Hey Folks! I just wanted to give everyone a heads-up that I'm nearing the end of NEO Scavenger's beta/Early Access. Once NEO Scavenger switches to "released," the price will increase accordingly from $10(US) to $15(US). So if you were planning on purchasing NEO Scavenger, you may want to do so now.
Why the Price Increase?
The current beta/Early Access price of $10 was meant to reflect that the game was unfinished, and may have missing features or content. Because of this incomplete status, and the possibility of bugs, the price was discounted for folks who wanted to support the project and didn't mind the issues.
However, now that the content and features are complete, and the focus is on the last few bugs and balancing, the price will increase to $15 to reflect its finished nature. This price puts NEO Scavenger roughly in the middle range of indie titles, with several notable examples both higher and lower in price. I think that's a fair mark to aim for, given that NEO Scavenger has received much acclaim, but also has some flaws.
When Will the Price Increase?
The date will depend on how soon I can upload a stable build, but I'm expecting it to be within the next week. Strong possibilities are Friday, December 12th, or Monday December 15th.
Will the Price Ever Change Again?
It may, and I reserve the right to apply discounts or participate in bundles at any time, but that's likely a long way off.
Will Development Continue After Release?
I'll probably update NEO Scavenger after release with bug fixes and enhanced modding support. However, more content and features are unlikely. I want to make sure the released version is as stable as possible, and that modders can do cool things, but I'd also like to start exploring new projects. So basically, I won't be abandoning it completely, but I will be ramping-down effort as I start to move on to "the next thing."
I totally reserve the right to add a new feature if I can't resist, though :)
What Is "The Next Thing?"
It'll depend on many things, including how well NEO Scavenger does, how the market changes, and other factors. Probably the first order of business is to take a long vacation and recharge my batteries. However, I usually get anxious to make stuff before too long, so I'll probably start looking over my list of project ideas to see what makes the most sense.
Possibilities include a tablet version of NEO Scavenger, foreign language translations, a sequel, a different game in the NEO Scavenger universe, or maybe something completely different. Probably in that order of likelihood.
Thanks Beta Players!
I'd like to thank everyone sincerely for their support and feedback as I developed NEO Scavenger over the past 3+ years. It's been a long haul, with its share of highs and lows, but I'm really amazed at what NEO Scavenger has become. I truly couldn't have done it without you all, so thank you!
New Test Build 0.9960b: New Content, Disease Overhaul, UI Enhancements, and Fixes
I've just finished uploading new test beta 0.9960, which includes new content, a disease overhaul, UI enhancements, and fixes.
New DMC Sprawl campsites, and mouse mode toggle.
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.
Added new sprawl campsite to replace grassy plains.
Added new trash barrel fire.
Added conversational rumors to NPCs if player has right history.
Added new battle moves if player has right history.
Added losepine and L-thyroxine pills and bottles to game.
Added pill organizer item to game.
Added recipe to break large branch into smaller branches.
Added tooltip info to hexes on mouseover.
Added categories to quick recipe names, for better sorting.
Added gradual blood loss penalty when creatures have sepsis.
Added lockbox warning to Stoat conversation endings.
Added code to toggle cursor mode via mouse when clicking on cursor mode button (below stat bars).
Added extra text to DMC skyline first encounter to warn player of scarce scavenge loot near city.
Added intro encounter text to first Sprawl visit.
Added extra sleeping bag tutorial info to encounter where players receive first sleeping bag.
Changed random encounters to be more common.
Changed Blue Rot, Smallpox, and Hepatitis diseases to gradually decrease immune system strength instead of chance of killing based on time.
Changed cholera to kill indirectly via dehydration and sepsis, instead of instantly via timer.
Changed gastroenteritis to reduce immune system health slowly over time instead of all at once.
Changed poison to kill slowly through sepsis rather than suddenly through timing.
Changed death by infection to be called "Septicemia" for more clinical name.
Changed burning pain condition at Saginaw to have a duration, so effects disappear after 1 hour.
Changed crafting warning text to be more visible.
Changed health bar to say "Sick" when infection is lowest stat, instead of "Infection," since it's more of a layman's term.
Changed readme to include Linux help.
Changed hex camp icon to be higher so it doesn't get blocked by tall hexes.
Fixed bug that caused crafting next/prev buttons to show when confirm button invisible.
Fixed a bug that did not degrade tools used to enter locked storage sheds.
Fixed a bug that caused St. James expiration to be ignored if away from the hex when it happened.
Fixed a bug that sometimes caused game to crash/behave strangely if stat bar was near 0.
Fixed a bug that caused Forest Shack hexes to generate forest scavenge sites too quickly.
Fixed a bug that caused Item screen UI issues when manually changing game window size with AUTO UI set.
Fixed a bug that caused health bar to say "In Pain" when problem was something else like infection or blood loss.
Fixed a bug that caused the last defined headline to be missing from game.
Fixed bug that caused crafting yield items not to stack, resulting in sometimes lost items.
Fixed a massive number of typos/grammar errors. (Thanks, Tactless!)
Fixed a bug that caused Trapping quick recipes to be missing on new characters.
Fixed a bug that caused tile tracks to reset on save/load.
Fixed a bug that sometimes caused item to be lost if attached to cursor when switching to/from crafting screen.
Removed old cheat mode shortcut Shift Z.
Removed redundant map definition from game data.
UI enhancements, and more "shoes."
One of the big changes this build is the addition of new content that only shows up if the player does certain things. It's not easy to achieve, but it hints at some of the game lore, and may give players an edge against the wraith...
Another big change is a raft of new content. Previously difficult-to-reach random encounters are now more common, there are several new shoes, feral dogs, some new recipes, DMC Sprawl camps, and new pill types.
Diseases and poison have also been redesigned to be less of a surprise death. They are still deadly, but now they gradually whittle down creatures' immune systems (and sometimes thirst, pain, etc.). The diseases now only kill if those stats reach lethal levels (i.e. sepsis, dehydration), so it should be easier to see when things are going downhill. Basically, no more otherwise-healthy players dying if the disease timer reaches 0 with an unlucky chance roll.
And quite a few changes have made it into the UI, too. Mouse and touchscreen users can now toggle the cursor mode using the little UI widget, crafting recipes have better sorting, hexes have tooltips, and the "not enough moves left" crafting message should be more obvious. Overall, I'm hoping these tweaks make quality of life better for players.
The likelihood that this version of NEO Scavenger will work with previous saves is: likely.
You'll miss some new content if you try, but it should work. 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!
Want to Win a Copy of NEO Scavenger? Check out Impetus Games's Advent Giveaway!
Impetus Games decided to try something a little different to kick-off their new indie studio: a video game Advent Calendar!
Each day, a new game will be given away to one lucky door-opener. And in Christmas Eve, three lucky winners will receive game bundles! I thought it sounded like a cool idea, and was a creative way to celebrate the holidays, so I've given two Steam copies of NEO Scavenger to add to the prize pool.
So if you're still on the fence about picking up NEO Scavenger, or just want to swing by to check out a cool new studio, visit Impetus Games's Advent Calendar!