Madness: Project Nexus (Classic)

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Madness: Project Nexus (Classic) is a Madness Combat game. It was also unofficially referred to as "Madness Interactive 2" by Krinkels. It was released on March 25th, 2012. The current version is V1.8, last updated September 9th, 2014. The development team is as follows:

Madness: Project Nexus (Classic)

The main menu during the first release.
Artist(s): Krinkels
Programming: The-Swain
Music: Cheshyre, Devin Martin
Current version: 1.8
Release date(s): March 25, 2012
Genre(s): Action, Shooter
External links
  • The-Swain programmed all features and groundwork for the combat system from scratch.
  • Luis designed the UI and menu system.
  • Afro-Ninja and Mike provided code support at various times.

The game focuses on episode-based gameplay, with different characters to play as, along with an Arena Mode where you can create and upgrade your own character who you can customize with gear and weapons. There were originally 3 Episodes planned, with an appearance from the entire Madness Combat cast.

According to The-Swain, Madness: Project Nexus (Classic) was supposed to be a simulator of the Madness Combat episodes, placing them right in the middle of the action that made the series popular. [1]

According to Krinkels, Madness: Project Nexus (Classic) cannot be updated anymore. Certain symbols keep on swapping around with other ones, and et cetera. [2]

The sequel, MADNESS: Project Nexus, developed by Krinkels and The-Swain using Unity Engine instead of Flash, was released on September 29th, 2021. During the sequel's development in 2020, "Madness: Project Nexus 2", the sequel's old title, was renamed to simply "MADNESS: Project Nexus", likely for marketing reasons. The original game was renamed to "Madness: Project Nexus (Classic)" to avoid confusion.


The following is a list of features of Madness: Project Nexus (Classic).

  • New, more realistic weapon sprites
  • The game has an Episode-Stage based gameplay system. There is 2 episodes in total.
  • Hank, Sanford, Deimos and Dr. Christoff are playable characters in Story Mode.
  • An Arena Combat Mode, with a playable character that can be customized with gear, stats and an AI squad.
  • A Zombie Arena Mode, an alternate of Arena Mode, featuring zombie foes.
  • Almost every gun has a black, chrome, and gold version.
  • All guns except non-revolver pistols may come with a scope. All guns may include a laser sight. Most pistols and all SMGs may have a suppressor.
  • A wide variety of medals to earn.

Planned Features

Features that were planned to be released.

  • Paintball and RPG Modes [3]
  • Alternate 'Christoff' Arena Mode featuring Episode 1.5's Nexus units [4]
  • Dual wielding, grappling, and/or executions [5]
  • Body shields, legendary skill tree [6]
  • A larger selection of shotguns [7]
  • New explosive weapons and/or perks to the M203 [8]


  • WASD: Moves the character. (Double tap to run)
  • Mouse: Aim.
  • Left Click: Fire/attack.
  • Left Click (Hold): Auto fire/attack.
  • Q: Swap between primary and secondary weapons
  • E: Throw current weapon, pick up weapon. (When unarmed)
  • R: Reload.
  • Spacebar: Dodge/block, open doors, interact.
  • Shift: Bullet-time or Magic-Bar. (When bar is not empty)

Enemy Types

  • Grunt: A basic level 1 enemy type; Has 7 health.
  • Agent: The second most basic; level 2-4 enemy; increased chance of dodging and performing special attacks*. Has 8-10 health.
  • Agent Mk1: Same abilities as agents, but are levels 5-7; increased chance of dodging, also possess a TAC-BAR. Has 11-13 health. TAC-BAR is 3-9 points.
  • Agent Mk0: Same abilities as engineers, level 9-11 enemies; increased chance of dodging, stronger TAC-BAR. Has 13-15 health. TAC-BAR is 15-20 points.
  • G03LM: Unique enemy, Cannot be damaged until armor is knocked off with melee attacks, may knock down player with melee attacks causing the player to drop his currently held weapon. Has 180-540 health depending on version.
  • Riot guard: Possesses durable armor (equivalent to a 4 armor vest) and increased speed and TAC-BAR. Dodges often. Notably harder to kill than A.T.P. soldats. Has 25 health.
  • Zombie: Will grab and drain the player's TAC-BAR on contact. Upon depletion, the player will be instantly killed. Can wield weapons but cannot use them. Can steal them from enemies and deplete ammunition. Level depends on zombie type and dictates how rapidly TAC-BAR is drained. Has 60-200 health depending on type. Zombies take increased damage from melee (+40%) and reduced damage from guns to the body (-20%).
  • Abomination: Attacks similarly to the zombie, but instead pierces through the player's TAC-BAR and hits the player's health bar directly. They will get up again after being knocked down the first time unless decapitated. Has 60 Health.
  • Sleepwalker patient: Upon death, these enemies will be revived three times. After the third resurrection, they will explode. This can be avoided by completely decapitating them. Has 35 health. Mask is equivalent to a 5 armor helm.
    • Sleepwalker experiment: G03LM-sized Sleepwalker patients, they can be revived an unlimited amount of times. They can only be killed by completely decapitating them thus destroying the device. Has 120 Health. Vest is equivalent to a 6 armor vest

