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

NEO Scavenger

New Test Build 1.04: Hex Resource Bug Fix

I've just finished uploading new test build 1.04, which is a minor patch that fixes several bugs, including one which was causing hex resources to disappear.

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 1.04 includes the following changes:


  • 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 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 Is Coming to PAX East 2015!

Hey Folks! The announcement is officially out, and as some of you already guessed, NEO Scavenger's coming to PAX East!



I'll be in the top left cluster, between Knapnok Games's Affordable Space Adventures and Random Seed Games's Lacuna Passage.

For more information, and to see who else is in the MegaBooth, check out the official announcement!

If you're at PAX, do swing by and say "hi!"

Also, OOO Next Week

What with the v1.03 build upload today, I forgot to mention that I'll be on vacation next week. From tomorrow morning until Thursday night (19th), I'll be away from the office.

I'll still try to check-in periodically to see if anything's critical, but I may be slow to respond during that time.

Hope everyone has a good weekend and subsequent week. See you on the 20th!

New Test Build 1.03: Crash Bug Fix

I've just finished uploading new test build 1.03, which fixes a few crash bugs that appeared in 1.02.

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 1.03 includes the following changes:


  • 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.


It's a small list of changes this time, mainly to patch some issues introduced in the last build.

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!

Call to (Wiki) Arms

Hey Folks!

Kaaven and Entharion have recently been plugging away at the NEO Scavenger Wiki, and they've made a lot of progress! (Check out the swanky new theme, for example!)

However, they could still use a hand, and asked if I could put the word out. If you're handy with wiki markup, know how to read the xml file in the game, or even just have some time to write/edit, feel free to introduce yourself!

A good place to start might be this thread Entharion started on the official forums:

http://bluebottlegames.com/main/node/4297#comment-20909

(See that thread's comments #3, #4 and onward for more info.)

Once again, thanks to Entharion and Kaaven, as well as the previous Wiki editors. It's becoming quite the gigantic, living document. And with your help, it can grow further!

New Test Build 1.02: Bug Fixes

I've just finished uploading new test build 1.02, which fixes some additional bugs that v1.01 missed.

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 1.02b includes the following changes:


  • 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.


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!

New Test Build 1.01: Modding Enhancements and Bug Fixes

I've just finished uploading new test build 1.01b, which includes new moddable game data and several bug fixes.


New modding options.

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 1.01b includes the following changes:


  • 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.


Most of the above are bug fixes and usability/performance enhancements. They should make the game run smoother and with less hassle.

The new modding stuff should allow for some more interesting and deep customization of the game world.

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!

Happy Holidays!

Happy Holidays everyone!

With Christmas right around the corner, we'll be packing up the gifts and goodies, and heading off to see our family soon. So I wanted to wish everyone a wonderful holiday season, and hopefully everyone gets a chance to chill out and have some fun.


He knows when you are sleeping, he knows when you're awake...

I don't know which is scarier. Dogmen or dogemen :)

Out of Office



Just so folks are aware, I'll be out of the office for two weeks starting this weekend. So between December 20th and January 4th, I may be slow to respond to emails or forum posts.

That said, I'll try to pop by occasionally to see if anything's on fire. And I'll likely be starting on a bug-fix patch as my first task when back. If there is a critical issue, email is the best way to reach me.

GOG.com Twitch Stream



Also, for those of you around the computer tomorrow, GOG.com will be hosting a Twitch stream of NEO Scavenger! They've enlisted Vlad to don a hospital gown and brave the Michigan wastes, so drop by and say "hi!"

http://twitch.tv/GOGcom

The stream starts at 11am PST (7pm GMT), Saturday. I'll unfortunately be driving through snowy mountain passes at that time, but I'll be there in spirit!

Once again, I wish everyone a wonderful holiday season, and I'll see you all in 2015!

NEO Scavenger Is Officially Launched!

Hey Folks!

NEO Scavenger has officially launched! After almost four years of development, nearly three of which were in Beta/Early Access, it's finally time for the big v1.0!



NEO Scavenger is my first commercially released game, and is a sort of love letter to the pen and paper role-playing games I grew up playing. In it, the player takes on the role of a character who wakes up in a strange facility where the world has experienced some cataclysm. Using their wits and anything they can scavenge from their surroundings, they explore this strange wasteland, piecing together clues about their past.

It's a hard game, where the player must take care to think of everything from dressing appropriately to disinfecting wounds. The story will not come spoon-fed to you, and the game will not hold your hand. But for those who are persistent and clever, rewards and answers await!



NEO Scavenger is available at many of your favorite online retailers, including:



HUGE Thank You to the NEO Scavenger Community

I want to take a moment to say a heartfelt "thank you" to everyone who has helped me over the past several years. From friends and family to helpful community members, I've always had support and encouragement all around me. Plus, many of you have been providing excellent feedback and suggestions over the years to help make NEO Scavenger what it is today. If you fire up the game, do check out the "Credits" page to see many of the talented individuals who made this all possible.

Thank you!

What Are My Plans for Support, and What's Next?

I answer these and several other questions regarding future plans in more detail here. The short version is that I'll be focusing more on bug fixes and better modding support after launch, as well as looking into potential new projects. And, of course, probably a vacation :)

So please head on over to your website of choice and take a look! There's a free demo if you haven't tried it, to help you decide if it's right for you. And for those who were just waiting for the beta to end, it's finally time!

New Test Build 0.9961b: Fixes and Play Balancing

I've just finished uploading new test beta 0.9961b, which fixes issues still found in v0.9960b.

Also, a reminder to check out the launch/price announcement from earlier today.

The build is available to anyone who owns the beta 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 beta 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 Beta

Test beta 0.9961b includes the following changes:


  • Added ability to right-click on a hex to toggle camp icon.
  • Changed feral dog spawn numbers to be lower.
  • Changed AI code to increase pack behavior in non-solo creature types.
  • Changed dogs to be unable to use special moves like kick, melee surge.
  • Changed hex info tooltip to be in corner of screen instead of floating tooltip.
  • Changed dog corpses to produce less meat and fur.
  • Fixed a bug that allowed rag shoes to be crafted from UVDs.
  • Fixed anachronism in random encounter.
  • Fixed a bug that caused all subsequent shoes to fall off after flip flop falls off.
  • Fixed a bug that caused endgame reputation skills to duplicate on save/load.
  • Fixed crafting yield title text wrapping UI issue.
  • Fixed a mirrored sprite bug in flip flop and gator "left" sprites.
  • Fixed missing dog faction in game data.
  • Fixed a bug that allowed barrel fires to be deleted.


Mostly bug fixes and balancing this time. Dogs were a big focus, as they upset the balance of risk vs. reward quite a bit. Some more UI tweaks in there, as well.

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!