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NEO Scavenger screenshot
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Genre: Role-playing (RPG), Turn-based strategy (TBS), Indie

NEO Scavenger

Desura NEO Scavenger Customers: How to Connect to Blue Bottle Games

Many of you have likely heard the unfortunate news about Desura, but if not, their parent company has filed for bankruptcy.

What this means in practice is yet to be determined. However, if you own NEO Scavenger through Desura, now would be a good time to make sure your Desura account is connected to bluebottlegames.com. In the event Desura goes offline, this will ensure you still have access to NEO Scavenger's latest builds. It will also grant you a Steam key.

Here's how it works:


From Desura's NEO Scavenger page, just click "Connect" and then "Connect Game"

From the NEO Scavenger page on Desura.com, or Desura's client, click the Connect tab, and you'll see a page that describes what info will be shared. If you agree, click "Connect Game." You can read more information on Blue Bottle Games's privacy policy here.

Just to be clear, I only use your info to verify your purchase, and keep your email to contact you if something NEO Scavenger-related needs to be communicated to customers (like where to get a new build if the URL changes, etc.). I will not share your information with any third parties, no matter how much they offer to pay me. I hate spam, and I don't want to contribute to that problem.

After clicking "Connect Game," you'll be taken to bluebottlegames.com, where the site will attempt to authorize your account. If you're not already logged into bluebottlegames.com upon arriving, you'll be asked to login or create an account. Once logged in, it should report whether the update was successful or not.

Note: if you have to create an account, and lose the link to connect the account in the process, you can repeat the Connect process described above, and it should still work. It will only stop working once an account has been successfully linked.

If there are any issues using the process, let me know! It's been working pretty smoothly for a few years now, but if problems have crept into the process, I'd like to restore it for everyone in the wake of Desura's bankruptcy.

Please spread the word to other folks you know who might be affected by this situation. Thanks!

New Test Build 1.1: Split Data Files for Modders

I've just finished uploading new test build 1.1, which introduces a new XML data format to make modding easier.

The build is available to anyone who owns the game at bluebottlegames.com, or on Desura and Steam. Desura (and therefore, Groupees) users can use Desura Connect to gain access here, or even get their Steam keys and try it on Steam.

To access the test build on the official site, simply visit the game page, and click any of the download links below the usual Windows, Mac, and Linux buttons (look for a red "Test" button).

Steam users can access the test build by opting into the beta for it.

Updates Included in the Test Build

Test build 1.1 includes the following changes:


  • Game now looks in /data subfolder for xml data, instead of root game folder.
  • Game now loads data from either a single neogame.xml file or separate xml data files for each data type.
  • Game will try neogame.xml first, then separate files.
  • Base game data has been moved into separate data files, for easier reading.
  • Loading screen log messages are copied to the clipboard upon reaching the title screen.


The big change here is the new separate xml data files feature. The game can now load data from separate data xml files, as well as the old neogame.xml format (for backwards compatibility). Data must now live in the /data subfolder (since there can be many xml files now).

The game will attempt to load the old neogame.xml format first, and failing that, switch to separate files. To help with debugging, the loading log messages are also now copied to the clipboard if the title screen is reached. This is to help in cases where the loading process doesn't crash but data is missing. Major issues will still pause the loading screen at the last logged message.

The likelihood that this version of NEO Scavenger will work with previous saves is: likely.
As usual, the older the save game version, the less likely it is to work.

As always, let me know what you think of the changes, and if you notice any issues with the new build!

NEO Scavenger Update v1.06: Modding Updates and Minor Fixes

NEO Scavenger is now officially updated to v1.06! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.06 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:



New changes include:


  • Added ability to mod exempt certain recipes from having paper scrap loot. (New optional recipe property.)
  • Added code to trim spaces out of neogame.xml mod ID and data ID references before trying them.
  • Added code to display error message if file not found while loading game data and mods.
  • Added code to display error message if xml file is badly formed or has errors.
  • Added code to display error if getmods.php has a missing mod, wrong mod name, or wrong mod path.
  • Changed torches to degrade when used in recipes, so torch degrades at same rate as branch inside it.
  • Fixed a bug that caused fullscreen to exit when switching states on Macs.
  • Fixed a bug in ATN conversation that allowed asking same question twice.
  • Fixed a bug that caused player to see footprints everywhere after gaining legendary reputation w/tracking skill.
  • Fixed a bug in the ATN conversation that would exit if no choice was made.
  • Fixed a bug that allowed player to ask Hatter about Blue Rot before it makes sense.