*Special Attack: A special attack can be executed by gun-using foes. A special attack is a charged attack that, when performed, will knock down the player, penetrating the player's TAC-Bar and causing damage. It can be prevented by wounding/killing the opponent or by dodging/blocking**/standing really close to the enemy at the last second.

**Blocking fails for lower-skilled characters, such as Sanford and Deimos.


Story Mode

Story Mode is a game mode that allows the player to play as one of Madness Combat's main characters. Each level has its own goal and must be completed in order to unlock the next one.

Episode 1 follows Hank, Sanford and Deimos in their mission to bring down Project Nexus. The final boss is Mag Agent: N.

Episode 1.5 follows Dr. Christoff and his involvement in Project Nexus's origin. This episode is significantly more challenging than Episode 1. The final boss is Phobos.

Arena Combat Mode

Arena Combat is a game mode that allows the player to use a customized character to fight enemy units in an arena. These units consist of the enemies seen in Episode 1 of the Story Mode such as agents and G03LMs. Every kill gives the player a certain amount of experience and money. After gaining a certain amount of experience, the player will level up and be awarded with points that can be spent on increasing stats or gaining weapon perks. Money can be used to buy weapons and hire mercenaries for the player's team.


For more information, see Madness: Project Nexus/weapons






Heavy weapons


  • Mercy (5 Points): Don't kill any traitors or cowards in Mission 1-A.
  • Slaughter Rank: Greenhorn (5 Points): Kill 50 enemies in Arena Mode.
  • Nexus Victory [Easy] (10 Points): Defeat the Nexus HQ on Easy Difficulty.
  • Nexus Victory [Normal] (10 Points): Defeat the Nexus HQ on Normal Difficulty.
  • Slaughter Rank: Bloodied (10 Points): Kill 200 enemies in Arena Mode.
  • Slaughter Rank: Impaler (10 Points): Kill 350 enemies in Arena Mode.
  • Savior's Sword: (25 Points): Find Jesus' hidden blade in story mode.
  • Nexus Victory [Hard] (25 Points): Defeat the Nexus HQ on Hard Difficulty.
  • Slaughter Rank: Wargod (25 Points): Kill 600 enemies in Arena Mode.
  • Slaughter Rank: Psychopath (25 Points): Kill 1000 enemies in Arena Mode.
  • Slaughter Rank: Seas of Blood (25 Points): Kill 2000 enemies in Arena Mode.
  • Slaughter Rank: Impossible (50 Points): Kill 5000 enemies in Arena Mode.
  • Slaughter Rank: Greater than 9000 (50 Points): Kill 9001 enemies in Arena Mode.
  • Do What Comes Natural (100 Points): Defeat the Nexus HQ on Hard Difficulty without playing as Hank.
  • Slaughter Rank: Genocider (100 Points): Kill 53,594 enemies in Arena Mode (Pfffft Good Luck!)
  • [SECRET MEDAL] Can You Hear Me Now (5 points): Listen to the secret tutorial text by staying in the room talking about the TAC-Bar.


