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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: Memory and Performance Fixes, Combat Tweaks

3 comments by dcfedor on Apr 17th, 2013

NEO Scavenger has a new beta and demo version available, v0.968. Both the beta and demo include the following updates:

  • Fixed a memory leak in the inventory screen that would start immediately after picking an item up, and never stop inflating.
  • Fixed several unnecessary function calls that were slowing down performance.
  • Fixed message window text end-turn dimming to be more consistent.
  • Fixed memory leak in message window (game would use more memory for each message, even after message gone).
  • Fixed bug that caused extra battles to be created when tile was occupied by only allies.
  • Fixed null-pointer bug in battle encounters if current hex has no battle anymore.
  • Fixed a bug that caused crashes/stuck combat when leaving combat (esp. with melonheads that called reinforcements).
  • Fixed a bug that allowed player to move even when unconscious in battle
  • Changed melee surge to produce 1-3 attacks, instead of 1-2. Also stuns and makes target vulnerable, if successful.
  • Changed AI morale calculations to make creatures braver when allies are present.
  • Changed game to avoid creating unnecessary ground slots for every exposed hex, unless they're needed.
  • Removed some old library dependencies from project to improve performance.

As mentioned yesterday, the biggest change is to performance and optimization. The game should run smoother now, use less memory, and crash less often as a result of the update.

Combat also received a few tweaks. The "Melee Surge" ability now provides 1-3 attacks and a stunned opponent, if successful, which should make it more worth its "Recovering" cost.

Furthermore, AI morale now gets a bigger boost when the AI has allies in the battle. This should be particularly noticeable in cases with traditionally cowardly creatures that travel in groups (e.g. looters, melonheads).

Updates to Beta only

The following updates are included in the new beta:

  • Fixed a bug that prevented traits from being installed in second column of slots (e.g. full load plus eye surgery or augmentations).
  • Fixed a bug that caused Allegan map label to be in wrong place.
  • Fixed a bug that caused Hatter not to take security footage when offered.
  • Fixed a typo in Diner Cadillac Burger text.

These changes are mainly fixes to bugs reported by players in the forums.

Hopefully, the game is running smoother for everyone now. As always, let me know if you run into any more issues!

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Shodex
Shodex May 22 2013, 6:43pm says: Online

I just wanted to say I'm in love with NEO Scavenger. I'm a survival roguelikes like UnReal World and have always felt the genre was lacking in comparison to the hack and slash oriented roguelikes. While NEO Scavenger is very different compared to the traditional roguelike, it shares many of it's characteristics.

Namely it's brutality. I want to give a special mention to the combat, it's fantastic. You did an excellent job making combat difficult, exciting, brutal, and rewarding. Often when the battle tips in my favour and I'm bashing a Raider's face in with a saucepan I hit this point where I feel more pity for him than pride in myself, which is excellent. One hundred times so when you acheived this with no graphical representation of the combat at all, it's all just text.

I had a great moment in a fight where I was knocked unconcious just before the enemy fell over and did the same, so we had a good six turns of the both of us "... zzz..."-ing before we both woke up and resumed the fight. Name one other game where that can happen mid combat.

Much love, I hope you are able to do as so many roguelike developers have done and flesh this game out over many years into a monster of content and adventure.

+1 vote     reply to comment
dcfedor
dcfedor 15hours 4mins ago replied:

Thanks for the encouragement! I'm glad to hear that you dig the style of the combat in the game. I definitely wanted to deviate a bit from the traditional RPG's grind-enemies-for-loot-and-xp trope. While I've certainly enjoyed my fair share of such traditional mechanics, I thought it might be fun to explore a different take, where both combatants almost always lose a little.

The one thing missing, which many have requested, is non-lethal outcomes such as surrender, parlay or similar negotiations. I'm hoping I can find a way to add at least some these, since it would be nice to find a friendly face out there *once* in a while :)

Thanks again!

+1 vote     reply to comment
hoodroot
hoodroot May 18 2013, 9:45am says: Online

loving this game so far but i was wondering are you going to add more guns and melee weapons and more skills

+1 vote     reply to comment
dcfedor
dcfedor May 19 2013, 10:47am replied:

Thanks! I currently have plans for more ranged and melee weapons, and those should be coming soon. New skills are a bit less likely, and will depend on how well I can balance the current ones (e.g. Hacking and Mechanic need more love compared to Medic or Strong).

+1 vote     reply to comment
hoodroot
hoodroot May 20 2013, 9:02am replied: Online

anotherthing are you going to add more monsters and is there going to be more areas like the begining of the game and more trait or an option to add more skills to a character instead of the default four

+1 vote     reply to comment
dcfedor
dcfedor May 21 2013, 10:47am replied:

There may be a few more creature types roaming around in the future. I'm hoping I can introduce at least a couple non-hostile or friendly wanderers, for example.

As for areas like the beginning of the game, there are already a handful in the beta, and I'm planning to add some new ones, too.

