Wow, the game really looks so much more farther along from what i remember of the last time i tried playing OS. That starting area to get to your ship, just, wow. Neo Scavenger was such a rewarding game to learn to play and i remember trying OS for the first time and being able to dock my ship on my own is the same kind of experience that is so core to what i cherrish from neo. Really wish everyone on the team happy holidays, a great new year, and just all the energy and motivation to make their passions and dreams for this game be what they hope. Ok, the more I watch the more I feel compelled to play and help give you all feedback! I'm so sooo interested now to explore the plot across different players with different RPs
These guys should speak with the devs of Terra Invicta. They have invested a lot of time in the presentation of space travel technology. It could be a great way to save down on research time, just by exploring that game and analyzing the whole variety of engines that are available in that game. Naturally implementation is Ostranauts would be a bit more hands-on, but I'm sure a partnership with Terra Invicta team could yield great opportunities for collaboration.
NS hasn't been forgotten. But I can't make two games at once. If Ostranauts is successful enough after it is finished, I plan to go back and make a game to continue Philip Kindred's story.
I love this passion project. still in dev, still has bugs, but the potential is amazing. What is there currently, is both fun and challenging. Cannot wait to see what the future holds.
Some days I'm surprised I still look forward to working on this thing. It's been so long! But I think we all want to play the finished version of Ostranauts, so we keep trying :)
I've followed this game for so many years. 2 days ago I finally bought it and I am overwhelmed by how incredible it is to play!!!! The mystery, the exploration, the learning, the adventure, and it all ties into one epic experience!
So some things I'd like to see is: Just generally different modules on items, so there's higher quality air pumps, manufacturers that have different stats, say one pumps really well but I'd prone to fires if not looked after as example, different modols of RCS that can achieve different states, so ones that can accelerate better and others have a higher top speed. Someway to speed up sleeping, because sitting waiting for 8 in game hours to pass for character to get rested isnt great. Perhaps if you're docked to the station to can skip a hour at a time. Side note kleg is really easy to steal from so maybe a security camera that actively reports you for breaking or adding things to the station, which also doesn't help that if you pull out a wall piece you can knock out the entire station. I have seen the build your own stuff, maybe a way to turn it into models so you can get a machinery to produce wall segments beyond bare bone basics, perhaps mining can play into that where you can mine, then craft the components using a workbench of sorts. Could there also be a module that acts like a airlock, so you can cycle air out instead as one system that just needs a canister attached. Just a pain trying to make a decent airlock I'm not having to fiddle with the pumps Also, if we can have a module that will combine canisterd, so I can find two half filled O2 canisters and fill one completely, or just top up the ones you have on ship while salvaging. Which could be a thing you can use to refill them on the station? Also added to this, if we can sell the gases back to the station and have a bigger storage canister which we can build piping like the electric, so you can pump a bigger tank to the rcs abd pumps. I'd also like a deeper look into the skills, where you can repair things and restore to a certain level, and the more you repair modules. So the higher the repair skill the more complex modules you can repair, and a higher restore skill the higher threshold you can restore too. On a similar note, I feel like there needs to be a cost in restoring modules so it costs electronics to restore your cables. Additionally could we have a way to repair clothing and tools, using materials at a module, like a work bench. A way to auto pay fees if you're able to, and a way to get a extended salvage licence. These are the most stand out ideas I have atm but I'm really enjoying the game
An air pump has an IN and OUT "squares", everything in the IN will be moved to OUT and you don't need to install the canisters for the pumps to use them, you need to install the canisters only for the station or the nav console to "detect" them, given this knowledge, you can install a "turbo pump" and put the loose canisters in the IN and disperse it or, put another canister in OUT so that the content of the canister in IN will be put in the canister in OUT, canisters doesn't seem to have a "max" limit, although okleg has a limit on how much it fills them, as of now, you yourself can pump as much as you "want" in one canister, even if it's the small EVA suit o2 canister, like you can have one with 5 million kpa of oxygen if you want to. The "only" impossibility with canister contents seems to separate o2 and n2 as canisters co2 mixed in can be "ignored" once you have the scrubber machine
@@ennou1236 yes only worked that out after, when I found my 02 draining to find it was being pumped into a uninstalled D02 tank. I assumed the out was air only as sprit for the out is a vent looking thing. While the input is a canister holder sprite.
