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NEO Scavenger
July 15, 2013 - Daniel@BlueBottleGames

I've just finished uploading new beta (0.973b) and demo (0.973d) builds to http://bluebottlegames.com/main/node/2. This update is a formal version of the changes seen in the recent test (0.972t) build. Namely, new items, recipes, combat moves, loot tables, and lots of bug fixes.

Updates to both the Beta and Demo

Both the beta and demo versions have had dozens of (probably over a hundred) individual changes and fixes since 0.971 in early June, so there's too much to list in a detailed way. Some of the more significant changes include the following:

  • Added Corpses - Most creatures leave corpses now, and can be butchered for fur and meat with proper tools and skills.
  • Added Items - New meats and pelts from said corpses.
  • Changed Loot Tables - Loot tables for scavenging, creatures, and other sources of items have been redesigned to be better balanced and have more variety.
  • Added Recipes - New recipes for butchering animals and starting fires.
  • Added Creature - Deer now roam the map like other creatures do.
  • Added Battle Moves - It is now possible to surrender or demand surrender, as well as loot unconscious enemies.
  • Added crippling wounds to arms and legs for cut damage (in addition to existing blunt crippling)
  • Changed AI - Some AI will now prefer to loot unconscious victims instead of killing them.
  • Changed Tripping - All creatures and player should trip less in combat now.
  • Added Batteries - Night vision goggles now use batteries.
  • Changed Crafting - Quick recipes should now prefer cheaper ingredients, and those already in place, over those that are worth more and/or in the left panel. Also, ingredients are left in place instead of being auto-cleared each time.
  • Changed Battle Ranges - Battles have much different range bands now. Open fields will begin battle dozens of spaces apart, making ranged weapons dangerous. And rough terrain means starting closer together. Melee weapons and certain melee moves have ranges of 0, 1, 2, or 3, instead of just 0.
  • Changed encounters that deliver loot to drop loot directly on ground, and show player an "Items" button below the "Confirm" button, instead of sticking loot to the cursor.
  • Fixed Recipes - Several fixes for recipes that ignored or allowed ingredients they shouldn't, or produced wrong output.
  • Fixed Encounters - Fixes for some encounter choices that were broken or confusing.
  • Fixed AI - AI should use surrender more sparingly now.
  • Fixed crafting bug that caused quick recipes to stop working after a while.
  • Fixed item value bug when items were identifiable and in stacks/containers.
  • Fixed some stability issues caused by bugs in combat.


Walking food and clothing dispensers. a.k.a. deer.

Updates to the Beta

In addition to the above shared changes, the beta has an extensive batch of new content. That content includes:

  • Added new primitive ranged weapons and missiles, like bows, spears, stones, and slings.
  • Added new primitive melee weapons, such as shivs, spears, broken bottles, and glass shards.
  • Added new firearms, such as revolvers, shotguns, and semi-auto pistols.
  • Added new vehicles including sleds, travois, and homemade box carts.
  • Added new flashlight item as an alternative to torches. Uses new battery system.
  • Added new versions of some old items with straps for easier carrying/storage, like crowbars and binoculars.
  • Added new recipes for creating and modifying many of these new items.
  • Fixed some encounters that were broken or confusing, such as Zom Zom's.

As you can see, there's quite a bit going on in these new builds. As we move forward, the gulf between demo and beta will look a lot like this build, where new mechanics are shared between the two (when they make sense), but the beta gets the lion's share of the new content and updates. In the end, the demo should still offer hours of fun, but the beta will be a fuller, longer, and more replayable experience. In theory, anyway. I reserve the right to screw up :)

Enjoy the new builds[bluebottlegames.com]! And let me know if any issues arise!

July 9, 2013 - Daniel@BlueBottleGames

Hey Folks!

It's been a long while since the last build, and I'd still like to do some testing and bug fixing before doing the whole BBG/Desura/Flash collection. I did get a chance to playtest a bit today, though, and it was surprisingly stable. Therefore, I've put together a test build for beta users to try out.

