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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.
Release Date: Dec 5, 2013
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

“Hey folks! Please try the free demo, to see if NEO Scavenger meets your expectations!

NEO Scavenger is in development. As such, there may be game balance issues, bugs, and missing content. However, NEO Scavenger should provide a playable and fun experience. And playing the demo is the best way to determine if NEO Scavenger is a game for you.

What to Expect from Me

Dedicated Development - NEO Scavenger development is my livelihood, and my full-time job. I take weekends and holidays off.
Regular Developer Updates - I update my dev log each weekday with what work I did.
Frequent Game Updates - NEO Scavenger is updated frequently with new content, fixes, and features.
Receptive to Feedback - I take player feedback very seriously, fixing reported bugs when I can, and adding suggested ideas when they seem like a good fit. E.g. Blue Bottle Games forums, Desura, Something Awful, RPGCodex, NEOGaf.”
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Buy NEO Scavenger

$9.99

Recent updates View all (29)

New Test Build 0.993b: New Encounters, New Toys, New Dangers, and More!

August 1st, 2014

I've just finished uploading new test beta 0.993b, which adds several new encounters, new toys, new dangers, and several tweaks and fixes

The build is available to anyone who owns the beta at http://bluebottlegames.com/main/, or on Desura and Steam. Desura (and therefore, Groupees) users can use Desura Connect to gain access here, or even get their Steam keys and try it on Steam.

To access the test build on the official site, simply visit the beta page, and click any of the download links below the usual Windows, Mac, and Linux buttons.

Steam users can access the test build by opting into the beta for it.

Updates Included in the Test Beta


Michigan still has a few surprises in store...

Test beta 0.993b includes the following changes:

  • Added new location and plot encounters.
  • Added Blue Frog preacher and cultist to replace old generic Blue Frog.
  • Added new Hatter encounters for some player choices.
  • Added new queries to two NPCs, ATN, and GPS.
  • Added player crosshairs to minimap.
  • Added hex fading to minimap.
  • Added giizhik smudge stick effects to some situations.
  • Added ability to confiscate items in encounters, and give them back later.
  • Added lockbox item to game.
  • Added confiscate items to Zom Zom's and one other encounter.
  • Added system object property to system objects in game (e.g. GUI containers) to avoid confiscation.
  • Added new "SetWaypoint" property to AI so conditions can set and queue waypoints.
  • Added "TriggerEncounter" to AI so AI can have conditions applied when reaching waypoint.
  • Added AI waypoint code to support encounter trigger at end of each waypoint.
  • Added "Player" precondition to all plot encounters, so only player can trigger them (now that AI can trigger, too).
  • Added condition to allow crafting during some encounters.
  • Added custom AI hex looting algorithm, so AI prefers better loot.
  • Added code to prevent AI overloading self when looting.
  • Added method on AICreature to add and remove conditions to player (for plot flags).
  • Added PassTime method to creatures for condition use (e.g. pass 2 hours in encounter).
  • Added code to ignore talisman when surrendering in combat.
  • Added UVD items in 4 varieties, plus scratched.
  • Added recipe to break UVDs and cases into plastic shards.
  • Added swamp and forest crash site scavenge locations.
  • Added nasal allergy condition.
  • Added nasal allergy as accident to urban and brutish scavenging.
  • Added new rubble camp type.
  • Added new scavenge locale for Great Black Swamp.
  • Added code to auto-advance combat turns if player is asleep for more than 2 consecutive turns.
  • Added a new battle move to crawl away from battle if crippled and opponent is unconscious.
  • Added defoliant and exposure condition.
  • Added new field to conditions to set their transfer range to other creatures in combat.
  • Added gas mask item, and situations where it can be useful.
  • Added immunity field to creatures, so they can resist conditions.
  • Added code to round move reserve left UI to 2 digits.
  • Added code to remove "running" condition when entering combat.
  • Added new torso slot depth (3) for sash and other items worn outside armor/fur.
  • Changed map to have larger swamp area, with jagged boundary.
  • Changed Stoat to always appear if player wearing cryo wristband, and not otherwise.
  • Changed AI hex looting to use current lighting and detection level to check if camps are seen, instead of pure random number.
  • Changed items screen silhouette to have better hit areas (filled gaps).
  • Changed Merga Wraith AI to avoid charging in combat. Uses advance instead (to make escape possible).
  • Changed poison condition so that abdominal pains are a separate condition, so other conditions can share effect.
  • Changed poison condition to be invisible, and only symptoms visible.
  • Changed Blue Frog spawn coordinates.
  • Changed recipes to generate treasure items after game data is loaded, to avoid null pointer issues (cases with bNested=true).
  • Changed pistol ranges from 10 to 30.
  • Changed shotgun slug ranges to 60.
  • Changed dirty rags treasure from 3-5 units to 4.
  • Fixed a bug that prevented Hatter revisits from triggering.
  • Fixed a bug that caused all items to be use-degraded in encounters, even if use charges were set to 0.
  • Fixed several missing discharge values in scavenge encounters.
  • Fixed a bug that caused repeated death messages in Game Over screen's "Final Moments." bd
  • Fixed a bug that caused software to be missing in treasure that involved locked or uncharged hardware.
  • Fixed a bug in AI setting player conditions.
  • Fixed a bug that caused reverse recipes to generate extra tool in output.
  • Fixed a bug that caused jar of eyes to not work in web version.
  • Fixed bug that prevented crowbar use in locked storage shed if skilled in lockpicking.
  • Fixed a bug that allowed players to sleep and rest during encounters.
  • Fixed a bug that caused ATN to be unlabeled on map after visiting.
  • Fixed a bug that caused infinite loop during loading if player added more than one mod with the same name.
  • Fixed a bug that caused degrading discharges to stay active when charges completely spent.
  • Fixed a bug that caused null pointer error when loading a game that had NPC with container in slot without visible capacity (e.g. head).
  • Fixed a bug that caused item image overrides to be ignored if game is loaded in low-res mode.
  • Fixed a bug that caused mod remap ID to be off by one in some cases when overriding data.
  • Fixed a bug that caused mod battlemoves to have bad condition IDs, resulting in no effects.

