Update #10: Propaganda Poster Contest + Backer Reward Upgrade!
Update #11: Story Mode Character Contest Winner
Update #12: Quick Update, and Other Notable Projects!
Update #13: Madness Day Helmets & Masks / Campaign Nearing the End!
Update #14: The Final Push
You sneak around the back of the military complex, pistol silenced, clinging to the concrete wall and approaching the blast door. Your squadmate plants the charge: an electronic lock interference device. A moment later the door sparks and slides open, and the both of you advance into the dark interior.
They don't see you coming. Not because you caught them off guard - they were expecting your attack - but because your second charge goes off, and the installation loses power just as you unload your magazine on the unsuspecting enemy Agents. Good thing you brought your infrared goggles. The badguys...they were not so well-prepared.
Somewhere else in the world, a ragtag band of unwashed civilians huddle together for warmth over a small campfire, their tents and vehicles blotted with mud and riddled with rust and decay. The world has ended, and they are all that's left.
...that is, if you don't include the swarm of zombies crawling out from the darkness. Maybe a campfire was not such a great plan. The ones who make it will remember the ones who died for this invaluable lesson.
Back in the headquarters of the Nexus Core, you step out into the arena, your trusty weapon in hand. You crafted it yourself from parts and would stake your life on its reliability. In fact, in twenty seconds you'll have no choice. Your superiors are unleashing a battalion of trained killers on you, a few at a time. Your mission is to survive. To learn. To become a better soldier. The alarm sounds, and you cock back the slide of your piece.
You were born for this kind of Madness.
Michael "The" Swain: Programmer and team co-founder. Swain has been coding and designing Flash games for six years, and worked with the Unity 3D engine for the last year.
Matt "Krinkels" Jolly: Lead artist, 3D modeler, and team co-founder. Matt has over ten years of experience as an artist and Flash animator.
Sean "Cheshyre" Hodges: Musician and effects artist. Check out a sample of his mood-inducing techno work below.
Devin "Locknar" Martin: Dubstep Wizard. Check out some of his adrenaline-inducing electronic music below.
We are hoping to surpass our base goal and enlist the help of the mega-talented 3D animator and modeler Jose Ortiz. Here's a sample of Jose's work, plus a link where you can see what he's capable of (and why Project Nexus 2 would be THAT MUCH BETTER with him on board)!
Check out a few of his rotatable 3D models below:
Sean "Cheshyre" Hodges has been single-handedly producing the music of the Madness universe since 2003. Naturally, he's coming with us until the end.
Devin "Locknar" Martin is new to the Madness scene. In 2012 he donated music to Project Nexus 1 as a fan of the series. His contribution was such a hit with Madness fans that we've taken him on to help diversify the project.
The last six months of development have been paid for out-of-pocket. That means we've slowly emptied our bank accounts while we developed the framework for Project Nexus 2. However, there's still much to do! And we want to do it the right way.
This Kickstarter is how we're going to be able to work full-time on this game without having to take commissioned work to support ourselves. It's how we overcome all of the delays involved in stopping production because of day jobs and monetary obligations. By donating, you're not just funding the game; you're actually helping to free its creators from the kinds of distractions that would definitely hurt the final product!
Every dollar has been accounted for, from the upgrades our computers need to properly build this game, to promotional cards and space at conventions. We have licenses we need to buy for the software to make this game, the fees charged by Kickstarter and Amazon for every donation, and Uncle Sam taking his cut. Most importantly, we gotta eat! Looks like it's ramen noodles and tap water for us for the next few months.
Hank: A psychopathic mercenary gunman on a take-no-prisoners mission to wipe out an all-powerful Agency...one which maintains a stranglehold on Nevada with its seemingly unlimited supply of loyal and disposable soldiers. Hank is the primary anti-hero of the series.
The Savior: A magically-augmented telekenetic weapons master who has chosen to adopt the image of a certain two-thousand-year-old messiah.
Tricky: The zombified remains of a psychopathic assassin clown.
...and many more! At 1,400 Backers...I'll draw hank as an Abstract Cubist portrait.
