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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.

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What the developers 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 (11)

New Test Beta: Modding!

April 18th, 2014

I've just finished uploading new test beta 0.987b, which now supports modding! It also has a handful of fixes to issues discovered in the last build. I've also promoted the previous 0.986b test build to default build status.

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.


Loading mod data file...

Updates Included in the Test Beta

Test beta 0.987b includes the following changes:

  • Modding!

Seriously, this is as much a surprise to me as it may be to you. I've been exploring different ways to bypass Flash's security limitations, but haven't had much luck. However, in the past week or two, I found a way to make the downloadable versions load external data from the file system.

It turns out that Flash's projector format will allow limited loading of local files. It has to be packaged a certain way, and I had to do some voodoo to make it work across all three platforms. However, the game now loads data from an XML text file, and images from a folder. No more flaky editing of EXE files!

"Now what?" you ask? Well, I'll have to write some documentation to help intrepid modders understand the data format. For now, though, just poke around. Some of it should be pretty intuitive.

In addition to the above:

  • Added code and condition to hide clothes/item sprites on certain creatures.
  • Changed terrain resources to drop their resources directly onto ground isntead of inside the river/marsh/etc.
  • Changed dodge/parry language to say "move" instead of "attack," since that was confusing if player didn't attack.
  • Changed sleep button to hide "unconscious" and "fallen" messages when clicked, since they confused some players.
  • Fixed pixel overlap on backpack and backpack slot graphics.
  • Fixed water appearing in Looter convo marsh option.
  • Fixed stacking bug when destination stack is in locked slot.
  • Fixed a bug that broke conversation with looter after mentioning cryo.
  • Fixed a bug that caused null pointer when encounter removes an item that degrades when used.
  • Fixed a bug that caused conditions to stick when emtpying batteries from "on" devices.
  • Fixed a bug that caused repeated warning encounters when player and opponents are both unconscious in battle.
  • Fixed typo in cryo encounter.
  • Fixed broken spy button.
  • Fixed weather icon showing moon at dusk instead of night.
  • Fixed GUI Craft Cap BG image being too zoomed in while using big layout.
  • Fixed a bug that caused prev/next crafting ingredient buttons to show tooltips when invisible.
  • Fixed DMC exile condition to expire after 1 year.

Most of these are fixes to issues discovered in 0.986b, so this should represent a more stable version of that build. I changed the way terrain resources (lakes, etc.) work, so now they just get "used" instead of containing items and requiring emptying each time. And I made a few more UI improvements.

A small list this time, but with big implications! Finally, folks can start tinkering with game data, trying ideas, and I'm excited to see what you can do with the game. Do keep me posted on the forums with any cool mods you've done or hear about!

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

9 comments Read more

New Beta Test Build: New Options Screen, UI Polish, and Gameplay Tweaks

April 9th, 2014

I've just finished uploading new test beta 0.986b, which includes new options and help screens, increased creature spawns, gameplay tweaks, and several fixes and UI enhancements. I've also promoted the previous 0.985b test build to default build status.

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.


New options screen with audio/video settings.

Updates Included in the Test Beta

Test beta 0.986b includes the following changes:

  • Added new AUTO layout mode, which chooses a resolution that best fits the screen.
  • Added new 4:3 layout mode, which fits 1024x768 screens and other standard aspect ratios.
  • Added ability to adjust music, sound, and master audio levels independently.
  • Added ability to limit framerate from 10fps to 60fps, for machines that struggle with performance.
  • Added new weather/time of day icon to UI, to replace old "dawn/day/dusk" text.
  • Added messages alerting player to time of day changes.
  • Added precise time and date info to weather icon when timepiece equipped (e.g. active phone, tablet).
  • Added code to forbid AI from entering/spawning into certain areas. (E.g. ATN).
  • Added new help screen, with links to wiki and manual.
  • Added exit button to main menu, for closing the app.
  • Added encounter to alert player when they are ambushed in their sleep.
  • Added warning message to title screen if save system cannot save data. Click link for more info, or try again.
  • Added code to creature's dropitem method to try camp if ground is full.
  • Added code to spawn creatures nearby if scavenge results fail to redirect nearby NPCs.
  • Added code to restore fullscreen on game launch if player ended in fullscreen last session.
  • Added code to silently degrade certain items (food, bracelet) based on property flag.
  • Added night vision goggles to DMC sniper loadout.
  • Added sweating condition before heat exhaustion, with thirst, and sleep effects.
  • Added sweating effects to other overheating conditions.
  • Added slight fatigue to shivering.
  • Added rollover text to next/prev buttons on crafting page.
  • Added ATN warrior conversations to avoid sudden endings when offering or accepting to talk to them.
  • Added male ATN warrior spawn point.
  • Added code to make any item screen access auto-close scavenge results for convenience.
  • Added default scavenge locations to each hex, so forests and cryo facility can start with some options.
  • Changed overheating condition thresholds to be slightly higher.
  • Changed "Esc" key to only exit fullscreen, since that cannot be changed in Flash.
  • Changed main menu hotkey to F1, so it wouldn't conflict with fullscreen.
  • Changed resolution modes to be small, 4:3, and big, instead of 800x450, 1360x768, etc.
  • Changed time of day to include a "morning" and "evening" stage as buffers between daytime and sunrise/sunset, respectively.
  • Changed terrain resources (e.g. river, trees) to be usable items that generate their respective resources.
  • Changed terrain resource names to explain "use" or "craft" in tooltip, to reduce confusion and players trying to take them.
  • Changed opening cryo encounter to reveal "window" item only when encounter done, to avoid confusion.
  • Changed opening cryo encounter loot (knife, first aid kit) to be available via scavenging, to teach new players about scavenging faster.
  • Changed the behavior of "use" to ignore items inside container if container itself can be used (e.g. lakes).
  • Changed delete cursor to trash icon, so it doesn't confuse players by looking like an X (close window) button.
  • Changed battle GUI so last move shows targeted creature sprite instead of creature name.
  • Changed attack hit chances to use effective range (skilled vs. non) instead of base range.
  • Changed hiding to no longer auto-camp switch as it can be confusing to have items auto-moved from under player. Can still manually choose preferred camp before confirming.
  • Changed item slots to blend with GUI background better.
  • Changed backpack slot and backpack to be narrower to avoid overlap with contents.
  • Changed resting and sleeping conditions to raise the minimum and maximum safe temps, to simulate inactive body cooling.
  • Changed water and whiskey stacking limits to be double original values, since bottle looks like 500mL, but only stores 250mL worth.
  • Changed ATN revisit intro to suggest more defensive traps and traffic.
  • Changed skill selection UI text to say "click" instead of "take," to prevent confusion about drag and drop.
  • Changed resource items (forest, lake, river, etc.) to have $0 value, so they don't show loot icons on hexes (misleading to some players, and redundant).
  • Changed quick recipes to ignore certain rare item types, like talisman, revolver, and quest items.
  • Plus many more!