Bonjour, j'ai acheté ce bijou d'exploration spatial il y a quelques jours, mais je me trouve vite bloquer par le fait qu'il n'y a pas de traduction (en français dans mon cas). Vous offririez tellement plus d'accessibilité aux joueurs en envisagent de le traduire "même partiellement" ce magnifique Space opéra, franchement pour ma part, il est à la hauteur d'un Star Citizen, peut-être même mieux. Merci pour ce beau jeu, j'espère que vous allez continuer a le développer !! Hello, I bought this gem of space exploration a few days ago, but I quickly found myself blocked by the fact that there is no translation (in French in my case). You would offer so much more accessibility to players by considering translating "even partially" this magnificent Space Opera, frankly for my part, it is on par with Star Citizen, perhaps even better. Thank you for this beautiful game, I hope you will continue to develop it !!
I understand that your main focus is currently on ostranauts but is there any information on a possible continuation of Neo scavenger ever being released?
Once Ostranauts is finished, and assuming it is successful enough to fund future development, the plan is to return to NS with a sequel or other continuation of Philip's story.
Hi dcfedor, your games are incredible, optimized and addictive, but I don't always have time to play that incredible neo scavanger game, so much so that I once printed out all the game items and made a board game in real life!! However, it wasn't very good and now I can tell you one thing, it would be incredible to launch a neo excavanger rpg board game, not to mention that you could make money with it
Thanks for the kind words! You're not the only person who agrees there could be an interesting NS board game. I think, though, my heart is in making computer games, and I'll probably stick with that for now. Especially since they already require more time to finish than I have!
I can't believe I'm talking to the developer of this game and yes I'm Brazilian, do you know that your game is in our country and that's incredible and it would be really good make a physical game board of neoscav
You should add the option that instead of looking for a ship you just take a coffin, it's frustrating restarting over and over just to get one, the only reliable way to get one is to sell the initial ship and buy one, making you need to pay 2 loans. The worst part of the game is the need to keep the game running for real life hours to get rid of the sleepy condition even at 16 time speed
We're planning to add a "super fast forward" as part of milestone 0.14, since that milestone also includes the ability to fly to another planet. Passing time more quickly will definitely be necessary then.
@@dcfedor I don't know if it's a bug or "intended" but: 1- when installing or removing floors, non pertinent sealed rooms will loose some oxygen; 2- sometimes it seems that "new" sealed rooms, either by building it or from closing a door, will lose oxygen even when fully sealed, reloading the save somehow fixes this; 3- when a co2 pump is connected to a co2 detector, when reaching more than the "maximum" it will pump it down to just below the maximum resulting in a constant loop of co2 alarms; 4- signal boxes somehow "retain" items that were connected to them, even when ejected, resulting in not being able to connect the said item to a new signal box since the new box will ot be able to turn them on/off but if reconnected to the "old" box it will function normally, it can be "fixed" if one connect the said item to "both" boxes and then fiddling on of between boxes. Also: 5- sometimes "missions" don't/can't be started like being called for a meeting but the option to talk about the reason doesn't show up, when tasked to find someone of their taste to romance but there's 0 ppl that can be told about it or when asked to give fuel, they refuse dock clearance and fly away at 500+m/s; 6- there are also npc ships that get "stuck" between either other ships/derelict/kleg, this is not just the "regular" collision problem, for example floating around kleg station at near zero speed and constantly getting "hit" by the station due to its moving due to "orbit", I think that all npc ships should not come into a certain radius of stations like kleg, flotilla or the navs, if they do they should just insta "despawn/dock" and reappear when it's "clear"; 7- bins, are corner bins supposed to be worse than all other bins? They can't be but in a "cart" or cargo bay but have basically no benefits from the regular size 1 bin, they are basically floor bins but "bad", the gray size 2 bin are also way too "weird" in a sense of "op" compared to any other bin, they can basically contain what racks can but can be put in "carts" and cargo bays, not to mention the ability to be put one inside the other like matrioska, basically turning a 1*2 space into "infinite storage" given enough of them. This is more of a "personal" nitpick, the game offers no reason to install racks, cargo bays and floor bins, it's easier and more convenient to just leave them in the floor, like with other containers, leaving them loose it gives an easier way to transfer or view multiple inventories by using the "inventory" button but, the real reason to not install them is that you will get all their storage benefits without the negatives, aka no roadblocks, no sight blocks, more easy ship space management and no build conditions to meet, heck dragging around a cargo bay offers a good "dragged storage" to mop up all doors, racks and cargo bays are like an extra drag only crate but bigger and better, heck dragging a cargo bay makes the "intended" draged storage to be obsolete since the "cart" is 3*3 in size but the cargo bay is 3*2, so a smaller profile but bigger storage. Oh the "all benefit and no negative" also applies to cans, the rcs and pumps can use the canisters even when not installed if they are in their input or output zone but have the benefit to be easily swapped or removed when necessary, heck the only reason to install them, kled recharge service is worse than buying a new canister from suppliers, new filled canisters are cheaper than a recharge and whe not installed the canisters can be quickly swapped or put in the input/output a "free" pump to move contents between canisters faster, speaking about moving content between canisters, I think that at the very least, canisters should have a "max" capacity at which they the pumps will no longer fill them anymore because otherwise it will result in things like and eva o2 canister at more than 5000% capacity
@@dcfedor upon further testing on point 1, it's definitely a bug and not a simple "leak", it happens when completing an installation or removal of a hull part anywhere on the ship, sometimes even if it was done on a derelict instead, the bug messes with rooms in general and renders impossible to modify or upgrade your ship in a relevant way, it makes building your own ship "impossible" without making a huge mess of hoe rooms "work", a simple way to replicate this bug us to make a square cabin and then install floors to "make a freighter"
I like the idea of the game and was very much interested in getting it down the road, but what completely turned me off from the idea of purchasing a copy is the fact that this pronoun nonsense has been included in the game. It's unfortunate.
