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Name

 MADNESS: Project Nexus 

 

Developer

 GIBBING TREE, LLC 

 

Publisher

 GIBBING TREE, LLC 

 

Tags

 Indie 

 

Singleplayer 

 

 Co-op 

Release

 2021-09-29 

 

Steam

 € £ $ / % 

 

News

 130 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/488860 

 
Public Linux depots

 Madness: Project Nexus Depot Linux [3.23 G] 




LINUX STREAMERS (0)




Update: Beta [2.06.d]

Beta [2.06.d]
[You can access this build from the releasebeta Branch on Steam]

[h2]ADDED[/h2]
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.

[h2]FIXED[/h2]
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.

[h2]TWEAKED[/h2]
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).


[ 2022-07-07 19:17:12 CET ] [ Original post ]