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NEO Scavenger
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Genre: Strategy, RPG
Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted:
Updated:
Aug 30, 2012 @ 11:58am
Jun 3, 2013 @ 5:07pm

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Recent Announcements View All (9)
New Beta and Demo Builds: Crafting Overhaul, Random Skills, and Item Identification
  • Added multiple pages to crafting output, so player can choose intended outcome.
  • Added random skill/trait button on skill select page.
  • Added ability to scroll map using right-click (rubber-band-style).
  • Added ability to auto-identify items with appropriate skills/conditions (instead of crafting).
  • Added highlight to items on crafting page that are currently equipped/contain items.
  • Added ability to destroy ingredients on certain recipes.
  • Added ability to transfer ingredients' components to crafted output, rather than ingredients.
  • Added code to change label of crafting yield to reflect the item(s) being crafted if "Confirm" is pressed.
  • Added ability for encounters to support item and/or ingredients as input.
  • Added code to reduce durability of crafted output based on consumed input items.
  • Added code to degrade components within objects, so they degrade concurrently with parent.
  • Fixed a bug that caused meat to be a valid ingredient for rough splints.
  • Fixed a bug that caused newspaper to be unusable in recipes (Item.clone ignored properties).
  • Fixed a bug that prevented roasting meat on a stick.
  • Fixed recipe to stoke small fire into medium fire.
  • Fixed torch recipes to degrade into just handle.
  • Fixed item degrading so that it adds new conditions before removing old ones, to avoid campfire degrading blindness.
  • Fixed bug that prevented space from working as hotkey in crafting.
  • Fixed a bug that caused encounters to remove too few items when in stacks.
  • Fixed several stacking bugs caused by StackItem. Dropping parts onto stack in can in jeans pocket, arranging part stacks on ground, etc.
  • Fixed bug in quick recipes that caused some ingredients to be missing.
  • Fixed bug in recipes that allowed non-solid objects to be used as small/medium flexible ingredients.
  • Fixed a bug in the treasure generation code which produced extra loot.
  • Changed crafting system to use item properties as ingredients, instead of specific item names.
  • Changed crafting to deduct turns based on recipe, instead of always 1.0 turns.
  • Changed prescription pills to require medic skill for ID, and use real generic drug names.
  • Changed items to have lower monetary value when unidentified.
  • Changed unlit torch recipes to require unlit kindling, not just kindling.
  • Changed sleeping pill contents to be unidentified.
  • Changed squirrel pelt to small animal pelt, squirrel meat to small chunk of meat, squirrel pelt glove/tunic to patchwork fur glove/tunic.

The biggest change will be familiar to those beta users who had early access to the 0.970t test build: the new crafting system.


New Crafting System - based on item properties, and with caution highlighting.

In this new system, the recipes will accept any item that fulfills requirements, not just the ones I've specified by name. So if you're trying to make a torch, you can use more than just a stick and a dirty rag. Crowbars and wrenches will suffice for the handle, and any flexible, flammable sheet will work as a torch head. Similarly, fire can be kindled with plastic bags, paper, and even clothes, so you don't have to rely solely on twigs anymore.

Furthermore, the crafting UI will show you each possible outcome for your ingredients at the same time, and they can be seen using the arrow buttons above the yield box (similar to switching pages in the ingredients or quick recipe area). This way, ingredients with multiple outputs can be controlled by the player.

Another big difference is that items like berries, mushrooms, and pills are automatically identified by players with appropriate skills. Otherwise, they use generic names. No more crafting required to identify most objects.

Finally, the crafting system now has different crafting times for each recipe, so most crafting attempts should take less than one full move now.

Also, the skills page now has a "Random" button, which lets the game choose your starting skills and traits randomly.

Changes to the Beta

In addition to the above updates, the beta has the following changes:

  • Changed isotope mine shaft encounter to be abandoned and resumed at each stage of exploration.
  • Changed isotope mine shaft encounter to be closed after ladder breaks.
  • Fixed a bug causing camp conditions to be stuck on player after save/load.
  • Fixed several encounters that caused player to lose shoes and other items repeatedly instead of just once.
  • Fixed isotope mine optical zoom option to use any item with zoom.
  • Fixed bug that prevented lighter from being a valid response in isotope mine shaft.
  • Removed gelli bear reward from old lady encounter.