@@sunthlower4812It's a matter of principle. There's just not enough to gain in a purchase, when weighed against not supporting the normalization of this strange phenomenon. The potential hours spent on a game are in the category of "it's just a game", meaning hours that I would knowingly waste with something wholly unproductive for a bit of fun, and there are plenty of competing games out there. The decision to support something like this is in the category of "just... no".
@@codydavidyates72In fact, I find the current lgbtqai+ paradigm to be rather cruel and dismissive of the well-being and individual humanity of people who aren't straight. They're not collectivist tokens for a political program.
Wow, the game really looks so much more farther along from what i remember of the last time i tried playing OS. That starting area to get to your ship, just, wow. Neo Scavenger was such a rewarding game to learn to play and i remember trying OS for the first time and being able to dock my ship on my own is the same kind of experience that is so core to what i cherrish from neo. Really wish everyone on the team happy holidays, a great new year, and just all the energy and motivation to make their passions and dreams for this game be what they hope.
Ok, the more I watch the more I feel compelled to play and help give you all feedback! I'm so sooo interested now to explore the plot across different players with different RPs
Thank you for the kind words, and encouragement! We wish you a happy holiday season, as well. And best wishes for the new year!
These guys should speak with the devs of Terra Invicta. They have invested a lot of time in the presentation of space travel technology. It could be a great way to save down on research time, just by exploring that game and analyzing the whole variety of engines that are available in that game. Naturally implementation is Ostranauts would be a bit more hands-on, but I'm sure a partnership with Terra Invicta team could yield great opportunities for collaboration.
so nice to hear the dev team, happy holidays and congratulations on a great game
Thank you! And happy holidays!
It's really sad to know that a game I played for a long time has been forgotten... remember Neo Scavenger!!
NS hasn't been forgotten. But I can't make two games at once. If Ostranauts is successful enough after it is finished, I plan to go back and make a game to continue Philip Kindred's story.
@@dcfedorOk thanks!!!
I love this passion project. still in dev, still has bugs, but the potential is amazing. What is there currently, is both fun and challenging. Cannot wait to see what the future holds.
Some days I'm surprised I still look forward to working on this thing. It's been so long! But I think we all want to play the finished version of Ostranauts, so we keep trying :)
I've followed this game for so many years. 2 days ago I finally bought it and I am overwhelmed by how incredible it is to play!!!! The mystery, the exploration, the learning, the adventure, and it all ties into one epic experience!
Oh wow, thank you! It's so great to hear that you've enjoyed it that much. Hopefully, it keeps getting better!
Thank you for making these. Happy holidays BBG.
Thank you for playing these! Happy holidays to you, as well!
So some things I'd like to see is:
Just generally different modules on items, so there's higher quality air pumps, manufacturers that have different stats, say one pumps really well but I'd prone to fires if not looked after as example, different modols of RCS that can achieve different states, so ones that can accelerate better and others have a higher top speed.
Someway to speed up sleeping, because sitting waiting for 8 in game hours to pass for character to get rested isnt great. Perhaps if you're docked to the station to can skip a hour at a time. Side note kleg is really easy to steal from so maybe a security camera that actively reports you for breaking or adding things to the station, which also doesn't help that if you pull out a wall piece you can knock out the entire station.
I have seen the build your own stuff, maybe a way to turn it into models so you can get a machinery to produce wall segments beyond bare bone basics, perhaps mining can play into that where you can mine, then craft the components using a workbench of sorts.
