Name | MADNESS: Project Nexus | ||
Developer | GIBBING TREE, LLC | ||
Publisher | GIBBING TREE, LLC | ||
Tags | |||
Release | 2021-09-29 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  n/a  | ||
Steam Rating | Overwhelmingly Positive | ||
Steam store | |||
Public Linux depots | Madness: Project Nexus Depot Linux [3.23 G] |
Orderrrrr up! Makeship has graced us this Black Friday with a DOUBLE GLOWY MADNESS MERCH DROP! We've got the absolutely adorable zombie chef Gil Glow-in-the-Dark Plushie, AND duo enamel pin set of yet another adorable Glowy Gil, and Nevada's hottest zombie DJ, Tricky! (who does not glow.) |
mpn_engi Beta [2.10.e] mpn_engi |
mpn_engi Beta [2.10.d] Update mpn_engi |
You folks have been loving those Sanford & Deimos plushies so much that Makeship have chosen to EXTEND the campaign for another WEEK AND A HALF!!! These little chuckleheads are now available for purchase until AUGUST 19TH! |
Makeship are back with a hot new plushie drop! But this time, there's not just one, but TWO OF THEM. Who else, of course, but the best-darned two-dude wrecking crew in all of Nevada Sanford and Deimos!!! |
Coming soon, courtesy of our pals over at Makeship, the official Sanford and Deimos plushies! They'll be available for purchase on July 18th, (Don't worry, we'll send out another reminder,) but in the meantime we've got a giveaway! You could win a set of these adorable scamps ABSOLUTELY FREE! All you have to do is follow Makeship and Project Nexus on Twitter and retweet this Tweet! Giveaway ends July 17th at 2PM EST. |
Beta Patch v1.09.c
[h2]TWEAKED[/h2]
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Happy Monday folks! The release build is now caught up with all beta updates, primarily the following: |
[h3]Update v1.08.b[/h3] |
[h3]v1.08.a[/h3]
[h2]FIXED:[/h2]
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[h2]S-3LF Eater Release Patch (v1.07.b)[/h2]
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We're here with update 1.07.a on the public branch, which includes a BUNCH of new content for you! |
[h3]mpn_agentWelp...we went and did it.mpn_agent[/h3] |
We're private-testing fourteen new achievements for Project Nexus over the weekend, and will hopefully have those available for all players by next week! You may have noticed the new achievements showing up on the game's Steam page - we'll let you guys know the moment they're live. |
The release build has been caught up with all updates from the beta branch! The Halloween ghosts are also now finally at rest - thanks for killing them for us! |
While we deck the halls and continue to work on the next BEEFY update for the game, we've partnered with Turtle Pals Tapes to create this kickass Vinyl LP Box Set of the ENTIRE MADNESS: Project Nexus soundtrack! |
Just a couple lil changes today while we continue to work on the next free DLC for Project Nexus...more on that later! |
[previewyoutube=P2isL-Pw1yI;full][/previewyoutube] |
We've got something really special for you folks today. Skel Studio as well as Krinkels himself will be in Hollywood CA on November 28th premiering the MADNESS: Project Nexus Cinematic Story Trailer and YOU'RE INVITED! |
You guys absolutely killed it with the Tricky plush. So much so that we're right back with round 2, featuring HANK! |
Feliz Dia de los Muertos, amigos of Madness! |
[previewyoutube=8EyCBxsIF5U;full][/previewyoutube] |
Full Release [1.05.d] |
The release build is now available with all previous Beta fixes/updates, along with these changes: |
We've got something real special for you today, folks! We've teamed up with Makeship to deliver you lot an incredibly adorable plushie of your favorite zombie psycho clown. |
A big merger update coming your way, folks! |
Beta [2.06.g] |
Beta [2.06.d] |
Full Release [1.05.a] Update is Here! |
Beta [2.05.v] |
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. |
[You can access this build from the releasebeta Branch on Steam] |
A couple of small fixes today: |
All Versions: |
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. |
All Versions: |
Beta [2.01.r] |
We're merging the existing Beta fixes into the public build! As always, merging builds may yield unexpected glitches. We appreciate all bug reports to help us resolve those problems. Thanks everyone! |
**Beta [2.01.o]** |
The Full Release of M:PN has been merged with all patches from the Beta Branch: |
After what was almost eight years of development on this game, I can't believe I'm writing about our first week post-release. |
Beta [2.01.k] |
**Beta [2.01.j]** |
Here's what's new: |
We're merging the existing Beta fixes into the public build! As always, merging builds may yield unexpected glitches. We appreciate all bug reports to help us resolve those problems. Thanks everyone! |
**Beta [2.01b]** |
[Access this build from the releasebeta Branch on Steam] |