This game begins where Project Nexus 1 left off (though no knowledge of the prequel will be necessary to fully enjoy the Project Nexus 2 experience). Players will wander from the outskirts of the never-ending wastelands battling bandits and cannibalistic raiders, infiltrate a corrupt metropolis known as Zed City, and take on the Nexus Core directly in a sidescrolling open-world combat and exploration game.
While many missions will be reliant on planning out how you'd like to invade enemy camps and bases, you'll not always know what's coming next. Agency hit-squads, hunting raider parties, and the inveitable swarm of hungry undead are also looking for you as you duck between alleyways and push ever forward toward the heart of Project Nexus.
You begin with a blank palette. Your new character, grey and lifeless as any Grunt in the Madness world. He or she is not very skilled. In fact, they can barely stand against a stiff breeze, let alone a battle-hardened opponent. The Employers, however, do not care about your cherubic amateurity, and being shown mercy is not in your contract. You are destined to possess such great skill and strength that you're prepared to die just to learn to wield it.
And die you will. Many times. Death does not nullify your contract. But destroying the Nexus Core...that might just make The Employers happy enough to consider your resignation.
In Arena Mode, players will build the kind of Madness combatant they've always dreamed of by picking from an ever-expanding tree of skills and abilities gained through surviving wave after wave of baddies. Want a gunslinger of legendary proportions? Go for it. Stealth ninja with a penchant for pistol-and-katana kills? You got it. C-4 and trap-laying expert? We dare you not to enjoy making enemies go boom.
Once you've reached a certain pinnacle of excellence, you'll have the option of branching off into one of many Legendary skill trees. From telekinesis and flight to time-slowing battle sense and unbelievably huge size, you'll have at your disposal the power to make your character truly and unsurpassably unique. These are powers the likes of which only the true heroes and villains of Nevada may possess. Will you be one of them?
ZED SURVIVAL MODE
The open world zombie horror campaign we've always wanted to play. So many games have tried this before, and a good deal of them have excelled in one or two major areas. Imagine the suspense and distrust you feel between encounters while exploring the world of Day-Z. Remember that thrill of finding a new stockpile of goods and weapons in Infinity Mode of Dead Rising. Picture your character going from pathetic to powerful in Dead Island. Feel the blend of adventure and dread you got from Organ Trail. And conjure the heart-thumping panic and excitement of being overwhelmed in the Zombies mode of CoD.
Our problem is that we want TOO MUCH. We want all of those feelings to blend from one to the next in a single game. And we want it to be roguelike, randomized, and a new adventure every time you play. Too much to ask for? We truly believe that it is not.
So where is Project Nexus 1?
The original was a Flash game that premiered on Newgrounds.com, and placed players directly in the middle of the fast-paced, shoot-em-up action that is hallmark to Krinkels' Madness cartoon series.
It did extremely well by Flash standards, pulling in over 8.8 million plays since its release in March of 2012...and that's just on Newgrounds alone. Compare that to the 3.5 million plays for the original Flash release of Super Meat Boy, one of the biggest success stories of modern indie game development, and you can see that Project Nexus wasn't messing around.
Check out the origins of Project Nexus below!
We're On Steam Greenlight!
Team Madness wants to make your support worth it! YOU are the reason this game has a chance at life. Let us do something for you in return.
If you have any questions on the rewards we're offering, send us a message and we'll explain anything you like in full detail. It's no problem!
To all of our backers: you're bringing attention to our game just by being here and making even the minimum pledge. Thank you for helping to bring our game into the world!
The full version of the game. When it is complete, you'll receive a key to redeem for your DRM-free copy of the game, including all final content and game modes assured by our Stretch Goals, as well as beta and early access!
A handful of buttons and stickers featuring Madness Combat and Project Nexus 2 artwork, splash images, and so forth. We can't wait to go crazy with zany sticker and button art for you guys after the campaign is over!
The complete Madness: Project Nexus 2 soundtrack in digital format, featuring music by long-time Madness series composer Sean "Cheshyre" Hodges, as well as newcomer Devin Martin, the caesar of Dubstep. We're lucky to have them on board, and even luckier to be able to share the game's music with our backers!
A calligraphed letter from Krinkels and Swain, right to your doorstep. There will be no mass printing or generic thank-you notes here - every letter will be a unique, handwritten message on high-quality stationary, made to look gritty like it's survived more than one gunfight. Who knows, maybe pirates got hold of it or something? We'll let you make that judgment call.