As you can see, the big focus in this build was improving the user experience. I've taken a lot of feedback about confusing UI and tried to make improvements where I could. Some enhancements are for new players, to make it easier to recognize and manipulate things, while others are for power users.

The new options screen is also a pretty big overhaul, which should hopefully provide more useful audio/visual settings, and remember them better. The new help screen is also more complete, now that it includes both quick reference and links to more detailed info.

Finally, quite a few gameplay changes and fixes made the cut. For example, spawn rates should be slightly higher again, gathering natural resources should be easier, bottles carry more water, and death by "spontaneous combustion" should now be a thing of the past.

These changes should hopefully take NEO Scavenger a step closer to more professional quality and stability. As always, let me know what you think of the changes, and if you notice any issues with the new build!

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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
267 of 285 people (94%) found this review helpful
122 products in account
1 review
57.7 hrs on record
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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138 of 146 people (95%) found this review helpful
34 products in account
4 reviews
28.1 hrs on record
Be prepared to die...a LOT! And with "permadeath" that means you will be met with a black screen unceremoniously alerting you to your demise, manner of death and hours you managed to keep this poor guy alive. Now, don't assume that this is put forth as a criticism because that is the appeal to this survival game. After succumbing to the countless manners of death you begin to appreciate the fragility of humanity in this post-apocalyptic world. Every decision begins to weigh on the player as you try to balance all the needs of survival. I suppose there IS a way to "win" the game, though I've never seen it. For me the appeal is simply the test to see how long you can stay alive while dodging the raiders, bandits, the elements, wild beasts, disease, dehydration, famine - I'm sure you get the point. Go ahead and eat that rancid hunk of meat you found because the immediate fear of famine out-weighs the ramifications of food poisoning you will have to deal with tomorrow.

This is an early access game so there will be problems. The only bug I encountered was a turn bug that caused the time to keep clicking by until he just died. Only happened to me once, but it was frustrating just the same. The developer is aware of the issue and promises a fix. There may also need to be a few play-balance adjustments because as I said it is really difficult to get deep into the game. There are lots of interesting traits to choose when beginning the game, but honestly "toughness," "melee," and "strength" are the main ones you have to have or you will not survive the first night to even begin to utilize the other abilities. Combat is unique and interesting once you figure out the order the text reads out, and how the interface deals with multiple enemies.

This is a flash game with tons of depth.
Posted: December 7th, 2013
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92 of 105 people (88%) found this review helpful
1,043 products in account
9 reviews
4.9 hrs on record
I've been playing this game throughout it's development and it quickly became one of my favorite PC games. The game presents you with near limitless ways to approach and handle situations. Food, water, energy, and the environment are all factors that will determine your survival in-game. The combat is slow-paced and challenging, yet rewarding when you manage to win a fight. I can't recommend this game enough. Also, if this game looks interesting to you, try the demo!
Posted: December 5th, 2013
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68 of 84 people (81%) found this review helpful
519 products in account
52 reviews
2.0 hrs on record
This is my first experience with a 'serious' roguelike, and I have to say that I'm extremely impressed. The exploratory gameplay is engaging and nerve-wracking at the same time, and the unpredictable nature of events in the game means you'll spend much of your time simply trying to plan ahead for every contingency. This coupled with the constant threat of permanent death creates a very engaging experience.

If I had to point out a flaw, it would be that the interfaces are generally not very streamlined, which can slow down your gameplay a little bit, depending on what you're doing.
Posted: December 6th, 2013
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54 of 65 people (83%) found this review helpful
655 products in account
3 reviews
11.0 hrs on record
As is it is a great TBS Scavenger/survival game. It has the perfect Luck/Skill game and liken to Fallout gameplay. There is nothing more fun then setting up a camp and building up a sustanable inventory. If you like TBS or some form of survival game this is the game for you.
Posted: December 7th, 2013
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