We've been working 16 hours a day since launch to get these updates to you as quickly as possible, so bear with us while we clean up the issues being discovered by a previously unimaginable number of new players! (THANK YOU for the bug reports! They are an endless help to us) |
[Access this build from the releasebeta Branch on Steam] |
Hey, gamers! While we continue looking at issues some players are having with controllers in M:PN, we wanted to share a quick fix that could resolve the problem. |
[Access this build from the releasebeta Branch on Steam] |
Starting from now, we're going to be posting our immediate, quick and dirty fixes to the new Beta branch of the game! Once they have been tested and are considered stable, they will be pushed to the main branch of the game. |
https://store.steampowered.com/app/488860/MADNESS_Project_Nexus/ |
ADDED: Voices volume slider. |
TWEAK: Large-vs-Small executes follow the same rules for killing opponents as any other execute, and have been made more gorey to celebrate. |
IMPORTANT: We set each of the three pre-rendered videos (Gibbing Tree logo, MPN title card, and New Story career intro) each to different settings. Please let us know which ones DO and DO NOT work for you! Some players have been having issues, so we're trying a spread of ideas. |
ADDED: Pre-rendered introduction added to new Story Campaign games! |
DISABLED: Steam Achievements until we can develop those further. |
ADDED: An additional cutscene to play after you've beaten the game and watched the credtis. You can also reach it by accessing the Credits through Mystery Dude's cave paintings. |
It's that time of year once again folks! Time for more badass Madness 'toons, games, music and art over on today (and every day, frankly.) So git'cher butt on over to the submission page and CONSUME THE MADNESS! |
ADDED: Arena has a new system for its Infinite Waves, which are now broken into Checkpoints. Completing all waves in a checkpoint resets the wave, but the enemies will be Imprinted to be more difficult each time. Please help us test this new feature! |
ADDED: Tutorial now also teaches Charge-up Attacks |
ADDED: The Massive can yank the helmet off of dizzied G03LMs now, rather than being too big to do it. |
ADDED: New Tutorial game for beginners to learn the ropes (Controller commands version coming soon). |
ADDED: New official Gibbing Tree logo and intro. |
It's finally here. After over 7 years of anticipation. After 7+ years of eye-straining, sanity-draining, bank balance-straining work. Through crowdfunding campaigns, cross-country moves, life changes, code-rewrites, engine updates, part time jobs and a freakin' worldwide plague, the end of our wild journey is almost here. |
ADDED: Background images for Arena stages (seen in the Stage Select menu), courtesy of DarkSignal |
TWEAK: Your combo timer will be extended while in a synch'd animation with another character, while in a melee/charge-up state, or while dodging. Each of these actions increases the timer by varying amounts. |
ADDED: Melee and Unarmed now ignore a flat percentage of an enemy's armor value. This percentage increases as your Lethality and Force subattributes grow, respectively. |
ADDED: Our beloved Dr. Crackpot has his own voice set! |
ADDED: Couple new swatches. |
ADDED: New shape for the Disquieted mask, in case you need a version that fits with hoods. |
TWEAK: New rifle ammo types added to workbench, others modified. |
ADDED: Smiley texture for Disquieted Mask. |
FEATURE: Contract 4, the final stage of Arena Combat, is now available once you've beaten the Nexus Facility stage, and along with that, Arena's "New Game +" Imprint system. EXPECT BUGS, TESTERS. |
TWEAK: You and your squad are invincible during Takedowns that you initiate. |
ADDED: G03LMs have a different tantrum animation than other Brutes. |
ADDED: Indicators on the Pilot/Bus map for Arena stages you've beaten. |
Tweak: Hard Sell units will take cover in their back rooms. |
Tweak: Continuing your combo or landing a crit depended on tapping and releasing LMB (because of how Charge-Up power attacks work). Now, it'll only look at pressing LMB. Should work for controllers too, but needs further testing. |
Tweak: The influence ammo capacity has on the price of Arena firearms has been drastically reduced. The Minigun should sit at around $1 million now instead of $4.2 million. We'll keep playing with these values until it feels right. |
Feature: Murder Room is back in Arena. Not all trap features are in and live, but so far we like the new layout. |
Feature: Third and final Siege stage added to Arena, and along with it, the N51 faction make their presence known. They're sturdier than the Nexus Core, but more conservative in their attacks. |
Added: Incapped squadmates will have a little marker to show where they are if they're off screen. |
Added: The Fence carries a bunch of new augmentations. |
