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Name

 NEO Scavenger 

 

Developer

 Blue Bottle Games 

 

Publisher

 Blue Bottle Games 

 

Tags

 Strategy 

 

RPG 

 

Singleplayer 

Release

 2014-12-15 

 

Steam

 3,12€ 2,84£ 3,74$ / 75 % 

 

News

 39 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 22 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/248860 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 100,000 .. 200,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 254  

Average playtime (last 2 weeks)

 12 

Median playtime (forever)

 303 

Median playtime (last 2 weeks)

 12 

Public Linux depots

 Linux Content [189.19 M] 




LINUX STREAMERS (0)




A New Album from NEO Scavenger's Composer: Trismegistus - Part 2

Hey Folks!

If you're a fan of the music in NEO Scavenger, Ostranauts, or Underrail, I have some good news for you!

Invisible Acropolis (a.k.a. Josh Culler, and the composer of all three above OSTs) has a new album out, entitled Trismegistus - Part 2. In his words:

"Its inspired by vintage fantasy and sci-fi movie soundtracks, and you can even download it for free if you want!"

You can find the album on Bandcamp here:
https://invisible-acropolis.bandcamp.com/album/trismegistus-part-2

Head on over and give it a listen. And if you enjoy it, spread the word! Let's all help there be more Invisible Acropolis music in the world :)

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC


[ 2022-06-14 21:14:29 CET ] [ Original post ]

Ostranauts Features That Were Born from NEO Scavenger

Hey Folks!

Back in 2017, NEO Scavenger was approaching its 6th year of development. A far cry from the 3-6 months I expected to spend on a Flash browser game!

So as I wrapped-up the last of the major patches, I decided I'd take a bit of a break from NEO Scavenger to work on another dream project of mine: a spaceship life sim that let me design ships with Lego-like parts, fill it with interesting characters, and watch it go. I still wanted to play in the world of NEO Scavenger, but this would be a fun change of pace, while also letting me flesh-out the setting.



Fast forward a few years, and it appears I just can't resist some NEO Scavenger features :)

Above, you see a screenshot of the inventory screen in Ostranauts. And NEO Scavenger fans will probably recognize more than a few similarities. Even the paper doll's pose was basically a redraw over the old Philip Kindred model, now with a higher resolution.

Unfortunately, since the game is in a new engine (Unity C#), I couldn't just copy/paste the inventory code from NS. But it's getting closer each day, with slotted and held items, effects from equipping items, weight and encumbrance, and a bit of inventory Tetris for good measure.



NS players will also probably recognize the UI style above, even with the re-skinning. Like with NS, there are traits that cost points, and some that grant them. And the building blocks are here for an interesting variety of character types.

So far, as you can see, I haven't been able to balance the point costs as I did in NS. That'll have to come with testing. Also not seen here are some choose-your-own-adventure style screens to decide on your career history, contacts, and additional traits. All of which should hopefully give you some sense of ownership and context to your avatar.

And speaking of choose-your-own-adventure:



Turns out the olden ones are golden ones, when it comes to UIs. Why reinvent the wheel? The old combo of image, text, clickable options, and a message log work in so many situations, that I've started using it in Ostranauts to communicate events that are easier to describe than to show. In this case, a sort of establishing shot explaining your first foray into the boneyard.



And just like how the encounter system evolved into NS's combat UI, socializing with NPCs evolved from that. I mean, after all, a social engagement has a lot of the same moving parts, right?

We have our status info under each character, telling us how we're feeling. We have a list of moves we can make, and a preview of some effects it might have. We still have the message log, too, telling us blow-by-blow all of the things we experience and see as a player.

And what about actual combat? How will that look? Well, I'm sort of expecting this social UI to come full circle and host physical "negotiations." It has all of the necessary pieces that the NS UI had, plus one important improvement: a grid map. Now we can see where everyone is standing.

What's more, with line of sight in the game now, we could potentially have some fun with stealth and cover, or area effects. But I don't want to get too far ahead of myself here. Combat is still on the shelf until I finish some more pressing simulations.

It's also worth pointing out that a number of NS's less-visible features are still running under the hood in Ostranauts. The entire physiological sim, for example. We have hunger, thirst, fatigue, sleep, and temperature. Illnesses and symptoms are all copied over, too. Drug effects like alcohol and caffeine are in, so far. And we even have some crossover between social and physiological effects.

Another carry-over from NS is the ability to mod just about everything. I think I've done a better job this time of exposing more game data in plain text files (json format), and the usual PNG format for images.

And who could forget Josh Culler's amazing soundtrack? He's back with an OST custom-made for Ostranauts. Keep an ear out for his signature haunting electronic ambiance, plus a few new tricks to paint a soundscape that spans cultures in the off-world colonies.