This is a smaller patch that mainly addresses modding and minor bugs.

As always, if there are any issues with the new build, let me know on the forums!

New Test Build 1.06: Mac Fullscreen, Modding Improvements, and Bug Fixes

I've just finished uploading new test build 1.06, which includes modding enhancements and several bug fixes.

The build is available to anyone who owns the game at bluebottlegames.com, or on Desura and Steam. Desura (and therefore, Groupees) users can use Desura Connect to gain access here, or even get their Steam keys and try it on Steam.

To access the test build on the official site, simply visit the game page, and click any of the download links below the usual Windows, Mac, and Linux buttons (look for a red "Test" button).

Steam users can access the test build by opting into the beta for it.

Updates Included in the Test Build

Test build 1.06 includes the following changes:


  • Added ability to mod exempt certain recipes from having paper scrap loot. (New optional recipe property.)
  • Added code to trim spaces out of neogame.xml mod ID and data ID references before trying them.
  • Added code to display error message if file not found while loading game data and mods.
  • Added code to display error message if xml file is badly formed or has errors.
  • Added code to display error if getmods.php has a missing mod, wrong mod name, or wrong mod path.
  • Changed torches to degrade when used in recipes, so torch degrades at same rate as branch inside it.
  • Fixed a bug that caused fullscreen to exit when switching states on Macs.
  • Fixed a bug in ATN conversation that allowed asking same question twice.
  • Fixed a bug that caused player to see footprints everywhere after gaining legendary reputation w/tracking skill.
  • Fixed a bug in the ATN conversation that would exit if no choice was made.
  • Fixed a bug that allowed player to ask Hatter about Blue Rot before it makes sense.


Most of this update revolves around improving modders' experiences. Each recipes can now optionally forbid the game from generating a recipe paper scrap. This change should be backwards compatible, defaulting to the old behavior of generating paper scraps for each if no value is found.

I've also added several error checks when loading mod data to help users debug any problems. The game will now warn about missing files/folders, wrong mod names, bad XML data, or extra spaces.

I also finally figured out a way to bypass the Mac build exiting fullscreen between each game state. And the rest of the fixes are more minor gameplay issues that came up since the last patch.

The likelihood that this version of NEO Scavenger will work with previous saves is: likely.
As usual, the older the save game version, the less likely it is to work.

As always, let me know what you think of the changes, and if you notice any issues with the new build!

NEO Scavenger On Sale At Steam!

Hey folks! NEO Scavenger is on sale again, this time on Steam!



Steam is having a Roguelike Game Sale this weekend, and NEO Scavenger is a featured item. During the sale, it will be 33% off, or $9.99 (US)!

So if you were one of the many people asking on the forums (or via email) whether NEO Scavenger would be on sale, well... :)

And if you have any friends with a penchant for roguelikes, spread the word!

NEO Scavenger Update v1.05: Modding and Other Minor Bug Fixes

NEO Scavenger is now officially updated to v1.05! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.05 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:



New changes include:


  • Changed DMC guard loadout to only have one firearm, to prevent bug where pristine pistols are littered everywhere.
  • Changed loading screen to only launch browser if logo clicked, not whole screen.
  • Fixed a bug that allowed the player to freeze to death if imprisoned at Saginaw.
  • Fixed a bug that caused player to be automatically re-exiled after exile period expires.
  • Fixed a bug that caused modded items with "ignore subgroup stacking" property to stack with any modded item.
  • Fixed a bug that caused modded campsites to all be the same.
  • Fixed a bug that prevented master volume settings from being saved.
  • Fixed a bug that caused modded ingredients used in modded encounters to get mixed-up.
  • Fixed a bug that caused NPCs to give food reward with blinkies inside soup cans, and soup without containers.
  • Fixed a bug that caused skill/flaw totals not to be visible in Small UI mode after player dies once.
  • Fixed a bug in Main Menu small button highlight update code.
  • Fixed a bug that still mentioned "bag lady" in Red Gnome Diner.