Concerned that we might not have that one sword you saw in that one movie that one time? Think your Arena Mode character would be incomplete without that one haircut that one dude has in that one manga? Hoping you'll get to theme a gang of dudes that you just can't WAIT to punch in the face? Backers who receive this reward get to dictate an exact thing they'd like to see in the game...and we'll make it happen. Y'know, within reason.
The Madness Combat Series DVD. In an effort to stay CUTTING EDGE, backers who receive this reward will have in their hands the VERY LATEST in VIDEO ENTERTAINMENT VIOLENCE for their VIEWING PLEASURE. Contains all Madness Combat episodes and non-canon cartoons to date as well as some extras, and maybe even a preview of Krinkels' next Madness episode...!
Super duper high quality print of Project Nexus artwork, created by Krinkels himself for our awesome backers. Exactly which print you get will be randomly decided, but Krinkels and/or Swain will write you a personalized thank-you of your choice on your gift.
Your very own cheat code! Not only do you get to tell us what it does, but you will be the only person to receive instructions on how to unlock it. None of that "insert cheat code" prompt nonsense here! We're talking a good old-fashioned Up-Down-Up-Down kind of cheat, like our grandfathers used to use. The kind of cheat code America was founded on. Once you've got your code, it's up to you to decide if anyone else but you ever knows about it, you little hacker you.
Your name, handle, likeness, or message of choice sprayed by Nevada's hooligans on a wall somewhere in the Madness world. This is your chance to literally leave your mark on the game. If you're artistic, we'll let you take the reigns and provide us with a piece of art (to our specifications). Otherwise, describe it for us and we'll handle the grunt work.
Call us up on Skype! We wish we could have face time with every single fan, supporter, and enthusiast, but we're limited to offering this gift to high-end backers. We'll arrange a time that both of us (Krinkels and Swain) can meet with you that fits with your schedule, and we'll talk shop with you about the game, the biz, the cartoon series, or whatever tickles your fancy. Because we're fulfilling this reward before development ends, you can freely express your expectations for the game to us, and maybe even help to direct and advise us on the parts that interest you most.
One of our exclusive rewards: Swain will cook you a delicious gourmet dinner of your choice while you play video games with Krinkels and hang out at our home office in Philadelphia, PA. We won't be able to cover your travel and lodging expenses, but we'll keep you fed and happy while you're in our company. We'll discuss with you a time that works best with your schedule to redeem your reward, which could be during or after Project Nexus 2 development. THAT MEANS you'll get to see the game in action before it's done, OR see the new free content we'll be working on after the final game has been launched.
We want to extend an invitation to our Savior Backers to come join Team Madness in Philadelphia, PA, where we'll host you for a two-day party celebrating the release of Madness: Project Nexus 2! Although you'll have to make your own travel and lodging accommodations, we'll take care of the rest. Who knows, you may just bump into Newgrounds founder and mastermind behind Castle Crashers, Tom Fulp, or internet funnyboys William Stamper and Chris O'Neill, while you're there. Philadelphia is a small town, and we're a tightly knit bunch. Why don't you come be a part of that with us?
The amount we're asking for will guarantee Project Nexus 2 gets made, but let's face it: that's the minimum we require to make the game at its most basic state. Yet, it could become so much more than that if we receive even more backing! At zero additional cost to supporters, Project Nexus 2 could be released with a number of new game modes and features that we otherwise would not have the time or resources to include.
That means the copy(s) of the game you receive will have that much more content if our Kickstarter does very well!
Risks and challenges
Thank you for stopping to learn about Project Nexus 2! No matter the outcome, we have devoted our lives to producing this game. Without your help, it may take years.
But WITH IT, we will be an unstoppable gaming force...and it's all thanks to you!Learn about accountability on Kickstarter
While we are guaranteeing copies of the game in both PC- and Mac-friendly formats, we are going to do our best to work out a Linux-compatible version of the game as well. It's not a format we're used to working in, but the good news is that Unity3D DOES, in fact, export for Linux compatibility. Which means it's totally possible, and we're going to try.
Barring any terrible mistakes on our part, we do expect a Linux copy to be available.
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