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

Madness: Project Nexus

Release Update [1.05.b]

A big merger update coming your way, folks!

We're putting everything from the many Beta updates since the Magiturge release into the public build. Here are some of the highlights:



**Beta [2.06.d]**


ADDED
⦁ Holding ALT while making a purchase will auto-equip that item, if possible.
⦁ The "Hold Shift" and "Hold Alt" indicators in the inventory now change colors to indicate what you're holding.
⦁ In Fast Track's fourth car, Half-Mags and Mags can each climb up top to chase you.
⦁ Arena Hirelings will warn you that they were unable to level up due to level cap when arriving back at the HQ. They'll also display a lock icon over their level when examined.
FIXED
⦁ Mashing the Swap Weapons button (TAB) when leaving an Arena stage would wipe out your purchased weapons for any junk weapons you're carrying. Great way to sneak a crappy wrench out of a stage, in exchange for that nice $4,000 SMG you bought. This should now be fixed.
⦁ A few cutscene, mission, and skill description typos.
⦁ Looking up the Arena HQ ramp that leads from the Hub room to the Helipad, you can see a bare wall at the top. This has been replaced with a better effect.
⦁ Removed a spawn point in Foundry that could allow some opponents to linger off screen where they could shoot you without recourse.
⦁ More protection added to the ramps in the second train car of Fast Track, to keep Mag executions from trapping you in the geometry underneath them.
⦁ Bandit headgear had a large collider that made them look like they're floating off the floor when knocked off of someone.
⦁ Being over-encumbered wouldn't recalculate your downgraded dodge or sprint correctly. Also did some work streamlining the calculation process on the back end.
⦁ The Gambler wasn't walking away in Contract 3.
⦁ Some background characters weren't disabling their body-smock when wearing an outfit (such as the ravers in Contract 3).
⦁ Leaping Zeds couldn't be countered with the appropriate skill.
⦁ Orderlies weren't grappling properly at the end of their dash attack.
TWEAKED
⦁ Magiturge wands are now available all at the same time, rather than starting only with Plastic and unlocking one-at-a-time as you advance through stages. To balance this, wand addons will instead be unlocked over time (the way gems already do).
⦁ Nerfed AAHW Half-Mag health. They still hit just as hard.
⦁ Clarified the descriptions of the Wizard Staff melee weapons (it wasn't apparent that their real power comes from charging them up).
⦁ When buying from the Arena Quartermaster, you can now swap between hirelings in order to compare their weapon and armor stats to the items you're buying them.
⦁ Added a few more Wildlander and Poltergeist enemies to the later waves of Haunting at Nevada House. Poltergeists are also a little faster.
⦁ Demoniac Demonstrator units use a deadlier skillset when dual wielding.
⦁ New descriptors for the waves of some Arena stage, such as Fast Track being called "Car 4" instead of "Room 4", etc.
⦁ Cultists will get through the windows in Haunting of Nevada House a lot more quickly.
⦁ Being over-encumbered can downgrade your Tac-Bar up to two times rather than only once.
⦁ Tiny nudge to grenades when they impact the floor, to keep them from "physics-ing" through the floor in some areas.
⦁ Dissonant Robots can be thrown when countered during their charge (with the appropriate skill).


**Beta [2.06.g]**


ADDED
⦁ The Agent Origin's new origin skill allows their pistols to stunlock enemies and ignore even more Tac-Bar within their sweet spot (once you've got the skill). We're also giving 'em the AAHW voice set.
FIXED
⦁ The enemy indicator that appears over off-screen opponents at the end of waves will get wiped when you bribe them as the Mercenary origin.
⦁ Despite being the worst driver in Nevada, Doc can no longer kill you at the end of Fickle Friends by accident.
⦁ Trying to play Sleeper Labs with four players would break the stage select screen.
TWEAKED
⦁ The Patient Origin's imaginary friend got a tweak. We won't ruin the surprise. Also, the Patient is invincible at the moment the friend is summoned.
⦁ The Infinite Ammo powerup now applies to melee durability as well.
⦁ Significant weighting multiplier (currently x5) applied to Acrobatics XP earned in Arena. This should help casual acro gain for most players.



