawn soup chunks instead of cans.
Fixed a bug in locked/off iSlab that allowed telling time.
Fixed a bug that caused "exit" option in Rollo conversation to be missing, and only available via spacebar.
Fixed a bug in the preloader that caused SWF version to fail transition into title screen when done loading.
Fixed a bug that caused whole item stacks to be identified on load if one in stack was identified on save.
Fixed a bug in the SampleMod file structure that caused it to fail when loading.
The major change here is the mouse update. Based on some player feedback, I added the ability to rotate items and drop single items from stacks using only the mouse. This should go a long way towards making the game playable entirely with a mouse.

The bug fixes are mostly minor, though one major null-pointer fix to crafting may reduce some of the random bugs we've been seeing. I've also made a minor fix to the SampleMod to restore it to working order.
New changes include:

Game now looks in /data subfolder for xml data, instead of root game folder.
Game now loads data from either a single neogame.xml file or separate xml data files for each data type.
Game will try neogame.xml first, then separate files.
Base game data has been moved into separate data files, for easier reading.
Loading screen log messages are copied to the clipboard upon reaching the title screen.
Fixed a null-pointer bug in wounding code that occurred if no valid wound chosen before modifying stats.
Fixed a null-pointer bug in HandleCombatResponse if player died in combat.
Fixed a bug that caused Ginny to never give reward if all questions answered.
Fixed a bug that incorrectly identified string ID request for sounds as item IDs, causing crashes.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training