Update: Beta [2.06.d]
[You can access this build from the releasebeta Branch on Steam]
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.
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.
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 17:17:12 CET ] [ Original post ]
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).
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 is a third-person Run n' Gun-slash-Beat'Em Up filled with arcade-style action and button-mashing brutality. Train your custom Madness combatant for the endless trials of Arena Mode, building weapons from your own sick imagination to get through just one more wave of deranged assailants. Or, play through the core campaign as the antiheroes of the Madness universe and unearth the terrible secrets of Project Nexus itself.
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:
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.
MINIMAL SETUP
- 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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