And finally, crucially, Ostranauts is going to grow a lot like NS did. Early Access is coming soon, and like with NS, it's going to come out of the gate with much to be done.

https://store.steampowered.com/app/1022980/Ostranauts/

Anyone who was along for the ride on NS knows it was slow, but steady progress to add content and features. At every step, I tried to be in there with fans on the forums, both here and my site. Spitballing ideas, answering questions, sharing jokes.

And many times, these chats will turn into awesome features. Remember NS's old combat? Before the encounter-style UI? Some of you will. It was basically Civ-style hex combat, and creatures only had 5 wound states (including death).

Similarly, remember when nighttime in NS was just blue hexes and limited visual range? It was user feedback that turned that into terrifying blackness that allowed us to have tools for light, visibility, and night vision.

You folks are as much to thank for the evolution of NEO Scavenger over the years as anyone, and I hope to continue that tradition in Ostranauts. It'll take some time, but I think Ostranauts can become an equally good platform for telling stories of survival. And I look forward to crafting those stories with you!


[ 2020-08-04 19:00:32 CET ] [ Original post ]

New Game Announcement: Ostranauts

Hey Folks!

I'd like to tell you about my latest game, Ostranauts.

Eight years ago, I began work on NEO Scavenger. And after five years of updates and ports, it was time to begin working on a new game. That game started as simply "space prototype," but has turned into quite a bit more.

So what is Ostranauts?

Well, if you have a minute, here's a teaser video:



Ostranauts is a detailed simulation of owning and living aboard a spaceship, in a solar system where honest living is a slow death sentence. Set in the NEO Scavenger universe, where Earth has suffered cataclysmic collapse, the rest of the System lives on in a state of capitalistic dystopia.



Players will create their captain, build or customize their starting ship from the spoils of their career history, and find ways to keep their motley crew in line, fuel in their tanks, food on their plates, and the debt collectors at bay.



If this sounds interesting to you, you can learn more at the Ostranauts Steam page. Wishlisting it there will give me an idea how much interest there is in this game, and how much time I can spend on it.

Wishlist on Steam now!

And if you know anyone else who might dig this type of game, let them know! Spreading awareness is something everyone can do to help me continue to make games like this.

Thanks for your time, and I look forward to seeing the stories you create in Ostranauts!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

PS: Is this a sequel to NEO Scavenger? Not directly. Think of it more as a parallel story involving different characters, but in the same universe. An official sequel, continuing Philip Kindred's adventure, is still on my wishlist of games to make.


[ 2019-02-13 20:55:51 CET ] [ Original post ]

NEO Scavenger Mobile Released!

Hey Folks! NEO Scavenger Mobile Edition is officially launched!





After a few stumbles, and nearly a year of development, NEO Scavenger is now available on your iOS and/or Android device of choice. This is the same game you've grown to love/hate on PC, with all the same features, except the UI has been adjusted to work with multitouch instead of a cursor. That means the same slow-burn, deep-mechanics, play-at-your-leisure experience can now be enjoyed on your favorite bus/couch/train/bed/plane/armchair.

https://www.youtube.com/watch?v=HtZCxLbtaAQ

What's New?
This version of NEO Scavenger learned a few new tricks! The mobile version has the following improvements:


  • Achievements - Track your progress in exploring all the game has to offer.
  • Leaderboards - See how your performance stacks-up against friends and other players.
  • Improved Save System - No more Flash cookies!


Is There a Demo?
Yup! You can download the free demo at:

and play it as long as you'd like. It's an unlimited time, limited features/content demo, and it should be enough to help you decide if it runs on your device, and whether you like the experience or not.

How Do I Get the Full Version?
To get the full version, just click the "Full Version" button in the app's main menu, and follow the prompts for the in-app purchase (IAP). It will permanently unlock the full version on your device. The price is 9.99 USD to unlock the full version (adjusted for local currencies).

Why Does It Cost $X? Why Not $Y?
I originally wanted to charge the same price on mobile as desktop, since it's basically the same product. (Slightly improved, even.) But the mobile world is weird and prices there don't look like prices on desktop. So instead, I chose a price similar to other mobile games like NEO Scavenger (9.99USD). And just like on desktop, there are games that are both more or less than the price I chose, for better or worse.

If I Already Own the Desktop Version, Do I Get a Free Mobile Copy?
Unfortunately, no. It's a neat idea, but even if I could afford to do this, I'm not even sure I could reliably link desktop owners to mobile accounts without rampant free-copy exploits.

Will the Desktop Version Be Upgraded, Too?
Hard to say. It's something I'd like to do, but it depends on a lot of factors. On one hand, I'd like to unshackle desktop players from the finicky Flash engine once and for all. But on the other hand, I'd really like to resume work on my next game. It's probably something I'll explore in my free time, but I don't want to make any promises I can't keep.

