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!
NEO Scavenger beta and demo builds are updated to v0.952b and 0.952d. And today, for the first time, there are Mac and Linux downloadable versions!
Posted by dcfedor on Sep 17th, 2012
Thanks to the last bit of publicity on Greenlight and Desura, I was able to invest in a used MacBook. And after a weekend of wrangling, I've got it dual-booting both OSX and Linux, and can create binaries for Mac and Linux now. Yay!
Of course, since I'm still pretty new to both OSX and Linux, I'll probably make some mistakes along the way. So if you have any troubles running either version, let me know.
One of the main updates in v0.952 is a range of bug fixes. NEO Scavenger's been acting pretty weird lately, mostly due to some memory-related bugs in combat. All kinds of crazy things were happening as a result, including endless turns, empty combat options, mixed-up status messages, not being able to leave combat, etc.
Basically, if you've been seeing weird behavior in 0.951, there's a good chance it's fixed in 0.952.
Also, combat now has some UI updates:

It's now possible to see what each combatant did last turn (if visible), as well as who they were targeting. Furthermore, available moves will be listed in order of offensiveness. Retreat and run away appear first in the list, while attacks appear at the end.
The UI could still use some improving, but hopefully these changes will make combat a bit smoother for players. Thanks for the feedback!
Complete list of changes include:
Again, it's a pretty big collection of fixes and changes, so if you've been experiencing issues in 0.951, they may be better in 0.952. And if anything new has cropped up, let me know!
kick it in face olny way be sure
You need to fix a bug when i are near the lake on the map and theres is not water it where i can drink.
Good point. I think I may create some special hexes for sources of water. That way, players can find lakes/rivers without checking each tile. I can also use that tile for the lake on the map. I've got that on my to do list, thanks!
Would also be nice to be able to consume food/drinks by dragging them onto your face/character, instead of having to choose that "Consume" option. (Especially since there's not a tragi-comical option to perform a suicide by consuming plastic bags/other inedible things anyway.) Less clutter in the interface the better.