**Beta [2.06.h]**


FIXED
⦁ Disquieted Mask found yet another sneaky way to be unequipped. That's been cleaned up, *again*



**Beta [2.06.i]**


Tiny update today with a bunch of typo fixes.
By this weekend, we SHOULD have all beta fixes merged into the release build!



**Beta [2.06.m]**


FIXED
⦁ Updated the controller system to be compatible with Steam's controller settings (again).
⦁ Bunch of typos fixed.
TWEAKED
⦁ When given the prompt to allow a controller to take control of Player 1, pressing Start or A on your controller will confirm YES, and pressing B counts as NO. The previous button system was confusing.


**Beta [2.06.n]**


FIXED
⦁ Small update to how background characters handle outfit pieces that should and should not remove the part they belong to (such as gloves removing the hand objects, but *not* for fingerless gloves, etc.)

Beta [2.06.g] Patch Notes

Beta [2.06.g]


[You can access this build from the releasebeta Branch on Steam]

ADDED


⦁ The Agent Origin's new origin skill allows their pistols to stunlock enemies and ignore even more Tac-Bar within their sweet spot (once you've got the skill). We're also giving 'em the AAHW voice set.

FIXED


⦁ The enemy indicator that appears over off-screen opponents at the end of waves will get wiped when you bribe them as the Mercenary origin.
⦁ Despite being the worst driver in Nevada, Doc can no longer kill you at the end of Fickle Friends by accident.
⦁ Trying to play Sleeper Labs with four players would break the stage select screen.

TWEAKED


⦁ The Patient Origin's imaginary friend got a tweak. We won't ruin the surprise. Also, the Patient is invincible at the moment the friend is summoned.
⦁ The Infinite Ammo powerup now applies to melee durability as well.
⦁ Significant weighting multiplier (currently x5) applied to Acrobatics XP earned in Arena. This should help casual acro gain for most players.

Update: Beta [2.06.d]

Beta [2.06.d]


[You can access this build from the releasebeta Branch on Steam]

ADDED


⦁ Holding ALT while making a purchase will auto-equip that item, if possible.
⦁ The "Hold Shift" and "Hold Alt" indicators in the inventory now change colors to indicate what you're holding.
⦁ In Fast Track's fourth car, Half-Mags and Mags can each climb up top to chase you.
⦁ Arena Hirelings will warn you that they were unable to level up due to level cap when arriving back at the HQ. They'll also display a lock icon over their level when examined.

FIXED


⦁ Mashing the Swap Weapons button (TAB) when leaving an Arena stage would wipe out your purchased weapons for any junk weapons you're carrying. Great way to sneak a crappy wrench out of a stage, in exchange for that nice $4,000 SMG you bought. This should now be fixed.
⦁ A few cutscene, mission, and skill description typos.
⦁ Looking up the Arena HQ ramp that leads from the Hub room to the Helipad, you can see a bare wall at the top. This has been replaced with a better effect.
⦁ Removed a spawn point in Foundry that could allow some opponents to linger off screen where they could shoot you without recourse.
⦁ More protection added to the ramps in the second train car of Fast Track, to keep Mag executions from trapping you in the geometry underneath them.
⦁ Bandit headgear had a large collider that made them look like they're floating off the floor when knocked off of someone.
⦁ Being over-encumbered wouldn't recalculate your downgraded dodge or sprint correctly. Also did some work streamlining the calculation process on the back end.
⦁ The Gambler wasn't walking away in Contract 3.
⦁ Some background characters weren't disabling their body-smock when wearing an outfit (such as the ravers in Contract 3).
⦁ Leaping Zeds couldn't be countered with the appropriate skill.
⦁ Orderlies weren't grappling properly at the end of their dash attack.

