$1 Sale (Steam redeemable) over here: https://www.humblebundle.com/weekly
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| Info Box |
~~~~~~~~~~~~~~~~~~~~
Browser Demo (the full version is downloadable): http://bluebottlegames.com/main/node/21
Buy from the devs ($9,99 - $24,99): http://bluebottlegames.com/main/node/5
Desura ($9,99): http://www.desura.com/games/neo-scavenger
Steam Early Access ($9,99): http://store.steampowered.com/app/248860/
Platforms: Win/Mac/Linux
Buyers can access the current game version, which is continually updated and the dev posts his comments on his daily progress on his website.
~~~~~~~~~~~~~~~~~~~~
| What is this game? |
~~~~~~~~~~~~~~~~~~~~
Developed by Daniel Fedor, ex-Bioware developer, NEO Scavenger is a turn-based, rogue-like RPG 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!
It combines features of Fallout, roguelikes and other games, here is a short list:
| Impressions |
~~~~~~~~~~~~~~~~~~~~
Pictures speak more than a thousand words:
Other websites:
Indie Statik
RockPaperShotgun
~~~~~~~~~~~~~~~~~~~~
| What the hell is that... battle screen? |
~~~~~~~~~~~~~~~~~~~~
Glad you asked, I'll explain the basics. Here is a screenshot to allow for an easier explanation:
The game uses a situational turn and text based battle system. This looks a bit messy, but its actually super smart considering it allows for a highly interesting and deep battle system, while being very, very easy to understand. What this means, is that the game takes several factors into consideration (player position, terrain, day/night, stance, player abilities, items, conditions..) to give the player certain actions he can employ. The icons in the middle of the screen represent the possible actions of the player based on the factors mentioned above. This allows for inexperienced players just going along with the battle flow, or, if the player already dug a bit into the battle system, gives the player the chance to take steps toward certain battle actions that you might not be able to use at the beginning of a battle.
Fair warning: The battles are text based. No flashy attacking graphics, but instead you get texts telling you the outcome of your and the opponents actions. Any effects that are currently active, will be displayed next to the character portraits (stuff like "bleeding, lying, hidden, severe pain, barefoot, coughing blood...) and should also be taken into consideration when deciding between sneaking, attacking or defensive options.
Battles are slow and most early battles will grind the inexperienced played down. They truly feel like a battle to the death and last drop of blood, even if they are slower and more tactical. Its certainly nothing that most players will be used to, but its certainly worth experiencing exactly because its so different.
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| Features |
~~~~~~~~~~~~~~~~~~~~
Post Apocalyptic Setting with Elements of Supernatural Horror
NEO Scavenger takes place in a near-future, post apocalyptic Earth, where human warfare and supernatural activity have fragmented mankind into struggling pockets of civilization. Harsh wilderness and blasted ruins cover most of the planet, dotted by fragile settlements that can be extinguished in an instant. A few cities survived the apocalypse, evolving into massive, ultra-urban fortresses. Other areas have become so devastated that even to this day, the only inhabitants are the ghosts of the past.
Strategic, Turn-based Play
The game takes place on a hex grid, with movement and combat taking place in a turn-based fashion. Visibility is limited by obstacles and elevation, as well as day/night. Apart from boundaries and a few landmarks, the map is randomized each game, meaning terrain features and resources move from game-to-game. And the ever-present threat of monsters and bandits lurks around every corner. Choose your battles carefully, use discretion when scavenging a site, and only sleep when you're absolutely safe.
Character Customization
Start each game with strengths and weaknesses you choose. Decide which areas of knowledge you'll have, which abilities, and which skills. Want more than the normal starting amount? Choose a handicap or two to grant some extra space for skills. You choose your play style, be it tough guy, scientist, woodsman, skulker, or something of your own design!
High-quality, Hand-drawn Art
NEO Scavenger is all illustrated by hand, in a style that harkens back to the height of single-player, computer role-playing games. Enjoy a bird's eye view of the game world from an isometric perspective. Individually drawn items change appearance as they are equipped, dropped, or wielded. Enjoy hand-painted vignettes during key encounters and scenes.