This is a pretty huge update, and includes a mix of new and changed content, plus several fixes.

The biggest new feature is the new encounter, which involves two new locations with an updated faction. Some updates were made to old encounters, as well.

There are also a handful of new items in the game. As usual, some are more useful, while others are more for lore purposes.

The conditions and creature data types had a few upgrades, too. AI can now do things like queue waypoints, and trigger encounters at each waypoint (effectively setting game variables and performing actions). If you're a modder, it's worth noting the new properties on each, as your data may need to add info to those new fields.

Finally, there's a whack of fixes and tweaks, from weapon ranges to crafting.

As always, let me know what you think of the changes, and if you notice any issues with the new build!

4 comments Read more

"No Crisis Yet" Interview

July 23rd, 2014

Hey Folks!

I was interviewed by No Crisis Yet!

A couple weeks ago, Jon Lynch discovered NEO Scavenger by accident, and was dumbfounded by how many hours he found himself sinking into the game. So he and Ben decided to make their show's first guest the dev behind this crazy "wasteland shoe peddler" game, yours truly :)

It's about 30 minutes of talking to me, followed by a discussion of Divinity: Original Sin and Yogventure. In it, I talk a bit about my choices, background, and mistakes. If you have some spare time, give it a listen!

Have a good night, all!

6 comments Read more
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Reviews

“one of the best single player turn-based RPGs I’ve played for a long time.”
Rock Paper Shotgun

“In many ways, NEO Scavenger feels like the original Fallout”
Indie Game Magazine

“We found ourselves playing for hours and hours”
Gamespot

About the 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!

Development Snapshot Infographic

Current Features

  • 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!
  • Skills and Flaws - Choose skills 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.
  • 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.

Planned Features Infographic

PC System Requirements

    Minimum:
    • OS: Microsoft® Windows® XP (32 bit), Windows Server 2008 (32 bit), Windows Vista® (32 bit), Windows 7 (32 bit and 64 bit), Windows 8 (32 bit and 64 bit), or Windows Server 2012 (64 bit)
    • Processor: 2.33GHz or faster x86-compatible processor, or Intel Atom 1.6GHz or faster processor for netbooks
    • Memory: 1 GB RAM
    • Graphics: 128MB of graphics memory
    • Hard Drive: 75 MB available space
    • Sound Card: Any
    • Additional Notes: Please try the free demo to verify that it works for you!

Mac System Requirements

    Minimum:
    • OS: Mac OS X v10.6, v10.7, v10.8, or v10.9
    • Processor: Intel Core™ Duo 1.83GHz or faster processor
    • Memory: 1 GB RAM
    • Graphics: 128MB of graphics memory
    • Hard Drive: 75 MB available space
    • Sound Card: Any
    • Additional Notes: Please try the free demo to verify that it works for you!