This is a smaller patch that mainly addresses minor balance issues, rare bugs, and some more significant modding bugs.

As always, if there are any issues with the new build, let me know on the forums!

New Test Build 1.05: Modding and Other Bug Fixes

I've just finished uploading new test build 1.05, which includes several modding and other bug fixes.

The build is available to anyone who owns the game at bluebottlegames.com, or on Desura and Steam. Desura (and therefore, Groupees) users can use Desura Connect to gain access here, or even get their Steam keys and try it on Steam.

To access the test build on the official site, simply visit the game page, and click any of the download links below the usual Windows, Mac, and Linux buttons.

Steam users can access the test build by opting into the beta for it.

Updates Included in the Test Build

Test build 1.05 includes the following changes:


  • Changed DMC guard loadout to only have one firearm, to prevent bug where pristine pistols are littered everywhere.
  • Changed loading screen to only launch browser if logo clicked, not whole screen.
  • Fixed a bug that allowed the player to freeze to death if imprisoned at Saginaw.
  • Fixed a bug that caused player to be automatically re-exiled after exile period expires.
  • Fixed a bug that caused modded items with "ignore subgroup stacking" property to stack with any modded item.
  • Fixed a bug that caused modded campsites to all be the same.
  • Fixed a bug that prevented master volume settings from being saved.
  • Fixed a bug that caused modded ingredients used in modded encounters to get mixed-up.
  • Fixed a bug that caused NPCs to give food reward with blinkies inside soup cans, and soup without containers.
  • Fixed a bug that caused skill/flaw totals not to be visible in Small UI mode after player dies once.
  • Fixed a bug in Main Menu small button highlight update code.
  • Fixed a bug that still mentioned "bag lady" in Red Gnome Diner.


The most interesting fixes here are probably for modders, as features like modded camps, recipes, and stacked items were bugged. The rest are fairly minor or rare bugs in the game or UI.

The likelihood that this version of NEO Scavenger will work with previous saves is: likely.
As usual, the older the save game version, the less likely it is to work.

As always, let me know what you think of the changes, and if you notice any issues with the new build!

NEO Scavenger On Sale for the First Time!

Good news, everyfolk! NEO Scavenger is on sale for the first time since launch!



GOG is featuring a sale called the Weekly Staff Picks: Roguelikes and the Like, of which NEO Scavenger is a member! For four days between Monday the 23rd and Thursday the 26th, NEO Scavenger is 33% off, or $9.99 (US).

So if you've been wanting NEO Scavenger, but were hesitant about the price, this is your chance to get it at pre-launch beta pricing.

What's more, be sure to check out the other roguelikes GOG has in the sale, including Tales of Maj'Eyal, Rogue Legacy, Tower of Guns, and Ascendant. Much death fun awaits you!

PAX East NEO Scavenger Photos Are Up!

I finally got around to uploading the photos from PAX, including some my folks took during setup. And since they are pretty large, and this site tends to limit photos to 600px wide, I decided to upload them to a Google Photo Album so they can be seen larger:

Camp NEO Scavenger at PAX East 2015


Jody (my brother-in-law) and I surveying our camp.

I've captioned each photo, too, if you want some more context (and witticism) :)

So come one, come all, to Camp NEO Scavenger! See how we built it, and what the view was like from the trenches. Hope you enjoy, and have a good weekend!

NEO Scavenger Update v1.04: Moddable Campaign Start and DMC, Stability Fixes

NEO Scavenger is now officially updated to v1.04! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.04 on all sites. The "test" links are no longer necessary, and have been removed for now.


Moddable DMC.