Scavenger's Paradise
Your survival in the wastelands of NEO Scavenger depends on knowing where to look for useful items, and knowing what's worth taking versus leaving. Scavenge the ruins of old suburban neighborhoods for old clothes and tools. Use your knowledge of plants to scavenge for food in the forest. A large variety of items awaits the persistent and prepared scavenger, many of which have multiple uses. But beware, many items won't last long in the demanding life of a scavenger. Survivors are always looking for backup items!
Survival Management
Survival in NEO Scavenger requires constant managing of resources. Keep a watchful eye on your hunger and thirst. Is the outside temperature dropping? Do you have enough clothing to keep your core temperature up? When was the last time you slept? Can you go much longer before passing out? Keep all of these in balance, or risk potentially crippling or fatal conditions.
Rigorous Inventory Management
Position and rotate items into your available carrying space to maximize your carrying capacity. Everything has a use, and most items have value. But choose what you carry carefully. Everything also has weight. Overburdening yourself means you'll fatigue faster, and space taken by one item may mean sacrificing another.
Crafting of Items
Use items you've scavenged to make useful tools and prepare food. Not sure if that water is safe to drink? Boil it first. Deep in the woods and need warm clothes? Try skinning some squirrels for their fur. Scavenging is as much about making do with what you have as it is about finding what you need.
Challenging Gameplay
NEO Scavenger is not an easy game. You will not be told what to do, or how to survive. There is no hand-holding, and nobody's got your back. Mistakes quickly turn into death in the apocalypse. And when you die, that's it. Game over.
~~~~~~~~~~~~~~~~~~~~
| Whats possibly next? |
~~~~~~~~~~~~~~~~~~~~
The dev posts his daily updates on his website:
http://bluebottlegames.com/main/news
These are the things he recently worked on:
~~~~~~~~~~~~~~~~~~~~
| Info Box |
~~~~~~~~~~~~~~~~~~~~
Browser Demo (the full version is downloadable): http://bluebottlegames.com/main/node/21
Buy from the devs ($9,99 - $24,99): http://bluebottlegames.com/main/node/5
Desura ($9,99): http://www.desura.com/games/neo-scavenger
Steam Early Access ($9,99): http://store.steampowered.com/app/248860/
Platforms: Win/Mac/Linux
Buyers can access the current game version, which is continually updated and the dev posts his comments on his daily progress on his website.
~~~~~~~~~~~~~~~~~~~~
| What is this game? |
~~~~~~~~~~~~~~~~~~~~
Developed by Daniel Fedor, ex-Bioware developer, NEO Scavenger is a turn-based, rogue-like RPG 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!
It combines features of Fallout, roguelikes and other games, here is a short list:
- Vast, post apocalyptic setting to explore
- Exploring a randomly generated map
- Perma-death
- Debilitating conditions (hypothermia, fatigue, starvation)
- Turn-based movement and combat
- Character advantages/disadvantages
- Scavenging junk to survive
- Elements of science fiction and horror
- Sprite-based, isometric art style
- A large variety of items
- Seasonal changes (weather changes with game calendar)
| Impressions |
~~~~~~~~~~~~~~~~~~~~
Pictures speak more than a thousand words:
Yeah, took me by surprise. Haven't invested too much time in it, but what I've played...pretty awesome concept that seems to deliver on the promise.
I am always a sucker for games with depth, and this one is a tactical survival sim married with some text adventure elements. Glorious. This game is surprisingly engaging and as rewarding as it is punishing. You'll start out with nothing and I was honestly thrilled to find my first shoes and clothing so hypothermia was stopping to drag me down.