I Want To Help! What Can I Do?
Well, buying the game helps, of course. But if you can't (or prefer not to) do that, you can still help by spreading the word. Posting on sites like Reddit, Facebook, Twitter, or similar are a big help, too. And if you know anyone who might dig NEO Scavenger, please tell them!


[ 2017-07-26 23:27:04 CET ] [ Original post ]

NEO Scavenger Mobile Released!

Hey Folks! NEO Scavenger Mobile Edition is officially launched!





After a few stumbles, and nearly a year of development, NEO Scavenger is now available on your iOS and/or Android device of choice. This is the same game you've grown to love/hate on PC, with all the same features, except the UI has been adjusted to work with multitouch instead of a cursor. That means the same slow-burn, deep-mechanics, play-at-your-leisure experience can now be enjoyed on your favorite bus/couch/train/bed/plane/armchair.

https://www.youtube.com/watch?v=HtZCxLbtaAQ

What's New?
This version of NEO Scavenger learned a few new tricks! The mobile version has the following improvements:


  • Achievements - Track your progress in exploring all the game has to offer.
  • Leaderboards - See how your performance stacks-up against friends and other players.
  • Improved Save System - No more Flash cookies!


Is There a Demo?
Yup! You can download the free demo at:

and play it as long as you'd like. It's an unlimited time, limited features/content demo, and it should be enough to help you decide if it runs on your device, and whether you like the experience or not.

How Do I Get the Full Version?
To get the full version, just click the "Full Version" button in the app's main menu, and follow the prompts for the in-app purchase (IAP). It will permanently unlock the full version on your device. The price is 9.99 USD to unlock the full version (adjusted for local currencies).

Why Does It Cost $X? Why Not $Y?
I originally wanted to charge the same price on mobile as desktop, since it's basically the same product. (Slightly improved, even.) But the mobile world is weird and prices there don't look like prices on desktop. So instead, I chose a price similar to other mobile games like NEO Scavenger (9.99USD). And just like on desktop, there are games that are both more or less than the price I chose, for better or worse.

If I Already Own the Desktop Version, Do I Get a Free Mobile Copy?
Unfortunately, no. It's a neat idea, but even if I could afford to do this, I'm not even sure I could reliably link desktop owners to mobile accounts without rampant free-copy exploits.

Will the Desktop Version Be Upgraded, Too?
Hard to say. It's something I'd like to do, but it depends on a lot of factors. On one hand, I'd like to unshackle desktop players from the finicky Flash engine once and for all. But on the other hand, I'd really like to resume work on my next game. It's probably something I'll explore in my free time, but I don't want to make any promises I can't keep.

I Want To Help! What Can I Do?
Well, buying the game helps, of course. But if you can't (or prefer not to) do that, you can still help by spreading the word. Posting on sites like Reddit, Facebook, Twitter, or similar are a big help, too. And if you know anyone who might dig NEO Scavenger, please tell them!


[ 2017-07-26 23:27:04 CET ] [ Original post ]

BBG Website Upgrade, And Discord Party!

Hey Folks! Just a heads-up that the BBG site will be down today for a complete overhaul.

Barring any catastrophe, we'll soon have a new site!

Unfortunately, this means the site will be inaccessible during the upgrade. However, I'll be hanging out in the new BBG Discord server intermittently to chat, answer questions, and figure out how to use Discord :)

Invite Link to BBG Discord Server

See you either there, or on the flip side!

Update: Site is scheduled to relaunch tomorrow morning (Wednesday, Pacific Time). Almost there!


[ 2017-07-12 01:27:54 CET ] [ Original post ]

BBG Website Upgrade, And Discord Party!

Hey Folks! Just a heads-up that the BBG site will be down today for a complete overhaul.

Barring any catastrophe, we'll soon have a new site!

Unfortunately, this means the site will be inaccessible during the upgrade. However, I'll be hanging out in the new BBG Discord server intermittently to chat, answer questions, and figure out how to use Discord :)

Invite Link to BBG Discord Server

See you either there, or on the flip side!

Update: Site is scheduled to relaunch tomorrow morning (Wednesday, Pacific Time). Almost there!


[ 2017-07-11 19:34:25 CET ] [ Original post ]

Today Only: NEO Scavenger Only $3.50 at chrono.gg!

Folks! For the next 23 hours, NEO Scavenger is available at chrono.gg for only $3.50!



Deal ends at 9am Pacific, June 12th!


[ 2017-06-11 19:15:57 CET ] [ Original post ]

Today Only: NEO Scavenger Only $3.50 at chrono.gg!

Folks! For the next 23 hours, NEO Scavenger is available at chrono.gg for only $3.50!