Added: Odiums have their own unique attacks added in. They'll be a lot less brutal, too. |
Tweak: Facility stage has better blockers to prevent Soldats from appearing in areas where they shouldn't. |
Features: The Facility is back in the Arena, and with it, the Nexus Core. Good luck - if you thought Slaughter Time was difficult, then you're gonna need. |
Featured: New Arena stage, filled with new badguys to beat up! |
Feature: We rewrote the Bonus system from scrap. This will affect the buffs your Origin gives you, as well as wearables like gloves. If you notice the bonuses suddenly not working, let us know! |
Added: Swatch Inverter added to Colorizer/Skin Picker. Once you've bought a two-tone swatch, you can swap which color goes onto which part of your gear/body. This feature needs testing, so please go nuts and report bugs! |
Added: More skins to Skin Picker. |
Feature: Arena Contract 3: Club Advent |
Added: For testing, we threw in the AAHW Half-Mag into Fast Track (Final Checkpoint). He'll be undergoing observation, so send us your thoughts! |
Added: New Loud/Quiet loops for (some) Arena stage music. Tracks will start off in a quiet state, and advance to loud when you start the stage. |
Added: Saved games sorted by Last Played. |
Added: Brand new back-end system to Executions/Takedowns! You won't notice much new on your end, but it's running faster than ever, and opens the door to tons of new options. For example: try using broken hilts on Mags, or execute a dizzy enemy as Jeb! |
Added: New Damage Ticker tracks your destructive power! Enable it in the Options Menu. |
Added: Glow effects added to a ton of goggles and other outfit pieces. Plus they're colorizable! |
Added: Laugh track for Slaughter Time complete |
Fixed: An optimization in the last update caused Sweet Spots to seemingly disappear. |
Fixed: April Fools! |
Feature: Brand new HIGH DEF character models! |
Added: New gloves! They're like fingerless, but with fingers. |
Tweak: Certain weapons won't blade-lock you with enemies. Chains, broken hilts, that sorta thing. |
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.) |
Added: Deimos joins the loading screen. |
Added: Fast Track (the train stage) has been updated with a new car, a flashy front engine, and an updated existing car. CHOO CHOO. |
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: Sword Locks require you to mash ATTACK again, while evading Zeds etc. still requires DODGE. |
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! |
Featured: Pit Stop for Arena Combat has been reworked to provide a more siege-like experience. Expect bugs: we need your reports! |
Added: New Arena Powerups: Speed, Triple Damage, and Infinite Ammo |
Added: New death animations! |
Tweak: Management of audio channels improved on weapons. |
Tweak: Hirelings will want to find new weapons on the ground more often than before. |
Added: Tooltips further cleaned up, and added to Stage Start menus as well. If they're annoying you, disable them in the Options. |
Added: Tooltips are back in the Inventory/Stats menu. This is PHASE ONE of their reintroduction. They won't format correctly on all resolutions, but we're getting them out there now to at least help disambiguate the Attributes and what they do. |
Tweak: Price rounding to clean up the Quartermaster and Hire Recruits screens. |
Fixed: Longer cutscene narrations weren't showing correctly due to engine resources. |
Added: Sheriff's got voices now too! |
Added: Sanford, Deimos, Christsoff, Gil, and Abominations all have original voice sets. Jorge and G03LMs coming soon. None for Hank though. Ninja go SHHHHHH. |
Added: New animations for unskilled characters swinging gigantic weapons. |
Howdy! As you may have noticed we've been doing a lot of hotfixes lately. Well, this time around we've got PATCH NOTES! Here's what's been shakin' and movin' in the beta in the past week. |
Our testers have just been given access to the latest version of the Madness: Project Nexus Closed Beta (v1.13.a), which means we're now counting down toward only a couple of checkpoints before full release of the game! |
We whipped up a brief little survey to gather some more feedback and data regarding you guys' experience with the Demo. It only takes about a minute or two to fill out and we'd love to hear what you all think (as well as continue to hear from you all on Twitter, Steam and the Forums!) |
In the interest of Whetting all you lads and lasses' appetites, we present to you the official demo for Project Nexus! |
It's that time of year again, folks! Time to celebrate those little gray rascals who refuse to mind their own business. |
Hey there folks! Today we've shipped a major update to the game that also marks a major landmark in development. |
Hey there kids! Today we've got an appetizer for you hungry lot while our main dish finishes cooking up: The game's soundtrack! |