New traits can actually be obtained at the clinic in the DMC, for a price (optical surgery and enhancements). Those seem to be pretty popular, so there may be more like them in the future, as well.

+1 vote     reply to comment
hoodroot
hoodroot May 21 2013, 12:26pm replied: Online

awesome i will have to find that place and thanks for the replys this game is very unique and fun and i hope it gets more exposure so you can make the money you deserve off it

+1 vote     reply to comment
dcfedor
dcfedor May 11 2013, 11:07am says:

Hey Guys! FYI, I apologize if I'm slow to respond over the next couple weeks. I'm out of the office on vacation until the 27th. I'll do my best to check-in periodically, though!

+1 vote     reply to comment
intergang
intergang May 13 2013, 12:23am replied:

Thank you, for giving this attention.

It's just that, while the game has survival elements I enjoy very much, I find that the combat being the main facet of survival overshadowing. Which is a shame, as I feel you can make Neoscavenger far better than many other games in it’s realm.

In most survival situations, survival games and roguelikes in general you are not the all powerfull one. Combat in general isn't something you initiate on a regular basis, unless your of a great combat echelon. Even then, you pick your battles as an injury can become a burden or a catalyst for death.

To be honest I'm not sure what the endgame of Neoscavenger is. If it is survival in a wasteland world, there are so many goals. Become self sufficient (shelter, food, land) over your own territory, procreate for the future, find work, look for the next meal, settle down somewhere. Is the end game something you're still crafting?

Hope this doesn’t come across as pretentious, but please do dare to make the game more than you may have intended. A good game like this can become a household name among gamers! An indie title that can make AAA titles look shabby, that's Neoscavenger already. So why not push it to the limit XD?

+1 vote     reply to comment
dcfedor
dcfedor May 13 2013, 11:27am replied:

The end game is still being developed, but the focus is largely on solving the mystery. The player knows little about himself and the world he's in, and the game is about finding answers to those questions. So much of the game is meant to be traveling the map in search of clues and answers.

I'm hoping that this game serves as a good introduction to the world and its possibilities, so I can create more games in the same world.

However, I also want the player to feel like they can play the game without being forced to follow the story. So far, players can just play it "sandbox mode," and explore at their own pace. So I'd like to keep that as a viable option.

I've heard at least one other person mention that creatures are sometimes overwhelming, so perhaps there's a bug in the creature spawning code. Once I'm back from vacation, I'll see if there's something I can do to make combat an occasional danger, rather than constant.

Whatever the case, I definitely want NEO Scavenger to be more than just a game. I'd like for it to be a world people can visit and play in different styles (e.g. nomadic vs. sedentary), and different areas (e.g. wastelands, ultra-urban, maybe even the ruinous scrapyards of low earth orbit and beyond). I definitely have big plans for the NEO Scavenger universe. I just need to take baby steps to get there :)

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NEO Scavenger
Platforms
Windows, Mac, Linux, Flash, Web
Developer & Publisher
Blue Bottle Games
Engine
Flixel
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Bluebottlegames.com
Release Date
Released Aug 29, 2012
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8.9

312 votes submitted.

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Highest Rated (5 agree) 9/10

Love this old school look and lot of detail in how the game works. I might be a sucker for it but in my opinion it is a classic game already, just needs to be polished with the minor bugs.. and just to say if this game had some kind of multiplayer ide easily pay 3x the price... just saying...

Sep 6 2012, 9:25pm by Kijuta

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Genre
Roguelike
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Sci-Fi
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Single Player
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Indie
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Latest tweets from @dcfedor, @bluebottlegames

@Lekonish Will do! Btw, my other slow, android, strategy purchase was Age of Conquest. Link to demo: T.co

Apr 30 2013, 8:35pm by dcfedor

@Lekonish It looks like something I've been wanting to play: a nice, slow, strategy game for my tablet. Vacation's coming up :)

Apr 30 2013, 8:09pm by dcfedor

I think I'm in love... T.co

Apr 30 2013, 7:53pm by dcfedor

The Many Faces of Low Morale: T.co

Apr 30 2013, 10:10am by dcfedor

@dethmuffin @comtruise Aw yeah.

Apr 25 2013, 4:01pm by dcfedor

@Lekonish Emperor Palfeline?

Apr 25 2013, 9:20am by dcfedor

@Lekonish "I am ready to do your bidding, master."

Apr 25 2013, 12:58am by dcfedor

@MatthewSTurvey There are atrocities in this codebase I don't want anyone to see. Exposing it may violate the Geneva Convention. :)

Apr 24 2013, 9:05pm by dcfedor

@MatthewSTurvey Thanks, I'll let you know if I think of anything!

Apr 24 2013, 7:31pm by dcfedor

@MatthewSTurvey Hovering at 50ish a while now, so I'm optimistic I can bump that once I start doing more PR.

Apr 24 2013, 7:30pm by dcfedor

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