Deal ends at 9am Pacific, June 12th!


[ 2017-06-11 19:15:15 CET ] [ Original post ]

So the Mobile Trailer's Coming Along Nicely :)

Hey Folks! Sorry for the several days of missing devlog. I was on an important business trip. And by "business," I mean this:


Research!

Braving 45°F (7°C) Vancouver rain in nothing but a hospital gown and pink flip flop, we set about filming the new NEO Scavenger mobile trailer. Let me just say, I have a newfound appreciation for what Philip Kindred must go through in every early game. And what's more, how a film production works!

Digital Cyclops ran the production up in Vancouver, and did an amazing job. Especially considering the cold, rainy conditions! And what's more, they brought in Dalias Blake to play the veteran scavenger! You'll see soon enough how imposing this man can be, decked-out in layered attire and strapped with tools and optics for the wasteland. He had some great suggestions about the various shots, as well.

The footage is currently being uploaded to Josh for editing, and he's already lined up none other than @WritNelson and @ElConquistadork to do VO.

That's right folks. This trailer is going to be a pretty stark contrast to my first, game-footage-only trailer back in 2012.

I'm pretty psyched!


[ 2017-03-21 01:28:24 CET ] [ Original post ]

So the Mobile Trailer's Coming Along Nicely :)

Hey Folks! Sorry for the several days of missing devlog. I was on an important business trip. And by "business," I mean this:


Research!

Braving 45F (7C) Vancouver rain in nothing but a hospital gown and pink flip flop, we set about filming the new NEO Scavenger mobile trailer. Let me just say, I have a newfound appreciation for what Philip Kindred must go through in every early game. And what's more, how a film production works!

Digital Cyclops ran the production up in Vancouver, and did an amazing job. Especially considering the cold, rainy conditions! And what's more, they brought in Dalias Blake to play the veteran scavenger! You'll see soon enough how imposing this man can be, decked-out in layered attire and strapped with tools and optics for the wasteland. He had some great suggestions about the various shots, as well.

The footage is currently being uploaded to Josh for editing, and he's already lined up none other than @WritNelson and @ElConquistadork to do VO.

That's right folks. This trailer is going to be a pretty stark contrast to my first, game-footage-only trailer back in 2012.

I'm pretty psyched!


[ 2017-03-21 01:21:05 CET ] [ Original post ]

NEO Scavenger Is Officially Updated to v1.15

NEO Scavenger is now officially updated to v1.15! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.15 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:



New changes include:


  • Fixed a bug that caused misplaced/missing items and camps when autosave is enabled.


It's not a big patch, but based on feedback so far, it solves a couple of really annoying autosave bugs. It definitely seems to have solved missing camp item issues. And whether coincidental or not, the number of corrupt save reports seems to have dropped as well.

It seems to be a net improvement, in any case, so it's finally time to make it official.

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


[ 2017-03-16 00:48:45 CET ] [ Original post ]

NEO Scavenger Is Officially Updated to v1.15

NEO Scavenger is now officially updated to v1.15! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.15 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:



New changes include:


  • Fixed a bug that caused misplaced/missing items and camps when autosave is enabled.


It's not a big patch, but based on feedback so far, it solves a couple of really annoying autosave bugs. It definitely seems to have solved missing camp item issues. And whether coincidental or not, the number of corrupt save reports seems to have dropped as well.

It seems to be a net improvement, in any case, so it's finally time to make it official.

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


[ 2017-03-16 00:48:45 CET ] [ Original post ]

NEO Scavengers: Tell Me Your Stories!

Hey Folks! As many of you know, I'll be launching the iOS and Android versions of NEO Scavenger soon. And along with it, a new and improved NEO Scavenger trailer!

However, I need your help.



We're planning to showcase some "NEO Scavenger moments" during the trailer, describing some of the more dramatic, funny, or even confusing experiences players have had. This will (hopefully) show new players what they've been missing, and why it's worth their time to take a look.

Ideally, we need examples of the following:


  • Gravity (1 sentence): What was an example of your early, pitiful death?
  • Storage (1 sentence): What was your first "eureka!" moment related to storage/carrying items in the game?
  • Triumph (1 sentence): What was your most triumphant moment in the game?
  • Unnerving (1 sentence): What was the most messed-up thing you did in the game?


The more interesting the story, the more a viewer will want to have similar experiences. But remember, it has to be short enough to fit! If it takes a paragraph to set-up and get to the point, we can't fit them all into such a short trailer.

So if you've got an interesting story to tell, post it here! I'll be monitoring each of the social channels where this is posted for feedback. And even if you don't have a story, please spread the word so we can reach others who might!

Thanks, guys!


