Madness: Project Nexus cover
Madness: Project Nexus screenshot
Genre: Shooter, Indie

Madness: Project Nexus

DEMO Update [1.32.b]

Hey there friends! In the very wee hours of the morning today, Swain pushed an update to the demo! In the update you'll find all sorts of bug fixes and improvements, as well as all the tweaks, changes and quality of life improvements we've been pushing to the main game over the past several months (which you can read in the lovely patch notes we've been putting out.)

To download the demo, head on over to the store page and look for the 'Download PC Demo' button on the top of the information sidebar on the right side of the page.




As always, any and all feedback and bug reports are very much appreciated. Other than that, have fun and keep on truckin'!

Update [1.32.c] Patch Notes

-Added: Deimos joins the loading screen.
-Added: Two new T-shirt/Pants outfits, and some fixes to others.
-Added: Be careful, Church & Jorge don't like being knocked down.
-Fixed: 8th wave of Fast Track on the final checkpoint (aka Infinite) was inaccessible.
-Fixed: Bike chain SFX are back.
-Fixed: Broken glass on some Science Tower enemy rapel spawners fixed.
-Fixed: No more frozen characters who die, fall off of platforms, and return again.
-Fixed: Having a melee combo already triggered when getting hit would force you into a Charge-Up (Power) Attack when you recovered.
-Fixed: Fingerless gloves weren't supposed to be colorizable (yet). Maybe you'll stop seeing them reset now?
-Fixed: Upped the collision detection on powerups so they don't fall through the floor.

Update [1.32.b] Patch Notes

-Added: Fast Track (the train stage) has been updated with a new car, a flashy front engine, and an updated existing car. CHOO CHOO.
-Added: Jorge has his voice lines! He and Church will also more reliably charge into one another when trying to get you.
-Tweak: Arena enemies won't randomly spawn with shields.
-Fixed: Spawning enemies into the Gas Station resolved.

Update [1.32.a] Patch Notes

-Feature: Heavy attacks operate as sweep attacks now. Damage bonus has been reduced, but now your heavies can smash multiple opponents (albeit with reduced damage). Mega large weapons are unaffected.
-Tweak: Follow Through skill changed. Slashing weapons deal full damage to all enemies hit with your heavy swing. Gave this skill to the Story protagonists.
-Fixed: Enemies that are supposed to have infinite ammo should actually have it again.
-Fixed: Some dumb stuff with shurikens that I did. Also, their looping audio will properly end when they stop flying.
-Test: Falling damage negated if you just entered ragdoll. Should prevent losing corpus if an enemy's hit knocks you down, only for the floor to kill you.

Update [1.31.f] Patch Notes

-Tweak: Sword Locks require you to mash ATTACK again, while evading Zeds etc. still requires DODGE.
-Tweak: Gloved weapons can now affect your damage type with unarmed.
-Tweak: Crossbows bolts fly through slain enemies more reliably than most other projectile types.
-Tweak: Better animation for de-masking and de-helmeting enemies (Sleepwalkers, Riot Guards, MERC Laborers)
-Tweak: Ranged-weapon NPCs in cover will prioritize being the attacker as if their target was at their ideal range.
-Fixed: Stunning Fist skill works again (did you notice it wasn't?)
-Fixed: Tooltips should place correctly on all aspect rations and resolutions. They've also beeen added to the Character Creation screen.

Announcing the Official Project Nexus Discord!

Howdy there folks! After a little over a month of closed testing, we're ready to open up the official Project Nexus Discord server to the world! This is a server exclusively for and about Project Nexus. If it's has anything to do with the game, we've got it. Come on down and chat about the game, share or view fan creations about the game, download mods for the game, catch Swain and Krinkles on a stream developing the game, or just join up and get (optional) pings for updates about the game!

For all your Project Nexus needs, join us at: https://discord.gg/BegDfepgkZ . Hope to see you there!

Update [1.31.e] Patch Notes

-Featured: Pit Stop for Arena Combat has been reworked to provide a more siege-like experience. Expect bugs: we need your reports!
-Added: Crossbow SFX
-Tweak: Put nails on the wooden board melee weapon so please SHADDAP ABOUT IT NOW THX
-Tweak: Madness Difficulty only available when you beat a stage on Tough.
-Tweak: Lots of gear has been made colorizable.
-Tweak: Nexus Core units received improvements to their uniforms.
-Tweak: Riot Guards got further armor improvements (at least they would say so)
-Tweak: Mild armor calculation change.
-Tweak: Abomination screams should no longer burst eardrums.
-Tweak: Laborer no longer has an invincible head. Instead, his helmet gives him a second chance at living (hopefully he'll make better decisions).
-Tweak: Robots not invincible from the front anymore. Instead, they don't stun unless struck from behind.

Update [1.31.c] Patch Notes

-Added: New Arena Powerups: Speed, Triple Damage, and Infinite Ammo
-Tweak: Dodge-y enemies have a time buffer before they may dodge again.
-Tweak: Player squadmates will now dodge and take cover sometimes, even if it's not in their personality.
-Fixed: Staggered Gunners (etc) die as expected when they take enough damage.
-Test: If Enginieers don't take cover often, or if your Squadmates dodge/take cover too often, let me know!

Update [1.31.b] Patch Notes

-Added: New death animations!
-Added: New melee executions!
-Added: Longer stuns for victims hit by a Critical melee or unarmed strike.
-Added: Exit wound blood spray for Firearm kills.
-Added: While bracing your aim with most automatic weapons, if you tap the trigger VERY quickly, you'll fire a single shot rather than the full burst fire.
-Added: Visuals for "Priority Skills" to help new players decide what's important to buy next.
-Tweak: Lots of gear can now be Colorized.
-Tweak: Rate of Fire and ammo updates.
-Fixed: Hirelings no longer buy skills they aren't qualified to have.

Update [1.31.a] Patch Notes

-Tweak: Management of audio channels improved on weapons.
-Fixed: Blackguard can be killed again.
-Fixed: Escalators in Science Tower Stage 1: Base Jumping no longer glitch out.
-Fixed: Some more cover objects that let you leap them out of a stage are now fixed.
-Fixed: A few blockers added in (like the final room of Arena's Contract 2)
-Fixed: NPCs leap over cover again like they used to.
-Fixed: Robot Rack spawners functioning.
-Fixed: Indicator for successful unarmed block vs opponent's unarmed no longer registered as a red-squiggle.