"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." - Steam Store description
MADNESS: Project Nexus (rebranded from "Madness: Project Nexus 2") is a Madness Combat shooter/action game developed by Krinkels and The-Swain. It is the sequel to Madness: Project Nexus (Classic).
Unlike its predecessor, the Steam version is not made using Flash. Instead, the game is made using the Unity game engine. With Unity, this enables the game to be created with fully functioning 3D graphics. The 3D models used for the game are being made by Krinkels, and The-Swain is the programmer.
The gameplay remains in a diagonal isometric perspective, with a similar room format as its predecessor. Krinkels has also stated that despite the move to 3D graphics, the visual style will remain "cartoony", thanks in part to custom cel-shading.
In the game, there are 4 different difficulties.
- Tourist - the "easy" difficulty. Enemies can't stunlock you and medkits heal all of your corpus. All the guns also have 2 magazines.
- Normal - Medkits heal all corpus blocks, guns have one and a half spare magazines.
- Tough - the "hard" difficulty. Guns have only one spare magazine, and medkits only heal one corpus block.
- Madness - This difficulty is the closest to the Madness cartoons. You do very well, slaughtering enemies with ease, until you do one small slip-up and you get punished very hard. Everyone has 5 times less health, medkits only heal 1 corpus block and guns only have 60% of a spare magazine.
The higher the difficulty, the more enemies you have to kill during mini arena-like waves in certain rooms during the Story Mode.
All news and updates for the development on the game can be found on the official blog or on the Official Changelog, as well as Steam patch notes and on the game's official discord server.
Uncover the secrets of Project Nexus in the Story Mode. It includes 19 stages and 7 hub worlds:
There are multiple playable characters, such as:
Crack the Mandatus Code with the help of 2BDamned, build your own agency and empire in the Nevada Central. Train your own custom Madness combatant to be the most deadly killing machine in Nevada.
Complete contract missions to advance the story, fight in multiple different stages with different sub-gamemodes, such as:
- Battle Rooms - classic arena experience
- Siege - defend objectives from waves of enemies
- Infiltration - Clear the room out of all enemies and proceed to the next room
Arena mode currently offers 4 different stages and 2 contract mission, with more content on the way. In future, you will be able to customize your blood color, face textures, change names of your hirelings and more.
When creating a new character, you have a choice of choosing one of the many origins:
- Undercover agent
- Disquieted (1 Imprint Required)
- Offering (1 Imprint Required)
- Massive (2 Imprints Required)
- Tinkerer (2 Imprints Required)
- Magiturge (3 Imprints Required)
Origins affect your playstyle, and each origin has pros and cons, as well as one unique ability (with the exception of Noob). Origins have skill tree focuses and weaknesses. In the focus skill tree, you can gain all the skills and with each skill you learn you get double points to your attributes. In the weakness skill tree, you don't get any attribute points and you can't learn the 3 last core 3 skills from that tree.
Ever wondered who would win in a fight between a mag agent and 300 grunts? Now you can find out yourself!
Spawn all enemies you can meet in the game (with the exception of a few bosses), arm yourself with different weapons of your choosing, become your favorite character and play some nice music to accompany you in your crazy playground adventures. In playground mode, you can spawn different characters, morph into characters, spawn weapons and play music.
It was officially announced by both Swain and Krinkels on Madness Day 2013, and a Kickstarter campaign was made in the year 2014. The kickstarter ended with $64,214 pledged, and 1,271 backers. Only $49,198 was successfully pledged, not counting the money from fake backers and the money that went to Kickstarter and Amazon fees. 
According to The-Swain, M:PN is meant to be an extension of Madness: Project Nexus (Classic) the same way M:PN was an extension of the Madness series. 
The-Swain revealed that M:PN will support PC, Mac, and Linux, and they hope to get it on Steam. Console support is also possible in future, depending on if the game will sell well on Steam. 
(Note that almost no updates past beta 1.0 are documented here. The game was still being updated after that update released.)
The M:PN Demo was released on October 14th, 2020; currently free to play. It contains only two levels, ending after the first boss-fight with Jorge and Church. After defeating them and attempting to blow up the door to the next level, Sanford and Deimos claim that they need "bigger demo" to blow up the door, ending with Deimos shouting the word "Demo" to drive in the point that it is the end of the Demo.
Beta version 1.0 was released on September 8th, 2017 with the introduction of two new bosses, patches and an interactive mode.