[ 2017-03-09 19:52:29 CET ] [ Original post ]

NEO Scavengers: Tell Me Your Stories!

Hey Folks! As many of you know, I'll be launching the iOS and Android versions of NEO Scavenger soon. And along with it, a new and improved NEO Scavenger trailer!

However, I need your help.



We're planning to showcase some "NEO Scavenger moments" during the trailer, describing some of the more dramatic, funny, or even confusing experiences players have had. This will (hopefully) show new players what they've been missing, and why it's worth their time to take a look.

Ideally, we need examples of the following:


  • Gravity (1 sentence): What was an example of your early, pitiful death?
  • Storage (1 sentence): What was your first "eureka!" moment related to storage/carrying items in the game?
  • Triumph (1 sentence): What was your most triumphant moment in the game?
  • Unnerving (1 sentence): What was the most messed-up thing you did in the game?


The more interesting the story, the more a viewer will want to have similar experiences. But remember, it has to be short enough to fit! If it takes a paragraph to set-up and get to the point, we can't fit them all into such a short trailer.

So if you've got an interesting story to tell, post it here! I'll be monitoring each of the social channels where this is posted for feedback. And even if you don't have a story, please spread the word so we can reach others who might!

Thanks, guys!


[ 2017-03-09 19:52:29 CET ] [ Original post ]

NEO Scavenger -75% at GOG.com!

Good news, everyone! NEO Scavenger's on sale at GOG.com, and it's the biggest discount yet!


Time to spring-clean that wallet!

For the next 5 days (plus some bonus hours), NEO Scavenger is available at the lowest price since plastic bags were sanctioned by the US Government. So if you still haven't picked up a copy, you're running out of excuses! (Except if it's not your cup of tannin tea, I guess. In which case, carry on.)


[ 2017-03-07 02:41:55 CET ] [ Original post ]

NEO Scavenger -75% at GOG.com!

Good news, everyone! NEO Scavenger's on sale at GOG.com, and it's the biggest discount yet!


Time to spring-clean that wallet!

For the next 5 days (plus some bonus hours), NEO Scavenger is available at the lowest price since plastic bags were sanctioned by the US Government. So if you still haven't picked up a copy, you're running out of excuses! (Except if it's not your cup of tannin tea, I guess. In which case, carry on.)


[ 2017-03-07 02:41:55 CET ] [ Original post ]

NEO Scavenger Giveaway Fixed!

Hey Folks! Daley just sent word that they've fixed the giveaway, so if you ran into errors before, now's your chance.


For reals this time.

15 Steam keys are up for grabs, and the only qualification is posting a comment on the NationFusion contest page.

As before, the wittier and more relevant the comment, the more chance it has of winning. So if you've been saving up your NEO Scavenger jokes or anecdotes, here's the big payoff :)

Thanks all, for your patience with the earlier glitch. And good luck!


[ 2017-02-04 19:14:02 CET ] [ Original post ]

NationFusion Is Giving Away Steam Keys for NEO Scavenger Right Now

Alert! Alert!


They Are Literally Giving Copies Away! (Actually Literally)

15 Steam keys are up for grabs, and the only qualification is posting a comment here. (Note: that means the NationFusion.com site, not Steam)

Of course, the wittier and more relevant the comment, the more chance it has of winning. So dust off those fingers (if that's a thing), and get cracking!


[ 2017-02-01 22:05:19 CET ] [ Original post ]

Happy 2017! And NEO Scavenger Update v1.15: Autosave Fixes.

Happy New Year everybody! It's been a long hiatus as I work on the mobile version, but one bug fix was important enough to back-port to the old desktop version.

I've just finished uploading new test build 1.15, which includes a fix for the autosave feature.


The Best Worst New Feature Ever

The build is available to anyone who owns the game at bluebottlegames.com and 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 1.15 includes only one thing:


  • Fixed a bug that caused misplaced/missing items and camps when autosave is enabled.


As many of you know, autosave had a tendency to cause weirdness when enabled, especially in longer games. One such problem was campsites and items getting misplaced or disappearing. This was due to a bug in the save game code when more than one creature was in the player's hex (and therefore caused havoc during battles).

Fortunately, while porting NEO Scavenger to mobile, I was able to find and fix this issue. And while someday, I'd like to use the new mobile (Haxe-based )engine to replace the current (Flash-based) engine, this should hopefully bridge the gap until then.

Is it now safe to use autosave? Hard to say. This bug might've been causing the other issues, too. It should definitely be safer. I wasn't able to cause any autosave corruption, but I only tested a few hours of play.

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!


[ 2017-01-07 01:16:48 CET ] [ Original post ]

Want To Win a Steam Copy of NEO Scavenger? Put Your Naming Hats On!

Hey Folks!