TWEAKED


⦁ Magiturge wands are now available all at the same time, rather than starting only with Plastic and unlocking one-at-a-time as you advance through stages. To balance this, wand addons will instead be unlocked over time (the way gems already do).
⦁ Nerfed AAHW Half-Mag health. They still hit just as hard.
⦁ Clarified the descriptions of the Wizard Staff melee weapons (it wasn't apparent that their real power comes from charging them up).
⦁ When buying from the Arena Quartermaster, you can now swap between hirelings in order to compare their weapon and armor stats to the items you're buying them.
⦁ Added a few more Wildlander and Poltergeist enemies to the later waves of Haunting at Nevada House. Poltergeists are also a little faster.
⦁ Demoniac Demonstrator units use a deadlier skillset when dual wielding.
⦁ New descriptors for the waves of some Arena stage, such as Fast Track being called "Car 4" instead of "Room 4", etc.
⦁ Cultists will get through the windows in Haunting of Nevada House a lot more quickly.
⦁ Being over-encumbered can downgrade your Tac-Bar up to two times rather than only once.
⦁ Tiny nudge to grenades when they impact the floor, to keep them from "physics-ing" through the floor in some areas.
⦁ Dissonant Robots can be thrown when countered during their charge (with the appropriate skill).

Full Release [1.05.a]: The Magiturge Origin

Full Release [1.05.a] Update is Here!



The release build is now available with all previous Beta fixes/updates, including the following:

New Arena Origin: The Magiturge!



Experience the canonical "end" of the Arena Combat story with the strangest addition to the Origin lineup to date. The Magiturge is an otherworldly weaver of arcane gifts and the artificer of unique spellcasting wands, which they construct from within their pocket-dimensional tower. Achieve three imprints to unlock this Origin, and go on to learn the final secrets of Nevada with arcane elements thundering from your very fingertips!

There will be more content in the coming months, as always: new weapons, new origins, and who knows what else. But for the time being, we hope you enjoy the free summer update!

Beta [2.05.v] Patch

Beta [2.05.v]


[You can access this build from the releasebeta Branch on Steam]

ADDED


⦁ The Story Campaign stage select screen now features little background images just like (most) Arena stages, courtesy of DarkSignal.

FIXED


⦁ Water ripples were looping rather than playing once. They also weren't despawning, which hogged memory.
⦁ Throwing rocks were able to disarm like the Madarang.

TWEAK


⦁ Disabled burning SFX on the fire DoT.

(BIG) Beta Branch Update [2.05.u]

Holy cow, do we have a ton of updates for players opting into the public beta branch! In preparation for the Magiturge Origin Update going live later this week, we're finally bringing three months of fixes out of private testing and over to the public.

Let's get down to it, shall we?



Beta [2.05.u]


[You can access this build from the releasebeta Branch on Steam]

FEATURED


⦁ Hair is now automatically assigned to its own wearable slot, and is purchased from Skinner in the Arena Medbay. It's still mutually exclusive with your hat, but removing your helmet will always reveal that beautiful hairdo (or polished dome) underneath.

ADDED


⦁ Game will allow the user to confirm that they wish to overwrite a supposed corrupt save with a valid cloud save, rather than doing it automatically. This will help players to know why their save file suddenly backtracked progress.
⦁ A couple new color swatches for the Colorizer.
⦁ New shoulder-mounted radio accessory, available at the Quartermaster.
⦁ A few new hairstyles.
⦁ New Fenching weapons: Sai, HandLance, and Stiletto. Fencing quick attacks are now faster, too!
⦁ Brand new voices for Doc, Nexus Support, and N51 Mortar.
⦁ Cute little gasp when a character resurfaces from drowning.
⦁ After Imprinting, a checkmark will appear over every Origin you've already played.