Could there also be a module that acts like a airlock, so you can cycle air out instead as one system that just needs a canister attached. Just a pain trying to make a decent airlock I'm not having to fiddle with the pumps
Also, if we can have a module that will combine canisterd, so I can find two half filled O2 canisters and fill one completely, or just top up the ones you have on ship while salvaging. Which could be a thing you can use to refill them on the station?
Also added to this, if we can sell the gases back to the station and have a bigger storage canister which we can build piping like the electric, so you can pump a bigger tank to the rcs abd pumps.
I'd also like a deeper look into the skills, where you can repair things and restore to a certain level, and the more you repair modules. So the higher the repair skill the more complex modules you can repair, and a higher restore skill the higher threshold you can restore too.
On a similar note, I feel like there needs to be a cost in restoring modules so it costs electronics to restore your cables.
Additionally could we have a way to repair clothing and tools, using materials at a module, like a work bench.
A way to auto pay fees if you're able to, and a way to get a extended salvage licence.
These are the most stand out ideas I have atm but I'm really enjoying the game
An air pump has an IN and OUT "squares", everything in the IN will be moved to OUT and you don't need to install the canisters for the pumps to use them, you need to install the canisters only for the station or the nav console to "detect" them, given this knowledge, you can install a "turbo pump" and put the loose canisters in the IN and disperse it or, put another canister in OUT so that the content of the canister in IN will be put in the canister in OUT, canisters doesn't seem to have a "max" limit, although okleg has a limit on how much it fills them, as of now, you yourself can pump as much as you "want" in one canister, even if it's the small EVA suit o2 canister, like you can have one with 5 million kpa of oxygen if you want to.
The "only" impossibility with canister contents seems to separate o2 and n2 as canisters co2 mixed in can be "ignored" once you have the scrubber machine
@@ennou1236 yes only worked that out after, when I found my 02 draining to find it was being pumped into a uninstalled D02 tank. I assumed the out was air only as sprit for the out is a vent looking thing. While the input is a canister holder sprite.
Bonjour, j'ai acheté ce bijou d'exploration spatial il y a quelques jours, mais je me trouve vite bloquer par le fait qu'il n'y a pas de traduction (en français dans mon cas). Vous offririez tellement plus d'accessibilité aux joueurs en envisagent de le traduire "même partiellement" ce magnifique Space opéra, franchement pour ma part, il est à la hauteur d'un Star Citizen, peut-être même mieux. Merci pour ce beau jeu, j'espère que vous allez continuer a le développer !!
Hello, I bought this gem of space exploration a few days ago, but I quickly found myself blocked by the fact that there is no translation (in French in my case). You would offer so much more accessibility to players by considering translating "even partially" this magnificent Space Opera, frankly for my part, it is on par with Star Citizen, perhaps even better. Thank you for this beautiful game, I hope you will continue to develop it !!
This thing is simply amazing, omfg I wish I was rich to help funding it, I absolutely love this project, wish a lot of success to you all
I understand that your main focus is currently on ostranauts but is there any information on a possible continuation of Neo scavenger ever being released?
Once Ostranauts is finished, and assuming it is successful enough to fund future development, the plan is to return to NS with a sequel or other continuation of Philip's story.
@@dcfedor thanks for the reply I can’t wait to see both games completed in the future
My favorite number.
It *is* a good number.
please update Neo Scavenger to current android version (14) please I love this game
When mobile I mean we got neo scav
Hi dcfedor, your games are incredible, optimized and addictive, but I don't always have time to play that incredible neo scavanger game, so much so that I once printed out all the game items and made a board game in real life!! However, it wasn't very good and now I can tell you one thing, it would be incredible to launch a neo excavanger rpg board game, not to mention that you could make money with it
Thanks for the kind words! You're not the only person who agrees there could be an interesting NS board game. I think, though, my heart is in making computer games, and I'll probably stick with that for now. Especially since they already require more time to finish than I have!
I can't believe I'm talking to the developer of this game and yes I'm Brazilian, do you know that your game is in our country and that's incredible and it would be really good make a physical game board of neoscav
Now one thing follow your heart and your career don't give up and don't work too hard good luck
😢😢😢
You should add the option that instead of looking for a ship you just take a coffin, it's frustrating restarting over and over just to get one, the only reliable way to get one is to sell the initial ship and buy one, making you need to pay 2 loans.
The worst part of the game is the need to keep the game running for real life hours to get rid of the sleepy condition even at 16 time speed
We're planning to add a "super fast forward" as part of milestone 0.14, since that milestone also includes the ability to fly to another planet. Passing time more quickly will definitely be necessary then.