Do you want to win a free Steam copy of NEO Scavenger? Well, you're in luck! Until October 21st, Herblin is hosting a giveaway of 5 Steam keys on his YouTube channel, and it includes a chance for you to leave your mark on the upcoming space prototype!

Check out the video for complete rules and explanation:


All this could be yours...

Good luck, and I can't wait to see some of your entries!


[ 2016-10-11 20:42:41 CET ] [ Original post ]

NEO Scavenger Update v1.14: Autosave! And Modding Fixes.

NEO Scavenger is now officially updated to v1.14! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.14 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 optional autosave feature to save game at the beginning of each new turn.
  • Added ability to choose whether encounter map labels appear on minimap by adding =0 or =1 at end of data. If missing, assumes minimap label added.
  • Changed crowded map labels near DMC gates to be invisible on minimap, so only gates visible.
  • Fixed a bug that allowed communal barrel fires to be destroyed in extinguished fire recipe.
  • Fixed a bug in loading screen that prevented log from being added to clipboard if error in XML file.
  • Fixed a bug that misreported 0.0 charges on charged encounter items.
  • Fixed several null pointer bugs when loading save file that included content missing from currently-installed mods.
  • Fixed a null pointer bug if game tried to load recipe scrap for missing recipe.


The big change here is the new autosave feature. It'll try to save the game at the beginning of each turn so your progress is not lost in the event of a power outage, crash, or other event. It is enabled by default, and can be disabled on the options screen. Note that permadeath is still active, and your save will be deleted if your character dies.

Also, some modding enhancements made their way into this build. The loading screen logs should now be fixed in the event of bad XML format. And minimap labels can now be controlled by modders. An =0 means no label, while =1 means a label is added to the map. Default assumes a label is added.

Finally, the number of charges in an encounter item are now correctly reported, among some other null pointer fixes.

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


[ 2016-04-29 01:39:26 CET ] [ Original post ]

NEO Scavenger in Build Your Own Survival Humble Bundle!

Good news, everyone! NEO Scavenger debuts on the Humble Store as part of their Build Your Own Survival Bundle!



NEO Scavenger is currently -55% on the store. But if you add more titles to your Survival Bundle, you can get up to 70% off the full price! So if your survival collection was feeling a bit...emaciated, head on over, because time is running out!


[ 2016-04-08 01:33:11 CET ] [ Original post ]

New NEO Scavenger Test Build 1.14: Autosave, Modding Features, and Bug Fixes

I've just finished uploading new test build 1.14, which includes a new autosave feature, new modding map label feature, and several bug fixes.


Take that, power outages!

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 1.14 includes the following changes:


  • Added optional autosave feature to save game at the beginning of each new turn.
  • Added ability to choose whether encounter map labels appear on minimap by adding =0 or =1 at end of data. If missing, assumes minimap label added.
  • Changed crowded map labels near DMC gates to be invisible on minimap, so only gates visible.
  • Fixed a bug that allowed communal barrel fires to be destroyed in extinguished fire recipe.
  • Fixed a bug in loading screen that prevented log from being added to clipboard if error in XML file.
  • Fixed a bug that misreported 0.0 charges on charged encounter items.
  • Fixed several null pointer bugs when loading save file that included content missing from currently-installed mods.
  • Fixed a null pointer bug if game tried to load recipe scrap for missing recipe.


The big change here is the new autosave feature. It'll try to save the game at the beginning of each turn so your progress is not lost in the event of a power outage, crash, or other event. It is enabled by default, and can be disabled on the options screen. Note that permadeath is still active, and your save will be deleted if your character dies.

Also, some modding enhancements made their way into this build. The loading screen logs should now be fixed in the event of bad XML format. And minimap labels can now be controlled by modders. An =0 means no label, while =1 means a label is added to the map. Default assumes a label is added.

Finally, the number of charges in an encounter item are now correctly reported, among some other null pointer fixes.

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!


[ 2016-03-03 01:55:58 CET ] [ Original post ]

Last Chance to Get NEO Scavenger at -67% During GOG.com's Shattered World Sale!

Time's a-ticking, Folks! NEO Scavenger is on sale for the lowest price yet at GOG.com!


Ominous countdown clock initiated...

As of this post, there are just under 19 hours remaining on GOG.com's weekly staff pick. Those of you waiting for the $5 USD water mark, your time has come :)

Enjoy!


[ 2016-02-25 17:10:27 CET ] [ Original post ]

Blue Bottle Games Website Outage Info

Hey Folks!

A few of you may have noticed the official site is currently offline. Not to worry! We haven't gone anywhere.

We've had some technical issues stemming from a spammer, and are keeping the site offline until we can verify a fix.

I apologize for the inconvenience, and the site should be running again soon. Thanks for understanding!


