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Steam News25 November 20257mo ago

Phobos + Hot Dog Vendor Plushie!

A transdimensional megalomaniac and a perennial enigma. A God-Emperor and a God of Glizzies.

Full notes

Full MADNESS: Project Nexus update

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What changed

0 fixes1 addition1 change0 removals
  • UI and audio
  • Events
changedSteam post image Now, enough about mundane things like malevolent man-gods and immortal foodservice workers and onto the truly mysterious and horrifying: INTERACTIVE DIGITAL ENTERTAINMENT MODIFICATION! As always, our eternal duty continues. Swain and the modding corps have their noses to the grindstone and continue to hone and refine Project Nexus' modding toolset. The bulk of the big sexy stuff is already implemented and constantly being maintained, but we've still got a good number of not-insignificant systems left to implement that'll make your creations that much better. Here's our current list of big ticket items we hope to see tackled and finished over the following year: ⦁ Seats : Holders for characters. The Sleepwalker bed, HQ loft bed, cloning tube, and even the emotive animation perches for Hirelings in the HQ are all “Seats”. They make for fun starting positions for enemies to jump out from, but I want so much more from them. I’d like to connect the player’s controls to a Seat’s animator, letting those controls directly interface with its animations. Once it’s in, we could see all kinds of neat stuff, from vehicles to mech walkers to operational cranes.
added⦁ Automatons : If it’s not a character or a turret, it’s an “Automaton”. These are the hardcoded non-character enemies you usually encounter as bosses. Nexus Core drones, Clockworker heads, Ghoul, Hive, Endgame Gestalt, Grand Steward, etc. are all automatons. The trouble with giving them a modding glowup is all that pesky hardcoded behavior: automatons aren’t useful unless they do something, and modders don’t have access to coding scripts like I get to have. That means putting together some modular behavior system that at least makes automatons a possibility. ⦁ Character Refs : Fully customizable character armatures. M:PN has a bunch of unique characters that don’t fit the default type, such as G05 Robots, Dissonant Ghosts, Wildlanders, etc. There are lots of little moving parts that need to be connected here, and there’s a “correct” way of building characters that I’ll need to very, very thoroughly tutorialize. That'll be it for us for 2025! Thank you all so much for sticking with us for another year of truly being able to live our dream. With you folks' support, we're gonna keep this train (or truck) rollin' for as long as our mortal shells will allow. Have a safe and happy holiday season and we'll see you all in the new year!

MADNESS: Project Nexus changes

changedSteam post image Now, enough about mundane things like malevolent man-gods and immortal foodservice workers and onto the truly mysterious and horrifying: INTERACTIVE DIGITAL ENTERTAINMENT MODIFICATION! As always, our eternal duty continues. Swain and the modding corps have their noses to the grindstone and continue to hone and refine Project Nexus' modding toolset. The bulk of the big sexy stuff is already implemented and constantly being maintained, but we've still got a good number of not-insignificant systems left to implement that'll make your creations that much better. Here's our current list of big ticket items we hope to see tackled and finished over the following year: ⦁ Seats : Holders for characters. The Sleepwalker bed, HQ loft bed, cloning tube, and even the emotive animation perches for Hirelings in the HQ are all “Seats”. They make for fun starting positions for enemies to jump out from, but I want so much more from them. I’d like to connect the player’s controls to a Seat’s animator, letting those controls directly interface with its animations. Once it’s in, we could see all kinds of neat stuff, from vehicles to mech walkers to operational cranes.
added⦁ Automatons : If it’s not a character or a turret, it’s an “Automaton”. These are the hardcoded non-character enemies you usually encounter as bosses. Nexus Core drones, Clockworker heads, Ghoul, Hive, Endgame Gestalt, Grand Steward, etc. are all automatons. The trouble with giving them a modding glowup is all that pesky hardcoded behavior: automatons aren’t useful unless they do something, and modders don’t have access to coding scripts like I get to have. That means putting together some modular behavior system that at least makes automatons a possibility. ⦁ Character Refs : Fully customizable character armatures. M:PN has a bunch of unique characters that don’t fit the default type, such as G05 Robots, Dissonant Ghosts, Wildlanders, etc. There are lots of little moving parts that need to be connected here, and there’s a “correct” way of building characters that I’ll need to very, very thoroughly tutorialize. That'll be it for us for 2025! Thank you all so much for sticking with us for another year of truly being able to live our dream. With you folks' support, we're gonna keep this train (or truck) rollin' for as long as our mortal shells will allow. Have a safe and happy holiday season and we'll see you all in the new year!

A transdimensional megalomaniac and a perennial enigma. A God-Emperor and a God of Glizzies. The forces of Nevada often manifest themselves in extremely varied and unforeseen ways, and there are few incarnations more enduring than that of the self-proclaimed 'God-Emperor' himself Director Phobos, and the utterly inexplicable Hot Dog Vendor.

Fortunately, these mere effigies of said terrible and awesome power are much more controllable than the real things, which means we'll be able to get them anywhere in the world for a much more reasonable fee. (Seriously, don't get in the business of transporting dissonant energy.) Don't delay, however! We've gotta be through selling these things by DECEMBER 13TH. As much as we love pushing product, we really don't need an excuse for the void to start staring back. https://www.makeship.com/products/phobos-plushie https://www.makeship.com/products/hot-dog-vendor-plushie

Steam post image Now, enough about mundane things like malevolent man-gods and immortal foodservice workers and onto the truly mysterious and horrifying: INTERACTIVE DIGITAL ENTERTAINMENT MODIFICATION! As always, our eternal duty continues. Swain and the modding corps have their noses to the grindstone and continue to hone and refine Project Nexus' modding toolset. The bulk of the big sexy stuff is already implemented and constantly being maintained, but we've still got a good number of not-insignificant systems left to implement that'll make your creations that much better. Here's our current list of big ticket items we hope to see tackled and finished over the following year: ⦁ Seats: Holders for characters. The Sleepwalker bed, HQ loft bed, cloning tube, and even the emotive animation perches for Hirelings in the HQ are all “Seats”. They make for fun starting positions for enemies to jump out from, but I want so much more from them. I’d like to connect the player’s controls to a Seat’s animator, letting those controls directly interface with its animations. Once it’s in, we could see all kinds of neat stuff, from vehicles to mech walkers to operational cranes.

⦁ Automatons: If it’s not a character or a turret, it’s an “Automaton”. These are the hardcoded non-character enemies you usually encounter as bosses. Nexus Core drones, Clockworker heads, Ghoul, Hive, Endgame Gestalt, Grand Steward, etc. are all automatons. The trouble with giving them a modding glowup is all that pesky hardcoded behavior: automatons aren’t useful unless they do something, and modders don’t have access to coding scripts like I get to have. That means putting together some modular behavior system that at least makes automatons a possibility. ⦁ Character Refs: Fully customizable character armatures. M:PN has a bunch of unique characters that don’t fit the default type, such as G05 Robots, Dissonant Ghosts, Wildlanders, etc. There are lots of little moving parts that need to be connected here, and there’s a “correct” way of building characters that I’ll need to very, very thoroughly tutorialize. That'll be it for us for 2025! Thank you all so much for sticking with us for another year of truly being able to live our dream. With you folks' support, we're gonna keep this train (or truck) rollin' for as long as our mortal shells will allow. Have a safe and happy holiday season and we'll see you all in the new year!

Source

Steam News / 25 November 2025

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