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!
New Beta and Demo Builds: Memory and Performance Fixes, Combat Tweaks
I've just finished uploading new beta build 0.968b and demo build 0.968d, which includes improved performance and stability, reduced memory usage, some combat tweaks, and other bug fixes.
Apr 17, 2013 News
New Beta and Demo Builds: Encounters, Monsters, and Combat Tweak
I've just finished uploading new beta build 0.967b and demo build 0.967d. The updates include new monsters, combat retreat changes, and several bug fixes. The beta also includes new encounter content.
Apr 3, 2013 News
New Beta and Demo Builds: Cursor Modes, Battle Changes, and Bug Fixes
I've just finished uploading beta build 0.965b and demo build 0.965d, which restore the take/drop and use cursor modes, change some battle behavior, and fix some important bugs.
Mar 7, 2013 News
New Beta and Demo Builds: Creature and Scavenge Updates, and Critical Bug Fixes
If you still have build 0.962 2013/02/23, it's worth updating to the latest version (0.963) for some pretty significant bug fixes and changes, including new creature code, and scavenging changes.
Mar 1, 2013 News
New Beta and Demo Builds: Bigger Fonts and Resolution
I've just uploaded new beta (0.961b) and demo (0.961d) builds, which include the option to play in larger resolutions and font sizes. The builds also address some crafting issues, as well as other bugs...
Feb 22, 2013 NewsOnly registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.







loving this game so far but i was wondering are you going to add more guns and melee weapons and more skills
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).
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
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.
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
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!
Would it be possible for you to have an update in the future focus on survival that is not completely based on combat, this being a survival flavored roguelike? Trade, home construction, farming, ETC. in that vein.
I'm definitely interested in keeping the survival theme predominant, and combat as a secondary theme. Homesteading (farming, home construction), however, is probably beyond the scope of what I had in mind. I was designing this iteration to be more about nomadic survival, so there probably won't be many homesteading mechanics added.
I'll have to look back over the frequency of combat and alternatives when I get back from vacation, though. Maybe that's becoming too predominant. Thanks for the heads-up!
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?
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 :)