NEO Scavenger is still awesome. You really have to take into account everything from the temperature to realistically tending to your wounds to worrying if your campfire will be seen if you decide to rest in an exposed area and hunting deer for food. Of all the games I've played recently, it's one of my favorites. It's regularly updated too and I highly recommend it to anyone looking for a challenging deep game
Other websites:
Indie Statik
RockPaperShotgun
~~~~~~~~~~~~~~~~~~~~
| What the hell is that... battle screen? |
~~~~~~~~~~~~~~~~~~~~
Glad you asked, I'll explain the basics. Here is a screenshot to allow for an easier explanation:
The game uses a situational turn and text based battle system. This looks a bit messy, but its actually super smart considering it allows for a highly interesting and deep battle system, while being very, very easy to understand. What this means, is that the game takes several factors into consideration (player position, terrain, day/night, stance, player abilities, items, conditions..) to give the player certain actions he can employ. The icons in the middle of the screen represent the possible actions of the player based on the factors mentioned above. This allows for inexperienced players just going along with the battle flow, or, if the player already dug a bit into the battle system, gives the player the chance to take steps toward certain battle actions that you might not be able to use at the beginning of a battle.
Fair warning: The battles are text based. No flashy attacking graphics, but instead you get texts telling you the outcome of your and the opponents actions. Any effects that are currently active, will be displayed next to the character portraits (stuff like "bleeding, lying, hidden, severe pain, barefoot, coughing blood...) and should also be taken into consideration when deciding between sneaking, attacking or defensive options.
Battles are slow and most early battles will grind the inexperienced played down. They truly feel like a battle to the death and last drop of blood, even if they are slower and more tactical. Its certainly nothing that most players will be used to, but its certainly worth experiencing exactly because its so different.
~~~~~~~~~~~~~~~~~~~~
| Features |
~~~~~~~~~~~~~~~~~~~~
Post Apocalyptic Setting with Elements of Supernatural Horror
NEO Scavenger takes place in a near-future, post apocalyptic Earth, where human warfare and supernatural activity have fragmented mankind into struggling pockets of civilization. Harsh wilderness and blasted ruins cover most of the planet, dotted by fragile settlements that can be extinguished in an instant. A few cities survived the apocalypse, evolving into massive, ultra-urban fortresses. Other areas have become so devastated that even to this day, the only inhabitants are the ghosts of the past.
Strategic, Turn-based Play
The game takes place on a hex grid, with movement and combat taking place in a turn-based fashion. Visibility is limited by obstacles and elevation, as well as day/night. Apart from boundaries and a few landmarks, the map is randomized each game, meaning terrain features and resources move from game-to-game. And the ever-present threat of monsters and bandits lurks around every corner. Choose your battles carefully, use discretion when scavenging a site, and only sleep when you're absolutely safe.
Character Customization
Start each game with strengths and weaknesses you choose. Decide which areas of knowledge you'll have, which abilities, and which skills. Want more than the normal starting amount? Choose a handicap or two to grant some extra space for skills. You choose your play style, be it tough guy, scientist, woodsman, skulker, or something of your own design!
High-quality, Hand-drawn Art
NEO Scavenger is all illustrated by hand, in a style that harkens back to the height of single-player, computer role-playing games. Enjoy a bird's eye view of the game world from an isometric perspective. Individually drawn items change appearance as they are equipped, dropped, or wielded. Enjoy hand-painted vignettes during key encounters and scenes.
Scavenger's Paradise
Your survival in the wastelands of NEO Scavenger depends on knowing where to look for useful items, and knowing what's worth taking versus leaving. Scavenge the ruins of old suburban neighborhoods for old clothes and tools. Use your knowledge of plants to scavenge for food in the forest. A large variety of items awaits the persistent and prepared scavenger, many of which have multiple uses. But beware, many items won't last long in the demanding life of a scavenger. Survivors are always looking for backup items!
Survival Management
Survival in NEO Scavenger requires constant managing of resources. Keep a watchful eye on your hunger and thirst. Is the outside temperature dropping? Do you have enough clothing to keep your core temperature up? When was the last time you slept? Can you go much longer before passing out? Keep all of these in balance, or risk potentially crippling or fatal conditions.
Rigorous Inventory Management
Position and rotate items into your available carrying space to maximize your carrying capacity. Everything has a use, and most items have value. But choose what you carry carefully. Everything also has weight. Overburdening yourself means you'll fatigue faster, and space taken by one item may mean sacrificing another.