This updates the following builds:



The changes included since 1.0 are from four separate builds, including:


  • Added ability to mod and create new DMC locations.
  • Added ability to mod starting hex in GameVars table.
  • Added ability to mod starting date in GameVars table.
  • Added ability to mod climate settings in GameVars table.
  • Added code to try all available campsites if the ground is full when ditching vehicles, instead of just the first campsite.
  • Added code to try all available campsites if the ground is full when item degrades.
  • Added code to try adding items inside containers when an item falls apart.
  • Added ability to access your things before leaving when Parkade pass expires with you in it.
  • Added 24h warning when Parkade Pass is about to expire.
  • Added code to prevent attack mode switching penalties when only one attack mode available.
  • Changed hex scavenge locale code to be faster, which improves some processing time during save game loading and map movement.
  • Changed kick move to only be available to intelligent AI (dogman was using it).
  • Changed Hatter mission conversation to better fit various intro job options.
  • Changed fur gloves to not have absorbant property, to avoid crafting issues in rag recipes.
  • Fixed a bug that caused game to crash (both during play and loading saves) if AI had a malformed waypoint assigned.
  • Fixed a bug that caused modded software to be accessible inside locked/unpowered hardware.
  • Fixed a bug in NaN item durability changes.
  • Fixed a bug that caused issues if default weather and date info is not found in xml.
  • Fixed creature's PassTime method to change actual game date and update hexes.
  • Fixed a bug that caused loading to fail if a mod with more than 500 images had override images.
  • Fixed a bug that caused Hatter not to take drum and vial from player when brokering the deal.
  • Fixed a bug that caused map to stop scrolling near edges when game resolution was switched.
  • Fixed a bug that caused death messages to be missing from "Final Moments" log.
  • Fixed a bug that caused status messages on player after death.
  • Fixed a bug that caused pixel seams to appear in hex map at night.
  • Fixed a bug that allowed farming unstoppable/elusive status at Zom Zom's
  • Fixed a bug that caused crafting ground space warning to disappear when changing ingredients pages.
  • Fixed a bug that allowed head butts against dogs and drones.
  • Fixed a bug that caused save/load to forget preferred hex camps.
  • Fixed a bug that caused item duplication when crafting with something slotted that degrades.
  • Fixed Night Vision skill image in Small UI mode.
  • Fixed a bug that caused balaclava to armor wrong slot.
  • Fixed a bug that caused text overflow during Saginaw King confrontation encounter.
  • Fixed a bug that caused Saginaw entrance banner to be unusable after meeting Ginny at night.
  • Fixed bug that prevented nanorobotic medkit from curing acute hepatitis.
  • Fixed a bug that caused St. James Parkade to evict player even after renewing stay.
  • Added extra junk market store policy info when first visiting site.
  • Added code to improve trackpad and MS Surface clicking/right-clicking.
  • Changed save game process so most important data is saved first, in case of crash during map data.
  • Changed scavenge locale spawn rate code back to original design to avoid bugs introduced by new code.
  • Changed scavenge locale spawn rate to cap at 300 hours to prevent endless looping.
  • Fixed a bug that caused modded items not to stack when using property 88 (ignore subgroup on stacking).
  • Fixed a bug that caused Blue Frog papers to be given as treasure instead of Meredith Ewing papers.
  • Fixed a crash that occurred when a creature shares the Player's faction while calculating next move.
  • Fixed a bug that caused item context menu to disappear behind message window when item was near screen bottom.
  • Fixed a bug that caused game to freeze during end turn due to AI null-pointer when checking nearby leaders.
  • Fixed a bug that caused null-pointer when using an item via context menu.
  • Fixed missing recipe category on makeshift rag shoe.
  • Fixed bug that caused gloves to list condition on status screen, unlike other clothes.
  • Fixed a bug in the rotten meat condition that made it permanent.
  • Changed random encounters that cause lost random item to only choose non-plot items.
  • Fixed a typo in "Baby Back Ribs" random encounter.
  • Fixed a bug that caused hex resource items to be deleted if context menu was used to first delete and item then use resource.
  • Fixed a typo in ATN encounter (germaine).


The major changes to watch out for include:

  • Moddable DMC locations.
  • Moddable starting date, hex, and climate.
  • Smarter item-dropping code (uses campsite if ground is full)
  • Improved trackpad/touchscreen support.
  • Several stability fixes.


As always, if there are any issues with the new build, let me know on the forums!