Most of these are fixes to encounters that should improve their flow and logic. There's also one bug fix which might solve issues with acid rain/heat stroke bugs after loading a saved game.

As always, if there are any issues that arise with the new builds, let me know on the forums. I'll do my best to fix bugs as they are discovered.

Hope you enjoy the new builds!

Free NEO Scavenger Giveaway!
Description
Release date: 2013
NEO Scavenger is a turn-based, rogue-like RPG 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!

Free Demo!
Try it out for yourself! There is a playable demo of NEO Scavenger at:

http://www.bluebottlegames.com

Features:

Post Apocalyptic Setting with Elements of Supernatural Horror
NEO Scavenger takes place in a near-future, post apocalyptic Earth, where human warfare and supernatural activity have fragmented mankind into struggling pockets of civilization.

Strategic, Turn-based Play
The game takes place on a hex grid, with movement and combat taking place in a turn-based fashion. Visibility is limited by obstacles and elevation, as well as day/night. Apart from boundaries and a few landmarks, the map is randomized each game, meaning terrain features and resources move from game-to-game. And the ever-present threat of monsters and bandits lurks around every corner.

Character Customization
Start each game with strengths and weaknesses you choose.

High-quality, Hand-drawn Art
NEO Scavenger is all illustrated by hand, in a style that harkens back to the height of single-player, computer role-playing games.

Scavenger's Paradise
Your survival in the wastelands of NEO Scavenger depends on knowing where to look for useful items, and knowing what's worth taking versus leaving.

Survival Management
Survival in NEO Scavenger requires constant managing of resources. Keep a watchful eye on your hunger, thirst, infection and wounds, body temperature, fatigue, and more. Keep all of these in balance, or risk potentially crippling or fatal conditions.

Rigorous Inventory Management
Position and rotate items into your available carrying space to maximize your carrying capacity. Everything has a use, and most items have value. But choose what you carry carefully. Everything also has weight. Overburdening yourself means you'll fatigue faster, and space taken by one item may mean sacrificing another.

Crafting of Items
Use items you've scavenged to make useful tools and prepare food. Not sure if that water is safe to drink? Boil it first. Deep in the woods and need warm clothes? Try skinning some squirrels for their fur. Scavenging is as much about making do with what you have as it is about finding what you need.

Challenging Gameplay
NEO Scavenger is not an easy game. You will not be told what to do, or how to survive. There is no hand-holding, and nobody's got your back. Mistakes quickly turn into death in the apocalypse. And when you die, that's it. Game over.

Steam Keys vs. Beta/Pre-Purchase

A number of folks have asked if Steam keys will be made available to existing customers. Assuming Valve is ok with this, then yes!
Popular Discussions View All (5)
23
Jun 12, 2013 @ 2:38pm
SlyTheSly
7
Mar 30, 2013 @ 10:08am
Ren Shredder
6
May 7, 2013 @ 3:45pm
Sgt. Killdrax
598 Comments
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Twitch 21 hours ago 
If its not overpriced this would be what looks like a fantastic game.
Neo Syuul Jun 13, 2013 @ 12:28pm 
OMG A GAME WITH MY NAME IN IT? That was the plan all along, wasn't it?
Octopoda Jun 12, 2013 @ 4:57pm 
I got obsessed with the demo for a while. It brought out my hoarder tendencies and not in a good way. The game is cruel, I dig the minimal design, and I found it quite intense.
My goal is to live long enough to craft a squirrel coat. Someday.
romani187 Jun 10, 2013 @ 2:23pm 
All I want for greenlight is the ability to save my game...
DOCTOR SCOOBZ Jun 10, 2013 @ 2:21pm 
This game has decent shoes?!?!?!
Guys! Vote! Now!
Nauxious Jun 9, 2013 @ 8:12am 
Interesting way to make a survival game with the hex blocks. I like it!
Max dH Jun 9, 2013 @ 1:57am 
I actually already got this Game in a Bundle,and it was surprisingly good, thats why i a am supporting it.
GooshGoosh Jun 8, 2013 @ 5:27am 
I played the demo and absolutely loved it. This is a refreshing twist on survival games. +1 Greenlight
Pheex Jun 7, 2013 @ 1:04am 
Played the demo a lot, great game!
xCuNt[:3]De$7RoYeRx Jun 5, 2013 @ 4:45am 
Valve greenlit this please.txt