Linux System Requirements

    Minimum:
    • OS: Red Hat® Enterprise Linux® (RHEL) 5.6 or later (32 bit and 64 bit), openSUSE® 11.3 or later (32 bit and 64 bit), or Ubuntu 10.04 or later (32 bit and 64 bit)
    • Processor: 2.33GHz or faster x86-compatible processor, or Intel Atom 1.6GHz or faster processor for netbooks
    • Memory: 1 GB RAM
    • Graphics: 128MB of graphics memory
    • Hard Drive: 75 MB available space
    • Sound Card: Any
    • Additional Notes: Please try the free demo to verify that it works for you!
Helpful customer reviews
100 of 105 people (95%) found this review helpful
174 products in account
5 reviews
29.6 hrs on record
Early Access Review
If you like:
- Obsessive compulsive hoarding of plastic bottles
- Fashioning weapons out of seemingly innocuous detritus
- Spending half your days with diarrhea, having eating the purple berries
- Awkwardly dragging a sled containing boxes of spare T-shirts through a hostile wilderness
- Dying due to acute aspiration of blood in the lungs following being bludgeoned with a monkey wrench

Then stop kidding yourself! Neo Scavenger is waiting to be your next survival strategy game addiction.
Posted: February 10th, 2014
Was this review helpful? Yes No
66 of 70 people (94%) found this review helpful
393 products in account
18 reviews
155.7 hrs on record
Early Access Review
After 30 odd hours in steam, not counting the downloadable version, not counting the browser version, here's an edited review:

NEO Scavenger is a turn-based survival post-apocalyptic roguelike with perma-death. I also now sometimes fondly call it a Procedural Death Michigan. It's mean, immersive, annoyingly addictive and seems to strongly dislike players wearing right boots (left boots are fine).

Basically, you scavenge around (and die after the building crumbles on you), fight other people scavenging around (and die valiantly with monkey wrench in hand) or try to talk to them (and die a turn later by drinking a celebratory made-it-through-the-turn sip of poisoned water), try to kill creatures that would like to eat you almost as much as you'd like to eat them (and die hungry), craft items to help you survive (and die warm because your fire alerted every deadly thing around), keep track of your hunger, thirst, diseases and injuries (and die very informed) or try to get to the seemingly last big hub of civilization (and die trying to get there; or trying to get in; or after you get in; I hear you can even die by traffic while crossing an intersection).

In short this is a game where you try to make it through the day while figuring out what has happened to your hero and the world - and die trying. I really don't want to spoil this too much for you, but rest assured, whether you prefer dying by traumatic brain injury, blood loss, cholera, dehydration or an angry mob, there are enough options there to suit everyone's tastes. And if that doesn't sound fun to you, go away, I don't like you.

Seriously, it's a great game with fun and interesting gameplay and what looks like a very promising story that's still being added to. Still Early Access, but very much playable and enjoyable already. It's also being very actively developed by a friendly and approachable dev (who has baked me no cookies prior to rewriting this review, though cookies are very much encouraged and will always skew further reviews favorably).
Posted: February 4th, 2014
Was this review helpful? Yes No
43 of 56 people (77%) found this review helpful
182 products in account
4 reviews
8.6 hrs on record
Early Access Review
Want to eat human flesh? Want to beat someone to death over a shoe? Want to fight looters with just a stick? THIS IS A GAME FOR YOU!
Posted: March 28th, 2014
Was this review helpful? Yes No
31 of 37 people (84%) found this review helpful
550 products in account
153 reviews
1.7 hrs on record
Early Access Review
someone was playing fallout and thought "what if my guy got gonorrhea" and then this game was born
Posted: June 25th, 2014
Was this review helpful? Yes No
108 of 170 people (64%) found this review helpful
38 products in account
7 reviews
26.3 hrs on record
Early Access Review
You can die of diarrhea
11/10 would diarrhea again
Posted: April 24th, 2014
Was this review helpful? Yes No
322 of 343 people (94%) found this review helpful
127 products in account
1 review
63.8 hrs on record
Early Access Review
I've played this game on and off for nearly two years. I've followed it's development since it was first announced, and every time I come back I fall in love again. This game combines the brutality of dwarf fortress, the atmosphere of fallout, and world layout of civ to create a true masterpiece. This game is in a class of it's own.
Posted: December 5th, 2013
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