[ 2016-02-09 05:45:56 CET ] [ Original post ]

NEO Scavenger Update v1.13: Modding Clean-up, Bug Fixes

NEO Scavenger is now officially updated to v1.13! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.13 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 SampleMod to be self-contained in one folder.
  • Changed old _readme.txt about modding to be stored in SampleMod's folder.
  • Changed loading screen to only show last line of log, and to tell user how to see whole log.
  • Fixed a bug in treasures with a variable output that would return one less than the specified max.
  • Fixed a bug that allowed the dome light to be used in making noise traps.
  • Fixed a bug that caused 4-week pickup truck extension at St. James to be free.
  • Fixed a bug that deleted arrows/spears that stuck in wounds as a creature died.


The major changes here are the sample mod and loading screen. The sample mod is now stored neatly away inside its own folder, instead of having some files and other folders littering the game's main folder. And the loading screen now shows only the last line of the log messages, as well as a tip on how to see the rest. Both of these changes should help avoid confusion in new users, and prevent mod users from reporting harmless "file not found" log messages.

The bug fixes for loot will slightly increase some treasure amounts when a variable number was returned, and dying targets will no longer destroy ranged weapons impaled in their corpse. Also, the St. James parkade should behave better now.

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


[ 2015-11-17 02:13:22 CET ] [ Original post ]

New Test Build 1.13: Modding Clean-up, Bug Fixes

I've just finished uploading new test build 1.13, which includes some changes to make modders' lives easier, and a few 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 1.13 includes the following changes:


  • Changed SampleMod to be self-contained in one folder.
  • Changed old _readme.txt about modding to be stored in SampleMod's folder.
  • Changed loading screen to only show last line of log, and to tell user how to see whole log.
  • Fixed a bug in treasures with a variable output that would return one less than the specified max.
  • Fixed a bug that allowed the dome light to be used in making noise traps.
  • Fixed a bug that caused 4-week pickup truck extension at St. James to be free.
  • Fixed a bug that deleted arrows/spears that stuck in wounds as a creature died.


The major changes here are the sample mod and loading screen. The sample mod is now stored neatly away inside its own folder, instead of having some files and other folders littering the game's main folder. And the loading screen now shows only the last line of the log messages, as well as a tip on how to see the rest. Both of these changes should help avoid confusion in new users, and prevent mod users from reporting harmless "file not found" log messages.

The bug fixes for loot will slightly increase some treasure amounts when a variable number was returned, and dying targets will no longer destroy ranged weapons impaled in their corpse. Also, the St. James parkade should behave better now.

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!


[ 2015-11-04 01:27:57 CET ] [ Original post ]

NEO Scavenger 50% Off During Halloween Sale!

Folks!


[ 2015-10-29 21:15:49 CET ] [ Original post ]

Last Chance to Get NEO Scavenger at -50% During GOG.com's Grande Finale!

Hey Folks! GOG.com is putting all game deals back on the table for their 24h Grande Finale!



So if you missed NEO Scavenger's 50% off deal last week, now's your chance! As before, NEO Scavenger will not appear in the Indie Piñata, just as a 50% discount.

The Grande Finale runs until 10am GMT tomorrow. So head on over!


[ 2015-09-17 16:49:46 CET ] [ Original post ]

NEO Scavenger 50% Off at GOG.com!

Hey Folks!

For the first time ever, NEO Scavenger is discounted 50%! And you can get it at GOG.com's Indie Pinata Sale.


NEO Scavenger 50% off deal at GOG.com

For a limited time, you can get NEO Scavenger for half of it's normal list price. And while you're there, check out the many other games featured with up to 80% discounts!

Or, if you're feeling adventurous, try giving the piñata a whack! Every Indie Piñata costs $3 (or your local equivalent) and includes a random indie game that GOG.com thinks you should play. The Piñata can include games anywhere from ~$9.99 to ~$44.99.

Note that NEO Scavenger is not inside the Indie Piñata, so if you want NEO Scavenger specifically, you'll have to purchase it directly. However, there are reports of some very cool games coming out of the Indie Piñata, and the selection changes regularly!

So head on over to GOG.com's Indie Pinata Sale, and take a look around!


[ 2015-09-11 17:12:25 CET ] [ Original post ]

NEO Scavenger -40% for the First Time on Coinplay!

Hey Folks! Just taking a quick break from new-dad-hood to alert you to a new NEO Scavenger sale. For the first time, NEO Scavenger is -40% at Coinplay!

Not only that, but you can use both traditional and cryptocurrencies like Bitcoin/Dogecoin to buy the game.

So if you're still awaiting a chance to buy NEO Scavenger, head on over!