Alpha Version 1.04 released September, 8th, 2016 with patch notes. With a graphics overhaul, squad system overhaul and in-game menu changes.
Alpha Version 1.03 and 1.03a released with patch notes , introducing shields, throwing weapons and a 3rd Murder Room.
Alpha Version 1.02 and 1.02a released with patch notes, including early Linux support and Murder Rooms 1 & 2.
Alpha Launched on June 28th, 2016 and can be pre-ordered on the Project Nexus 2 website.
An official Facebook page for Madness: Project Nexus 2 was created on June 30th. See here.
The official M:PN website was created on July 23rd. See here.
The official M:PN development forums were launched July 25th, 2014. See here.
The-Swain has released an alpha teaser for MADNESS: Project Nexus on June 20th. You can watch the teaser below, or watch it on the YouTube page.
On July 23rd, The-Swain created a video where he discusses M:PN and the gameplay it will feature upon its initial release. You can watch it below, or watch it on the YouTube page.
On August 24th, the Kickstarter page for MADNESS: Project Nexus was created. See here.
On August 25th, MADNESS: Project Nexus was put on Steam Greenlight. See here.
On September 3rd, MADNESS: Project Nexus was successfully greenlit.
On September 7th, the MADNESS: Project Nexus kickstarter reached 500 backers.
On September 14th, the MADNESS: Project Nexus kickstarter reached 750 backers.
On September 19th, the MADNESS: Project Nexus kickstarter reached 900 backers.
On September 21st, the MADNESS: Project Nexus kickstarter reached its target goal, and reached 1,000 backers.
On September 23rd, the MADNESS: Project Nexus kickstarter reached 1,200 backers.
The-Swain discusses M:PN2
"Spent the better part of the day putting main story characters into the unity build. Back to execution anims..."
"These guys die too fast."
"Testing out the new Squad Combat system! You can move squadmates, have them hold a location, and attack a target. You can chain together commands by holding SHIFT, and add/remove members receiving commands through RMB."
"News #1: Working on a “Chatter System” to give personality to our little characters. We thought mindless NPCs swarming you were a little jarring, but giving them quips and things to say brings out the differences betweena the factions and their units. Dispatching a Grunt shouldn’t feel like chopping up an Engineer. News #2: We have over 1600 Steam Keys ready to be sent to our Kickstarter and Paypal backers (where appropriate). We’re doing a final few days of internal testing before we ask our friends and supporters to join us in the Project Nexus 2 Alpha. This really should have been News #1. Keep your eyes fixed on here and on Facebook, and we’ll be sending you your long-awaited keys shortly!" -Swain
"You need to stun or dizzy an opponent in order to fire off an execution, which will automatically kill his current corpus. It’ll take a few “executions” (more like a brutal move) to take down tougher enemies. Killing an enemy with an execution will Bloodlust you, a buff that increases your speed and hand-to-hand damage for a short time."
"Gore system improvements. Crackpot says: Don’t forget to smile!"
"More updates soon - just finished enemy spawners that allow waves to enter a map in unique and pretty cool ways (ziplines, ventilation shafts, and so on). By the end of this week, we will have something Pre-Alpha-ready! Then we just need to find a way to get a copy FAIRLY to all backers who qualify. Stick with us!"
"Crackpot takes on an agent. Will he get smacked and stunned before he can initiate his grapple?"
"We apologize for how long this is taking but holy crap, today I threw together this little room so that I can have a place to shoot up dudes until I can see inside of them, and gosh it was a lot of fun. Note these mooks should be very dead, and are only walking so that I can see how the smashed up 'skin' looks with the models underneath." - Krinkels
"Hope everyone had a happy set of holidays, I know I did! The first thing I do upon returning to Philadelphia is improve the internal/gore models." - Krinkels
"Once the system for making arena mode objectives are in that frees us to work on the story mode, we're always moving forward. Also, I made deployable barriers, because it's pretty cool." - Krinkels
A teaser for a possible gamemode or mission.
"The game needed environmental effects, so I been on that. Swain
's nailing down stuff that makes all these moving parts a game. Every week is mountains of progress." - Krinkels
"Weather and ambient effects, cloth physics, and mission objectives. We’re breathing a bit of life into the Alpha before we send it out. It won’t be worth it for you if it’s not COOL and FUN. So we’re putting cool and fun in first."