New Test Build

All beta users can get access to a special "Test" build that I've uploaded today, v0.972t. It includes everything I've been talking about[bluebottlegames.com] since 0.971b months ago, so there's quite a bit in there that should be new (especially content). However, it's highly experimental at this stage. It's functional, and I got an hour or two of play without any bugs, but I can't guarantee it'll be balanced or bug-free :)


Click the text links below the download badges on the beta page[bluebottlegames.com] to get the "Test" version. (Desura customers can link their Desura account to bluebottlegames.com to get access, using Desura Connect[www.desura.com].)

The main updates in the "Test" build are:

  • New Items - All the new weapons, vehicles, junk, meats, pelts, and other items I've been yammering about.
  • New Recipes - The corresponding recipes for said items, plus a few new recipes for old things.
  • New Loot Tables - Items found in scavenging, on creatures, in hexes, and in the junk store are all redone.
  • New Creature - Deer now roam the map like other creatures do.
  • Corpses - Some creatures leave corpses now, and can be butchered for fur and meat with proper tools and skills.
  • New Battle Moves - It is now possible to surrender or demand surrender, as well as loot unconscious enemies.
  • AI Changes - Some AI will now prefer to loot unconscious victims instead of killing them.
  • Less Tripping - All creatures and player should trip less in combat now.
  • Batteries - Night vision goggles now use batteries. If all goes well here, I'd like to add batteries to other electronics, too.
  • Crafting Update - Quick recipes should now prefer cheaper ingredients, and those already in place, over those that are worth or and/or in the left panel. Also, ingredients are left in place instead of being auto-cleared each time.
  • Battle Ranges - Battles have much different range bands now, corresponding to the new ranged weapons. Open fields will begin battle dozens of spaces apart, making ranged weapons dangerous. And rough terrain means starting closer together. Melee weapons and certain melee moves have ranges of 0, 1, 2, or 3, instead of just 0.
  • Bug Fixes - Lots and lots of bug fixes.

To get the test version, click the text links below the download links on the beta page. The download button links still point to the 0.971b beta build, just in case the Test version turns out too unstable to play. Hopefully, this gives everyone the best of both worlds!

Again, the test build is "use at own risk." It was playable in my tests, but I could've missed something. If you try it, though, definitely let me know what you think of the updates. There are some pretty drastic changes in there, and I'm hoping they're improvements!

June 4, 2013 - Daniel@BlueBottleGames

I've just finished uploading new beta build 0.971b and demo build 0.971d. These builds include the new property-based crafting system, random skill selection, item identification, and several other fixes.

Updates to both the Beta and Demo

Both the beta and demo builds include the following changes:

  • 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[bluebottlegames.com]. I'll do my best to fix bugs as they are discovered.

Hope you enjoy the new builds!

June 3, 2013 - Daniel@BlueBottleGames

Heads-up, folks!

Want a free copy of NEO Scavenger? ne_zavarj is giving away Desura keys to 10 lucky posters in this thread:

http://www.gog.com/forum/general/10_neo_scavenger_desura_keys_are_waiting_for_their_new_owners

Note the rules carefully! (Desura username must be included in post for ne_zavarj to award it to you!) Winners will be chosen, June 10th, 2013.

Each Desura key unlocks access to NEO Scavenger at Desura[www.desura.com], which can also be used to redeem a copy at bluebottlegames.com, using the Desura Connect feature[bluebottlegames.com].

Good luck to all entrants!

April 16, 2013 - Daniel@BlueBottleGames

I've just finished uploading new beta build 0.968b[bluebottlegames.com] and demo build 0.968d[bluebottlegames.com], which includes improved performance and stability, reduced memory usage, some combat tweaks, and other bug fixes.

Updates to both the Beta and Demo

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).

Updated 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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