After what was almost eight years of development on this game, I can't believe I'm writing about our first week post-release. It's been a whirlwind, guys. It's outrageous to wake up every morning, check Steam, and see that thousands of you are playing the game at once. For years, the player base has been limited to the few original Kickstarter and crowdfunding backers who'd found us early on. Many of you have only just discovered MADNESS: Project Nexus through Steam's marketing, Newgrounds, or our live action trailer. Others have sat patiently for years, awaiting the day that we finally found the nerve to say "Okay, I think this game is done." Leading up to launch, we were working the most obscene hours we'd ever known. At the beginning of September, we thought we'd make the workload light: 10-hour days, 5-hour weekends. A week in, and that wasn't going to cut it. We kicked things up to 12-hour days, 8-hour weekends. Still not enough. With launch day approaching rapidly, we pushed it to 16-hours a day for 11 straight days, and to handle the post-launch bug reports, we kept that same schedule for a week more after that. But that's what it takes. To make this project pristine, to keep our promises: that's the cost. Jumping from 50 beta testers to thousands upon thousands of live players means otherwise unknown issues suddenly pop out from the shadows. We haven't stopped addressing and fixing these issues, and after nearly eight years of working on this game, we hope you'll trust that we don't intend to. Thank you to the Testing Corps beta tester team for helping us crack bugs since day one, but especially now, when time is of the essence. This project could not exist without you. Thank you to those that found us and backed our little concept of a project back in 2014, or pre-ordered the game without ever being sure that it could be made. We hope your wait was worth it. Thank you to the Madness fan community, as well as to gamers giving this world their very first try. We hope you'll stick around a while. Thank you for believing in this game. Thank you for giving us a chance. -Swain, 1/2 of Team Madness
MADNESS: Project Nexus
GIBBING TREE, LLC
GIBBING TREE, LLC
2021-09-29
Indie Singleplayer Coop
Game News Posts 147
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Overwhelmingly Positive
(13565 reviews)
http://www.madnessprojectnexus.com
https://store.steampowered.com/app/488860 
Madness: Project Nexus Depot Linux [3.23 G]
MADNESS: Project Nexus challenges your use of immersive & tactical combat, on-your-feet decision making, environmental navigation, a massive selection of weapons, and a pretty heavy dose of comic blood and violence. You'll progress through the game by navigating between rooms and overworld stages, engaging baddies along the way (who become wiser and more tactical as you advance). Not everyone is cut out to survive; we think you may be the exception.
Can you overcome the hordes of gun-toting Agents, sword-brandishing assassins, and bullet-deflecting giants that Project Nexus throws in your path? Grab your trusty weapon and let's find out.
MADNESS: Project Nexus features:
- Story Campaign: Take the reigns of the heroes of the Madness universe, and infiltrate heavily guarded installations, survive cultist-ridden tunnel networks, fight back against dynamite-wielding cannibal bandits, and dodge the grasp of armor-plated Mag Agents over three times your size.
- Arena Mode: Create your character from scratch, advance through specialized skill tiers, and build a unique Madness warrior who is equipped to take on wave after wave of never-ending badguys in several combat environments. Build your own custom weapons and outfit them with the latest technology to give yourself the edge you're going to need to pull through.
- OS: Ubuntu 12.04 or later
- Processor: 2.4 GHz Intel Core2 Duo or betterMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 512 MB
- Storage: 1 GB available space
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