Left to right: AA-12(links to Wikipedia)
, Armsel Striker(links to Wikipedia)
without stock, Mossberg 500
, a four-barrel shotgun, a double-barrel shotgun, a sawed-off double-barrel shotgun, and possibly a single-barrel shotgun.
"... and skill + attribute purchasing are more or less complete (although not all skills are implemented yet)." - The-Swain
"We’re thinking about taking a more icon-oriented approach to skills rather than a list, but for now we just want to test the skill system before dabbling more in interface." - The-Swain
"... NOW, however, the game will dynamically adjust to account for what the camera is supposed to be looking at." - The-Swain
"In the old camera, shortening the screen left/right would clip off important areas of the view." - The-Swain
"I need a cowboy hat." - Krinkels
Three revolvers, including the S&W 500
, far-right, and possibly the Colt Revolver
, middle-right, their snub counterparts, and an unknown pistol.
"The Inventory is vastly improved as well. Weapons and armor indicate their stats and give you a general blurb on the item, and items you select will give you a blue ghostly sample of what the thing looks like when equipped." - The-Swain
"The Workbench allows you to modify your gun, for a small fee. Eventually you’ll have full control over what goes onto your weapon, but currently for testing you can randomly assign an Add-On to your gun." - The-Swain
"The weapon ammo/magazine UI is much improved. No longer an obtrusive bar at the bottom of the screen, the UI fits snugly beside your Corpus indicator up and out of the way at the top of the screen." - The-Swain
"The Arena Mode Quartermaster will oblige some pretty weird requests...." - Krinkels
"Above: Coolguy vs Pincushion Zeds
"Been working on costumes and level design like crazy this week. Here's one mashed together costume made up of dusty clothes, cowl, and one of the gas masks we got." - Krinkels
"The jump from 2d to 3d hasn't been an easy one, but we're going to make it, friends..." - Krinkels
"Lockers/Chests/Racks store and drop weapons. Anything you find hanging inside a locker can be picked up."
"Character Creating, Saving, and Loading is in!"
"This.... -thing- keeps looking at me while I'm trying to work." - Krinkels
3D models of MERCs
and a pilot.
"With the Arena assets coming together, an abundance of character animations done, and a big dumb pile of guns, I have turned to taking another sweep at character models." - Krinkels
"theres dead grunts
and stuff." - Seancglover
The player's in-game inventory.
"Green means grazing hits through Tac-Bar, and critical hits to Corpus (health blocks). Yellow risks grazing shots, and is unlikely to ragdoll enemies (thus pushing their bodies out of your line of fire)." - The-Swain
"Sweet Spot Test: Indicator will show which zone your aim falls in depending on your current weapon, assisting you in keeping enemies where they need to be to maximize the damage and accuracy of your shots." - The-Swain
"Just a few more things to animate while swain irons out a few more of the overt alpha bugs...." - Krinkels
"If you guys want that Alpha, then yer gonna need some new enemies."
"Blood splats will not cover the black outlines drawn onto your character's texture, giving him a perpetual comic look despite his carnage."
"Custom shader will remove parts of the body where damage is heaviest."
"Krinkels' versions of a Desert Eagle
and a N911 pistol. Now with aiming!"
A sped up image of a player fighting a grunt.
"Notice how the Grunts decide the corner of the stairs is too risky, so they backtrack to make it up the proper way."
"Randomized variants in their path search patterns can help enemies to corner you if you're not careful."
3D model of an A.T.P. engineer.
"The new armature is allowing us to do some pretty cool stuff with character interactions (see: high five)" - Krinkels
An attack animation for melee weapons, prefaced with an idle animation.
Potential death animation.
The animation itself, minus the skeleton.
The skeleton for a punching animation.
An attack animation for zombies.
An idle animation for zombies.
From top to bottom, left to right: one unknown gun AR-15
with KCI drum mag, AK-47
, another AK-47, AUG
, SIG SIG SG553
, and a FAMAS
A FAMAS fitted with a machine gun
barrel and a Beta C-Mag magazine.
An AK-47 with the front end of a M16.
"This map needs to be cropped down and toyed with quite a bit, but the terrain surrounding the city is starting to look like how I originally envisioned it, instead of that mess I wound up with in Blender."
Placing a door in the level editor.
Choosing from props in the level editor.
"Re-designing and cleaning up the M:PN2 logo today, and feeling a little like Dexter while doing it."
Deimos about to be attacked by unidentified monsters