FIXED


⦁ Controllers are working again!
⦁ The grenades carried by a single Nexus Agent in the Arena Facility could be picked up, when that should not be possible.
⦁ Crashing in an Arena stage would cause you to start in HQ with your hirelings still in a squad with you.
⦁ The Shock Longsword's broken version still swung with an electric looking arc effect.
⦁ Using a joystick/Xbox controller, your character once again moves slowly or quickly depending on how hard you tilt the control stick.
⦁ Having an Attribute lower than 1 (through stacking outfit penalties) would screw up all kinds of things, depending on the stat.
⦁ Visual bug when zip dashing when using a transition object (ladders, etc.) where you could end up through a wall for a moment.
⦁ Smoothing is now being properly applied to transitions between animations when entering/exiting certain kinds of interactives, seen in places such as the Sleepwalker Bed and your loft cot.
⦁ Harmacist guns/syringes and some other random weapons that cannot be picked up would not despawn between waves, or ever.
⦁ Restarting at the very end of Arena before Imprinting would spawn you in as Hank.
⦁ It was possible for weapons to stop spawning on the Story Campaign final boss's second phase. The root cause of this issue may have been creating problems elsewhere in the game, such as NPCs failing to find valid weapons to use.
⦁ The Colorizer would misrepresent the current texture set of an item if you had never changed it before.
⦁ You can no longer counter a furious G03LM and throw him across the room.
⦁ Arena Kills once again count for your achievement progress for all successful waves of a stage, not just the last one.
⦁ You were able to counter charging enemies (such as MERC Zerkers) without having the Charging Counter skill. Your perfectly timed blocks will still prevent you from getting knocked around, of course, even without the skill.
⦁ Some players didn't have their Arena wave-end screen pop up after victory or loss. This, strangely, was caused by their operating system not allowing them to alter their own save files. While this fix will repair the wave-end error, it won't stop players from losing all game progress so long as their computer doesn't let them update their save file. This, sadly, is out of our hands.
⦁ Corpses being phased out of existence could glitch out visually if you paused the game during their decay.
⦁ The Controls tab of the Options menu wouldn't display the number of connected Joysticks until you'd first clicked the Keys tab.
⦁ Your character will no longer fail to load their outfit models in Arena when leaving on the helicopter for a mission.

TWEAKED


⦁ The Electric Dozer shotgun definitely needed some nerfing. We're trying a few things to clean it up: wider arc to its spread, shorter distance before its shot vanishes, slowing down the shots slightly, and raising the tier before it's available for purchase. I mean c'mon, this thing was triple-S tier.
⦁ Cleaned up how your attributes and encumbrance update and apply their bonuses, as appropriate, when altered.
⦁ Disabled backface culling on transparent hair in the Inventory menu, so certain styles look better up close.
⦁ Beards are colorizable.
⦁ Hirelings will have access to your current Origin's color swatches.
⦁ Added a one-time warning to Hard Sell where the game recommends bringing hirelings with you.
⦁ Dr. Christoff's unique charge-up attacks will not affect teammates whatsoever. His first level telekinetic lift also got slightly buffed.
⦁ You cannot be killed in the Playground in such a way where it renders your character unplayable.
⦁ The places your Arena hirelings lean and sit can now be used by you as well. Also, your loft bedroom seat and couch can be used.
⦁ Madarangs tweaked to be more useful and disarm opponents far more often.
⦁ Framerate maxed out at 120. This game wasn't designed or tested for framerates higher than this, and errors do sometimes occur. Note that enabling Vsync will ignore this limit, so user beware.
⦁ Dome Bandages are now a hairstyle rather than a hat, and can be colorized.
⦁ Weapon stat windows indicate if the weapon or its ammo will apply Explosive or DoT damage, as well as any debuffs it may cause. This will disambiguate weapons such as grenades, which used to only show the tiny damage they inflict on impact.
⦁ Weapons and Armor you or hirelings cannot wield will be showed greyed out in your inventory, such as masks and glasses when your Disquieted mask is occupying that slot.
⦁ A couple of unarmed skills have been reordered so that Charging Counter could be moved down to Tier 2 instead of Tier 3. It's a really good skill to nab early on, and didn't make sense to withold it until the end of the game.
⦁ N51 Commando loses their Tac-Bar, but the N51 Assassin gains one.
⦁ Put some corner cover points in a few areas of Arena's Fast Track stage.
⦁ Broken melee weapons will now only give you a hilt if you have the Improvised Weapons skill. For weapons that break into other perfectly usable weapons (such as brooms becoming stakes), nothing has been changed.

Beta Update [2.04.e] (Featuring Cloud Saving!)

[You can access this build from the releasebeta Branch on Steam]

As you can see from the version number, our fabulous beta testers have been behind the scenes helping M:PN update with a bunch of quality-of-life fixes!

Namely, Cloud Saves! If you've had issues with save files corrupting, we're hoping that this will help resolve all of your issues forever. Back up your saves and then switch to the M:PN Beta Branch on Steam to give cloud saving a whirl.