As for me, back to changing diapers :)


[ 2015-08-20 05:25:02 CET ] [ Original post ]

NEO Scavenger Update v1.12: Mouse Enhancements and Bug Fixes

NEO Scavenger is now officially updated to v1.12! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.12 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 code to drop only one item in dragged stack if right-click.
  • Added code to rotate dragged item if using mousewheel.
  • Added code to cleanup orphan quick recipe buttons on click.
  • Changed flashlights and NV goggles to deplete when "on" even if not equipped.
  • Fixed a null-pointer bug in ConfirmCraft if no current recipe set.
  • Fixed a bug that caused random UVD loot to never spawn Hiya Poopy case.
  • Fixed a bug that caused crash site loot to spawn soup chunks instead of cans.
  • Fixed a bug in locked/off iSlab that allowed telling time.
  • Fixed a bug that caused "exit" option in Rollo conversation to be missing, and only available via spacebar.
  • Fixed a bug in the preloader that caused SWF version to fail transition into title screen when done loading.
  • Fixed a bug that caused whole item stacks to be identified on load if one in stack was identified on save.
  • Fixed a bug in the SampleMod file structure that caused it to fail when loading.


The major change here is the mouse update. Based on some player feedback, I added the ability to rotate items and drop single items from stacks using only the mouse. This should go a long way towards making the game playable entirely with a mouse.

The bug fixes are mostly minor, though one major null-pointer fix to crafting may reduce some of the random bugs we've been seeing. I've also made a minor fix to the SampleMod to restore it to working order.

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


[ 2015-08-05 01:09:10 CET ] [ Original post ]

New Test Build 1.12: Mouse Enhancements and Bug Fixes

I've just finished uploading new test build 1.12, which includes mouse 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 1.12 includes the following changes:


  • Added code to drop only one item in dragged stack if right-click.
  • Added code to rotate dragged item if using mousewheel.
  • Added code to cleanup orphan quick recipe buttons on click.
  • Changed flashlights and NV goggles to deplete when "on" even if not equipped.
  • Fixed a null-pointer bug in ConfirmCraft if no current recipe set.
  • Fixed a bug that caused random UVD loot to never spawn Hiya Poopy case.
  • Fixed a bug that caused crash site loot to spawn soup chunks instead of cans.
  • Fixed a bug in locked/off iSlab that allowed telling time.
  • Fixed a bug that caused "exit" option in Rollo conversation to be missing, and only available via spacebar.
  • Fixed a bug in the preloader that caused SWF version to fail transition into title screen when done loading.
  • Fixed a bug that caused whole item stacks to be identified on load if one in stack was identified on save.


The major change here is the mouse update. Based on some player feedback, I added the ability to rotate items and drop single items from stacks using only the mouse. This should go a long way towards making the game playable entirely with a mouse.

The bug fixes are mostly minor, though one major null-pointer fix to crafting may reduce some of the random bugs we've been seeing.

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!


[ 2015-07-25 01:00:27 CET ] [ Original post ]

NEO Scavenger Update v1.11: Modding Updates and Bug Fixes

NEO Scavenger is now officially updated to v1.11! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.11 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:



New changes include:


  • 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.
  • Fixed a null-pointer bug in wounding code that occurred if no valid wound chosen before modifying stats.
  • Fixed a null-pointer bug in HandleCombatResponse if player died in combat.
  • Fixed a bug that caused Ginny to never give reward if all questions answered.
  • Fixed a bug that incorrectly identified string ID request for sounds as item IDs, causing crashes.


The main updates here are improvements to modding and bug fixes.

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


[ 2015-06-20 02:02:31 CET ] [ Original post ]

New Test Build 1.11: Null Pointer Bug Fixes

I've just finished uploading new test build 1.11, which includes a few important 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 1.11 includes the following changes:


  • Fixed a null-pointer bug in wounding code that occurred if no valid wound chosen before modifying stats.
  • Fixed a null-pointer bug in HandleCombatResponse if player died in combat.
  • Fixed a bug that caused Ginny to never give reward if all questions answered.
  • Fixed a bug that incorrectly identified string ID request for sounds as item IDs, causing crashes.


The first two null-pointer bugs are "silent," meaning the game would keep running after they happen. However, they may have caused strange game behavior later on. Part of me is suspicious that bugs like broken Scavenge buttons and magically appearing NPCs could be due to this. But we'll have to wait to see if they still happen.

The last two bugs above are more straightforward, and only affect those in that encounter branch and mod situation, respectively.

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!


[ 2015-06-11 01:11:18 CET ] [ Original post ]

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!


[ 2015-06-05 18:49:04 CET ] [ Original post ]

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!


[ 2015-05-29 01:45:43 CET ] [ Original post ]

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!


[ 2015-05-22 01:23:31 CET ] [ Original post ]