Version Date Summary of Update
1.8 September 26, 2012
1.7 May 30, 2012
  • New Zombie Arena Mode, an alternate version of Arena Combat Mode.
  • New weapons added.
  • New armor added.
    • Girly hair, Steel Helm, Chromedome, Skullmask, and more.
  • Players are now able to instantly return to main menu from the My Squad page in Arena Combat Mode.
  • Rifle perks no longer apply to the M-249, and movement speed and dexterity is reduced when carrying it.
  • New options.
    • Ability to adjust the background quality.
    • All option settings now stay in the state they were left in after closing the game.
  • You can now control which direction you throw your weapon in using the cursor.
  • Zombies can appear on the Main Menu.
  • Cheshyre can now be added as a squadmate.
  • New weapon sounds added.
  • Certain elements in Mission [1-A] and room-switching animation updated.
  • Four new death animations.
1.6 April 11, 2012
  • Bug fixes.
  • New weapons added.
  • New armor added.
    • Tricky's Mask (named "Iron Slab" in-game), various goggles, caps, G03LM armor.
  • Changed weapon prices in Arena Mode, based on ammunition.
1.5 April 5, 2012
  • Improved AI Pathfinding.
  • New medal- Savior's Sword (25 Points)
  • New weapons added.
  • New armor added.
  • Improved wave system in Arena Combat Mode.
  • New options.
    • Mute Music option.
1.4 March 28, 2012
  • Various bug fixes.
  • Arena Combat Mode now shows total career kills/waves.
    • If you reset your character and create a new one, your new total kills and highest waves will be added on to your total career kills/waves.
  • Updated game save feature.
    • Unfortunately, when the new save data was updated during this update in order to fix bugs, all currently saved Story Mode data was lost.
  • In Arena Combat Mode, your current wave is now shown on the arena wall.
1.3 March 25, 2012
  • Various bug fixes.
1.2 March 25, 2012
  • Various bug fixes.
  • Medals released and approved.
  • Highest Wave reached and Kill Count added to Arena Combat Mode.
  • New preloader design.
1.0 March 25, 2012
  • Initial release of the game.
  • Story Mode and Arena Combat Mode available.
  • Episode 1: Project Nexus available.


  • Weapons like the minigun or the urinal can be obtained through hacking the save file.
  • In the first level of Episode 1, at some point the tutorial will talk about the TAC-Bar. If you stay in the room and let the text say all it has to say, you will unlock a secret medal.
  • In Arena Mode, there is a medal "Slaughter Rank: Genocider" which is achieved when you kill 53,594 enemies. This is a reference to the Dead Rising Zombie Genocider achievement in which you kill the entire population of Willamette, Colorado being 53,594 people.
  • In Arena Mode of Madness: Project Nexus (Classic), Jesus' halo is missing. However, The-Swain, the main programmer, has stated that it was merely a mishap.
  • In the four screen terminals of Episode 1.5 the two bottom screens shows various flashes of Smile.jpg, one of the few well known internet creepypastas.
  • At level 1, squadmates start out with 3 skills/perks (for each section) where as Subject 1v02P 6 (the character you play in arena) does not, making grunts of the same level more skilled/powerful than you.
  • You can easily subdue Phobos by rapidly firing Magic Bar to him.
  • When Krinkels was asked who's idea it was to the Slaughter Rank: Genocider achievement, he replied with: "I am an enormous Dead Rising fan, what can I say?"
  • The M249's description has a misspelling: "Extreme capacity! Reloading is a pain in the ass, but chances are that everone will be dead before you even need to reload."