@@dcfedor I don't know if it's a bug or "intended" but:
1- when installing or removing floors, non pertinent sealed rooms will loose some oxygen;
2- sometimes it seems that "new" sealed rooms, either by building it or from closing a door, will lose oxygen even when fully sealed, reloading the save somehow fixes this;
3- when a co2 pump is connected to a co2 detector, when reaching more than the "maximum" it will pump it down to just below the maximum resulting in a constant loop of co2 alarms;
4- signal boxes somehow "retain" items that were connected to them, even when ejected, resulting in not being able to connect the said item to a new signal box since the new box will ot be able to turn them on/off but if reconnected to the "old" box it will function normally, it can be "fixed" if one connect the said item to "both" boxes and then fiddling on of between boxes.
Also:
5- sometimes "missions" don't/can't be started like being called for a meeting but the option to talk about the reason doesn't show up, when tasked to find someone of their taste to romance but there's 0 ppl that can be told about it or when asked to give fuel, they refuse dock clearance and fly away at 500+m/s;
6- there are also npc ships that get "stuck" between either other ships/derelict/kleg, this is not just the "regular" collision problem, for example floating around kleg station at near zero speed and constantly getting "hit" by the station due to its moving due to "orbit", I think that all npc ships should not come into a certain radius of stations like kleg, flotilla or the navs, if they do they should just insta "despawn/dock" and reappear when it's "clear";
7- bins, are corner bins supposed to be worse than all other bins? They can't be but in a "cart" or cargo bay but have basically no benefits from the regular size 1 bin, they are basically floor bins but "bad", the gray size 2 bin are also way too "weird" in a sense of "op" compared to any other bin, they can basically contain what racks can but can be put in "carts" and cargo bays, not to mention the ability to be put one inside the other like matrioska, basically turning a 1*2 space into "infinite storage" given enough of them.
This is more of a "personal" nitpick, the game offers no reason to install racks, cargo bays and floor bins, it's easier and more convenient to just leave them in the floor, like with other containers, leaving them loose it gives an easier way to transfer or view multiple inventories by using the "inventory" button but, the real reason to not install them is that you will get all their storage benefits without the negatives, aka no roadblocks, no sight blocks, more easy ship space management and no build conditions to meet, heck dragging around a cargo bay offers a good "dragged storage" to mop up all doors, racks and cargo bays are like an extra drag only crate but bigger and better, heck dragging a cargo bay makes the "intended" draged storage to be obsolete since the "cart" is 3*3 in size but the cargo bay is 3*2, so a smaller profile but bigger storage.
Oh the "all benefit and no negative" also applies to cans, the rcs and pumps can use the canisters even when not installed if they are in their input or output zone but have the benefit to be easily swapped or removed when necessary, heck the only reason to install them, kled recharge service is worse than buying a new canister from suppliers, new filled canisters are cheaper than a recharge and whe not installed the canisters can be quickly swapped or put in the input/output a "free" pump to move contents between canisters faster, speaking about moving content between canisters, I think that at the very least, canisters should have a "max" capacity at which they the pumps will no longer fill them anymore because otherwise it will result in things like and eva o2 canister at more than 5000% capacity
@@dcfedor upon further testing on point 1, it's definitely a bug and not a simple "leak", it happens when completing an installation or removal of a hull part anywhere on the ship, sometimes even if it was done on a derelict instead, the bug messes with rooms in general and renders impossible to modify or upgrade your ship in a relevant way, it makes building your own ship "impossible" without making a huge mess of hoe rooms "work", a simple way to replicate this bug us to make a square cabin and then install floors to "make a freighter"
please refine and optimise the game before adding more new features
I like the idea of the game and was very much interested in getting it down the road, but what completely turned me off from the idea of purchasing a copy is the fact that this pronoun nonsense has been included in the game. It's unfortunate.
want to have access to 100s of hours of space flight/salvaging gameplay, blocked by 10 seconds of pronoun screen at the start. lmao weak
@@sunthlower4812It's a matter of principle. There's just not enough to gain in a purchase, when weighed against not supporting the normalization of this strange phenomenon.
The potential hours spent on a game are in the category of "it's just a game", meaning hours that I would knowingly waste with something wholly unproductive for a bit of fun, and there are plenty of competing games out there. The decision to support something like this is in the category of "just... no".
@@suspiciousentity9305your disdain is what is phenomenal.
@@suspiciousentity9305you say it's a matter of principle, so explain what that is. Say what you really mean, bud.
@@codydavidyates72In fact, I find the current lgbtqai+ paradigm to be rather cruel and dismissive of the well-being and individual humanity of people who aren't straight. They're not collectivist tokens for a political program.