Crafting of Items
Use items you've scavenged to make useful tools and prepare food. Not sure if that water is safe to drink? Boil it first. Deep in the woods and need warm clothes? Try skinning some squirrels for their fur. Scavenging is as much about making do with what you have as it is about finding what you need.
Challenging Gameplay
NEO Scavenger is not an easy game. You will not be told what to do, or how to survive. There is no hand-holding, and nobody's got your back. Mistakes quickly turn into death in the apocalypse. And when you die, that's it. Game over.
~~~~~~~~~~~~~~~~~~~~
| Whats possibly next? |
~~~~~~~~~~~~~~~~~~~~
The dev posts his daily updates on his website:
http://bluebottlegames.com/main/news
These are the things he recently worked on:
Additionally, a list of some recently integrated bigger updates:03/04/2014 - I continued work on the new faction today, and focused on some of the wearable equipment they have. Similar to DMC guards, it helps to visually distinguish someone based on their clothes, even if it's not 100% reliable. Plus, it means some new toys and customization options for players!
03/11/2011 - New Beta Build - I've just finished uploading new test beta 0.985b, which includes new content, a new faction, and several fixes. I've also promoted the previous 0.984b test build to default build status.
03/19/2014 - Hydration and Water Changes - Work continued today on the UI update, but before I dove into that, I had a few fixes to make. First of all, two separate folks asked me about the way hydration works in NEO Scavenger. Both were pointing out that a bottle of water seemed to do less for hydration than they expected. Since I've heard this a few times in the past, too, I decided to go back and review the numbers.
03/20/2014 - Body Temperature - After some discussion on the forums about body temperature, I decided to make some changes to the way overheating and other temperature changes work. Some really good points and suggestions came from the discussion, and I think they'll help players better understand what's going on in-game. First of all, there is now a new overheating condition called "sweating," which is the first stage of overheating. Instead of jumping straight into "heat exhaustion," the player will see that they have begun sweating.
03/26/2014 - UI Work - I shifted focus to the main menu UI today. As I mentioned yesterday, I'm thinking of setting up an "Options" button on the main menu, and moving all the graphics and audio options onto that page. I think it'll simplify the main screen, and also gives me a chance to put the "Options" button dead-center, in case something happens causing the game to zoom in too much for the screen.
- Added new major encounter/location in wilderness.
- Added new faction with wandering creatures.
- Added new faction equipment.
- Added new hex art for Allegan, Isotope Mine, Zom Zom's, and Strange Forest.
- Added encounter illustration by Max Antonov for Haggerty Health Clinic.
- Added combat ability DMC guards to summon sniper.
- Added crawl towards and away moves, for when AI is crippled and fallen, and tends to choose passive when it shouldn't.
- Added code to anger AI if player is ignoring talk and ceasefire offers.
- Added DMC Guard faction to game. Guards patrol around DMC sprawl, slightly favorable to player, and attack any hostiles and monsters. Carry special equipment.
- Added armor to the game. New armor items added, and old clothing items now have armor values.
- Added new clothing types and a firearm to game.
- Added non-hostile NPCs to game. Some NPCs will ignore player, and even fight against common foes.
- Added factions and reputations to game. Creatures will remember good and bad experiences with other creatures, and will share this info with any allies they meet.
- Added ability to talk with wandering NPCs. Each has default greetings, and some have multiple conversations.
- Added ability to offer ceasefire to enemy at the penalty of one extra move. Can also accept enemy ceasefire.
- Added ability to right-click a creature in the same hex to re-engage after talks/ceasefire exits battle.
- Added crippling effects to arms and legs for severe cut damage.
- Added item damage when wound slots hit.
- Added Project Zomboid button to title screen.
- Added ability to ditch vehicle in combat.
- Changed NPC names to be "Stranger" unless they attack or talk to player.
- Changed creature names to show "Leader" if that creature is followed by others nearby.
- Changed creature sprites on map to show what they are wearing and holding.
- Changed raiders and bandits to Bad Muthas and Blue Frogs gangs, to better match lore.