  • As of the 1.8 release (and possibly before) all melees at 100% integrity (if it looks 100% not if it actually is 100%) when used for blocking another melee or fists, a glitch occurs making it look as if it were a "machette" for a frame or 2 (which seems to be misspelled in the game.)
  • There is a possibility that, once you have hired Tricky, any single character may randomly twitch in the squad section of the armory (instead of Tricky who was the only character in the game who was supposed to be able to twitch in-game and in the squad section of the armory.)
  • As of the 1.8 release (and possibly before) the gold OTs-33 glitches when being used (the animation for the recoil/it going up causes it to change color.)
  • If, while dodging, you rapidly turn right and left then you will constantly dodge until you stop turning.
  • As of the 1.7 release, the G36 is incorrectly named as the IMI TAR-21 in the Arena Mode armory.
  • For unknown reasons NPCs will sometimes glitch and only walk into one direction until damaged or killed (damage doesn't always fix it.)
  • Similar to the movement glitch above, NPCs will sometimes jump forever until hit (after a long while it will fix anyways.)
  • Sometimes NPCs will fail to do a death animation and will instead freeze in place and go into the background as a dead body.
  • Going in menu while bullet time is on causes the visual effects to stay/annoy you until you press a button.
  • There is a very rare chance that, if there is enough lag, your character may uncontrollably and indefinitely jump from left to right and right to left.
  • Turning fast causes a bullet or two to go roughly 120° away from you every time
  • In the hire section, squadmates will wear armor that their endurance does not let them do normally.
  • In Version 1.8 of Madness: Project Nexus, the laser sight upgrade for the M249 does not appear attached while the gun is equipped. The missing laser sight is only visible while it's being reloaded, while it's on the ground, or in the shop.
  • During story mode, if you are extremely close to dead or have been revived your character in the top left will glitch out and switch through various drawings of your "dead" corpse as if you were actually supposed to be dead.
  • For the Spas-12 due to the individual shells counting as individual reloads, if picked up from a dead enemy in Story Mode on Easy difficulty, it will only have 3 shells in reserve instead of 16, due to the maximum of magazines all other weapons can have in reserve is 3.
  • In Arena Mode after a specific wave (usually around 65), the waves have a great chance of never ending after a G03LM round (not wave) is completed due to the amount of them even if all enemies are dead.
  • If a sleepwalker patient explodes while adjacent to a second sleepwalker patient that has died for the third time but has not yet lost its head, the second sleepwalker will be revived. This can happen an indefinite number of times so long as there is more than one sleepwalker.
  • Another glitch has been observed in [1.5-E], when multiple types of enemies are in the room. Some Sleepwalkers become mixed up over who is who, and these "rogue" sleepwalkers are attacked by every faction in the room— including other sleepwalkers.
  • When a sleepwalker patient is killed by a Nexus Bolt and then shot by any sort of gun, the sleepwalker patient will not die and its amount of deaths will reset, requiring it to be killed three times again.
  • Zombies can survive without a head. However, this is a very rare occurrence.
  • When you go back to the room where Hofnarr was if you have him as company in [1.5-B]. The glitch is that there are two Dr. Hofnarrs in the room, one spawning inside and the original following you as company.
  • In level [1.5-D], if the player has defeated Phobos, leaves the room, and then returns, Phobos will be there again and the player would have to hit him with another attack.
  • After you defeat Gestalt, if you go into the next room and then go back to the room where Gestalt was, you will see him standing up, stripped of his armor and skin and retaining any wounds you gave him, as if he has come back to life. However, he will move normally only for a while. Then, his animation will stop and his frame will move to the very edge of the room. The player cannot harm Gestalt at any point here, but can leave the room normally. This can happen an infinite amount of times.
  • If your bullet time is empty, there is a chance that if it fills up at all, it may automatically use (pressing shift twice will fix this once it occurs.)
  • The transition from level [1.5-E] Vaults to [1.5-F] Solarium removes the stat boost Dr. Christoff was given after putting on the Keystone Fragment.
  • Squadmates may stay still and constantly switch weapons. This happens if they have a melee weapon and a ranged weapon and enemies constantly go in and out of their melee range.
  • Sleepwalker patients do not give you magic bar/bullet time when it has been killed by its explosion.
  • Strangely, any visible damage done to the G03LM Mk2 helmet disappears when it is knocked off.
  • In Story Mode, if you drop a weapon and an enemy picks it up at all, all reserve ammo is gone (even if you killed it before it ever shot/used the gun)
  • Occasionally, the M-203 will shoot and the HE grenade will be normal but will also have the animation of a bullet out of the side.
  • When a Browning HP is fired, its slideback doesn't work properly, as it pushes back the part below, too.
  • After successfully blocking something, if you stop blocking you will activate the dodge perk.
  • Depending on the squadmate, there is a high chance the squadmate will stand still until the wave ends upon seeing an enemy.
  • Pausing while picking up a weapon without ammo deletes the weapon upon unpausing.
  • Being pushed by a G03LM (or by a locked on-shot) while punching something may cause your character to not be knocked back, but you will still be stunned.
  • After killing an enemy, depending on the death animation, further shooting may launch the body at extremely fast rates across the room until the animation stops.
  • Sometimes in Arena Mode, the game will count a wave as completed even if some enemies are still alive.
  • In Arena Mode, if you die at the same time you complete a wave, you will be restarted at Wave 2 instead of Wave 1.