FEATURED
⦁ Cloud Saves! Make sure you're logged into Steam and have Cloud Saves enabled.
FIXED
⦁ Squadmates will help shoot at Apothic Gestalt (Phase 2) again, as well as approach other boss units they were avoiding in melee.
⦁ Corpses were falling through the terrain in the Science Tower Courtyard.
⦁ Thrown weapons will no longer embed in physics objects (which would cause them to freak out).
⦁ You could soft lock yourself by backtracking in one room of Arena Contract 4, "Mandatus".
⦁ A weapon thrown with the Lawnmower skill could drop multiple copies of its broken version if it hit multiple enemies on the same frame it broke.
⦁ Display for Encumbrance and Tac-Bar update appropriately after buying new Skills.
⦁ Empty-handed NPCs would hunt around for weapons to use, but if they picked up a throwable, would continue looking for weapons. This gets them stuck in a loop if all that's left are throwables.
⦁ Heavy Weapons won't give you bonus mags for Ranged Core skills anymore, as mentioned in the skill descriptions.
⦁ Catch Thrown skill works again, and NPCs (including your squadmates) will properly use the skill if they've got it.
⦁ An archiving issue was stopping hirelings from advancing in level or appearing in the HQ.
⦁ Nexus Blade's audio wasn't muting during the pause menu.
⦁ Small text glitch when firing hirelings from the HQ. Their name would sometimes not appear in the window prompt.
⦁ Arena Siege attackers will now give up on their obstacle targets (windows, car piles, etc.) once they've been wiped out.
⦁ There was a small window where you could safely quit an Arena stage on completion, but before XP and Cash were assigned to you. You're now locked out of leaving during the stage-end breakdown.
TWEAKED
⦁ Additional checkpoints added to Climb and Chasms in the Story Campaign, to make these otherwise long stages more bearable when you die.
⦁ Tons of small bonuses added to all kinds of gear at the Arena quartermaster.
⦁ Nerfed damage to squadmates from explosions and hazards.
⦁ Weapons affected by Shuriken Arc skill only suffer reduced damage if they pull enemies back to you. This de-nerfs the boomerang, throwing disc, etc.
⦁ Altered the visual look and size of weapon/armor stats displayed in the inventory for better legibility.
⦁ Half-Mag outfit and glasses were showing up way too soon at the Quartermaster.
⦁ Consolidated a bunch of hood wearables to trim out a bunch of obsolete and redundant gear at the Quartermaster.
⦁ One fewer wave at Slaughter Time's last checkpoint.
⦁ Removed "Plummet" skill from a bunch of enemies. They will no longer be invincible while falling, in case they get stuck in geometry and need to be killed.
⦁ Some throwables (mostly non-explosives) can be looted from bodies.
⦁ Murder Room invisible ceiling raised to make room for Cyber Brutes leaping around.
⦁ A bunch of gear has been given a variety of stat bonuses in the Arena.
⦁ Thrown weapons without a visual object (Nexus Bolts, etc.) have been given a default icon outline in the game UI. Others still (Rocks, etc.) have been given new icons entirely.
⦁ When failing to pick up a throwable because the one you're carrying cannot be dropped, the game will notify you.
⦁ N51 Mortar can't be knocked down anymore (least of all by themselves).
⦁ N-60 requires two hands to wield regardless of a character's stats.
⦁ The Character Select screen had a Beta Branch warning that needed rewording.

Patch Notes: Release Build v1.03.b

A couple of small fixes today:

-Thrown melee weapons were sustaining a lot more durability damage than intended. This has been corrected.
-The Ghi, Headband, and Pugilist Outfit have had their Unarmed Speed bonuses standardized, so their stats are easier to read.
-Small text placement issue in the Colorizer.

New Arena Stage: The Heist!

All Versions:
New Post-Holiday Update! Check out our new mission, "The Heist", in Arena Combat now! (Available to those Nevada warriors who have made it past Contract 3)


------------

Current Patch Includes:

ADDED
⦁ The Heist: Stick up Nevada Central's must lucrative target in a brand new Arena stage!
⦁ Your Arena money is now represented by a stack of cash in your Loft. You can now behold your monetary progress as it grows.
⦁ Your purchased Color Swatches will carry over with you after imprinting, as well as the Swatches of any Origins you imprint *after this update*! You'll still need to unlock the Colorizer again in order to apply them, of course.
⦁ Plus, a couple new Swatches at the Fence.
FIXED
⦁ Sweep attacks have a better, rounded sweep area to account for low FPS.
⦁ Most revolver cylinders were rotating an incorrect direction when reloading.
⦁ "Coinbearer" spawns in the Arena Infinite Waves were not spawning properly, and sometimes not at all.
⦁ Characters that teleport when they lose a corpus (Apparitions, Crackpot, etc.) will do it properly if they're ragdolled.
⦁ Some gate obstructions have been tweaked to block off their areas faster (such as on each level of the elevator in the split-room battle in Climb). This should stop squadmates from leaving before they're supposed to.
⦁ Changes to the Slaughter Time murder fan to prevent it from drifting away from its start position over long periods of time.
⦁ Stop Sign can be thrown.
⦁ Charge-up attacks on some heavier weapons were not letting you leap forward.
TWEAKED
⦁ Various firearm stats have been balanced.
⦁ Some wepons are HEAVY. They will slow you down while held or stowed on your back - this scale changes based on your Endurance and your size. They're also much cheaper to purchase.
⦁ Blackmarket markup has been scaled down the more expensive a weapon already is.





The previous Beta versions have been merged into the Release Build:

Beta [2.02.b]
[You can access this build from the releasebeta Branch on Steam]

FIXED
⦁ The Story Campaign stage selector shortcut (aka stage selection map) was allowing you to bypass events that need to occur before accessing certain stages (such as blowing up the door to the Sheriff's stage, or encountering the Outskirts snipers before entering Power Play).

------------

Beta [2.02.d]
[You can access this build from the releasebeta Branch on Steam]

ADDED
⦁ Stage Select screens show which difficulties you've beaten the selected stage on, and World Maps will indicate stages beaten on Madness difficulty.
FIXED
⦁ In Chasms, players were sometimes getting stuck in the "water room" when the door at the end of the hall won't open. This was the result of a larger issue that never cropped up except in some very few rooms.
⦁ The scale of weapons in the Massive Origin's hands should be correct now. This applies to your character in the world, as well as in the inventory menu.
⦁ Record of your cash earned in Arena for each stage wasn't displaying in the correct format.
⦁ Weapons destroyed after a throw will drop their broken version now, so long as that version doesn't decay on the floor (such as crappy broken hilts).
⦁ Melee weapons thrown with the Lawnmower skill will properly lose durability.
⦁ You and your squad are now properly invincible before, between, and after completing waves. This should prevent accidental deaths and other workplace accidents.
⦁ You can crit hit opponents during your charge-up swings again.
TWEAKED
⦁ Cleanup to the Playground back room to make it prettier.
⦁ Weapon rebalance: range decreases for pistols, shotguns, and other very short weapons.
⦁ Weapon rebalance: magazine penalty tweak, so that larger mags carry greater penalties for size/recoil/recovery.
⦁ Weapon rebalance: BR7 and FNC slightly nerfed to make them fit as low-mid tier rifles.
⦁ Shock Sword and Axe moved from the Quartermaster to the Blackmarket (just like the Dozer Model E).
⦁ In the post-game interactive outro for Arena, your name will be shown correctly instead of as "Player".

NOTE v.2.02.c was released only to the private Beta branch for closed testing. It contained some of the above updates.

Can Project Nexus take the BEST SOUNDTRACK award on the Steam?! COME VOTE!

We know it's a long shot, but we're terribly proud of the unparalleled work done by both Cheshyre and Locknar on our game. The heavy hitting dubstep, the ambient electronica, the body-shaking drum'n'bass, the head-banging metal...we could not be more grateful for the love and labor they both poured into this game's OST. Project Nexus would be a barren, soulless experience without the life their music lends to it.

That's why we're shooting for the Best Soundtrack award on Steam this year!

The soundtrack is available on Spotify for those who haven't picked it up on Steam yet, in case you want a reminder of what exactly we're asking you to vote on:
Locknar's half of the OST
Cheshyre's half of the OST
Some of our favorite tracks are Blood Soon, Child of Swamp Zombie, Enter the Nexus, Waltzer White, and AAHW. What're yours?

Thanks for mobilizing with us, oh dear friends-of-Madness. Let's find out if we can bring Hank and the gang out of Nevada and into the world stage with our very first award. And thank you for making this a wonderful launch year <3 <3

-Swain & Krinkels