NeonXSZ is a remarkably agile first-person spaceship shooter and exploration game with RPG-like loot and leveling. Offering both openworld freeform gameplay and tightly structured combat arenas, it's a single-player sandbox where the only limit is your imagination.
User reviews: Positive (36 reviews)
Release Date: Aug 22, 2014
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“NeonXSZ has been in full-time development for over three years and already offers 100+ hours of stable polished gameplay. With overwhelmingly positive reviews from the players, Early Access was the obvious choice to help support the game during it's final stages of development.”

Approximately how long will this game be in Early Access?

“NeonXSZ arrived on Early Access in Aug 2014. The June 2015 patch essentially made the game content complete. We are now in the final polishing stage. The 1.0 release is expected later in the year.”

How is the full version planned to differ from the Early Access version?

“As the game is now content complete any further changes are expected to be cosmetic and interface related. Some small balancing changes are likely as we refine the effects of the upgrades and ships based on player feedback.”

What is the current state of the Early Access version?

“Solid on all three platforms, fully featured and content complete. The game is now very close to it's final release.”

Will the game be priced differently during and after Early Access?

“Yes. On July 1st 2015 the price will raise from $20 to $25. NeonXSZ is a huge game and we chose to start at a low price and steadily increase it as content was added. $25 will be it's final price.”

How are you planning on involving the Community in your development process?

“The community has already been a huge part of NeonXSZ's development. The game wouldn't be where it is today without listening to and responding to the feedback from thousands of players.

During the summer of 2015 we will be actively involving the community and asking for feedback during the final polishing stage.”
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Recommended By Curators

"NeonXSZ is an excellent slice of space combat, that takes the Descent formula and adds so much more."
Read the full review here.

Recent updates View all (22)

July 31

Content Complete 0.942 Released

Where did the sun go? That didn't last long.

It must be gaming time again!

It's been less than three weeks since the last main update but that doesn't stop this one from having some significant changes. First up we have an all new color scheme, 'Inversion', that brings a dramatically different look to the entire game. Seen here and above....

All the arenas have also been updated with additional lightning making them much more visually appealing. This improved lighting also helps to guide the player through the arenas by marking exits or points of interest.

Based on player feedback, the huge maze-like Station 7 arenas have had a big overhaul to make them easier to navigate, more appealing and more accessible. New cryptic guide symbols have been added to the walls combined with a number of other tweaks and improvements that can be seen below.

If you're deep into the game you will also be able to take advantage of a big change to the Upgrade Anywhere gadget. Combined with it's previous ability to allow the installation of upgrades and hulls anywhere at any time, it is now activatable. This means we can click it's cockpit button or use a hotkey to swap back and forth from our previously used hull with a single click. This opens up a whole new world of build possibilites. We can fly a super fast scout and instantly swap to a combat ship when needed, or come up with radical new builds that combine the upgrades. gadgets, and firepower of two different ship designs at once. We're really excited to see what crazy builds you guys come up with.

Have fun with the new changes and be sure to let us know if you have any feedback or suggestions in the Discussion Area here on Steam.

Patch 0.942 Changelog
  • New color scheme - 'Inversion' - added
  • All arenas updated with new and improved lighting
  • Arena 001 in Station 1 remodeled and retextured
  • All Station 7 Arenas significantly updated. New arrows and other environmental symbols added to ease navigation.
  • On screen timers for Station 7 event pulse effects doubled. Pulse effects are now yellow for better contrast.
  • Pulse effect after shooting bullet chambers limited to once per second. Prevents FX spam.
  • Station 7 arena blocks, that move on timers, have had their timers extended.
  • Docking bay energy beams now turn orange during initial docking phase for additional visual feedback.
  • Upgrade Anywhere gadget is now activatable. Activating this gadget will automatically swap to the last used hull.
  • It is no longer possible to swap hulls using Upgrade Anywhere if any gadget is on cooldown. This prevents exploiting gadgets like Impunity to become infinitely invulnerable.
  • Uninstalling an upgrade while it's on cooldown while also using the Upgrade Anywhere gadget is no longer possible.
  • Fixed a bug that could cause CorruptAI gadgets to have their effect light stuck on when using Upgrade Anywhere to swap hulls.
  • Pressing the Esc key now closes the Station Teleporter interface.
  • Missile debuff sound effects reworked to be more distinct and recogniseable.
  • When swapping hulls, the previously installed weapon for that hull is retained. Applies to current game session only.
  • Fixed another instance of virus cubes poking into the highway
  • Fixed typo on 'Overall Rating' help page
  • Fixed mislabeled buttons on 'Controls' help page.
  • 7th Miscellaneous slot added to D3+
  • Fixed issue that caused splash damage to fail if 'Impact Sparks' option is disabled in Video options.
  • Weapon FX, when reaching max distance, disabled if 'Impact Sparks' also disabled
  • Lightning Gun impact sparks effect replaced and improved with animated version.
  • Reworked all upgrade icon textures with outlines and glow for better visibility and visual impact.

2 comments Read more

July 10

Content Complete Build 0.9361
The latest patch is live and has so many updates that after including the patch notes there's not enough space left in a Steam announcement for us to say much else.

A brand new in-game help manual is included which can be seen in the above video.

Originally we wanted to leave the player to discover the depths of the game by themselves, and experience 'eureka moments' as they did so, but too many players had no idea that there was depth to discover or simply became overwhelmed and confused.The new manual solves this without holding the players hand while simultaneously giving new players a much better introduction to the game.

Two new hulls were added which replace the old M1 and F1 hulls. They can be seen below:

...and a whole slew of other updates and changes.

Build 0.935 Changelog:

  • Massively improved and totally new Help/Guide/Manual added in-game. Broken up into Beginners, Intermediate, and Advanced it acts like both a getting started guide and a mini wiki.
  • New hull models for the F1 and M1.
  • Missiles now have new 3D sound effects allowing the player to determine their direction and distance more intuitively.
  • Missiles now have new launch sound effects
  • Missiles now explode at max distance rather than simply vanishing.
  • Missiles now create reverse force against the firing ship in the same way that weapons do. Heavy hulls suffer from this less.
  • Crippler and Disarmer missiles now have unique inflight sounds with sonar like beeps.
  • Back end sound system improved to allow multiple notification and weapon launch effects simultaneously
  • New sound effects added when entering/exiting interrupt mode
  • All weapon sound effects have been improved.
  • Plasma gun projectiles now grow in size during flight
  • Plasma Gun and Inferno Gun projectiles now burst at max distance rather than disappear.
  • Cockpit camera shake added when firing weapons.
  • Shield Hit sound effect increased slightly and tweaked.
  • Fan volumes increased slightly
  • Inferno Gun projectiles redesigned and improved
  • Inferno Gun impact effect replaced and upgraded.
  • Fire patch effect improved
  • Each missile debuff effect now has a unique sound effect while in flight.
  • Player hit-notification sound replaced with improved clearer ping sound.
  • Multiple upgrades added to the sound subsystem to better balance load during heavy firefights. This should help performance and reduce occassional popping audio artifacts on lower end sound systems
  • Audio sub system improved to prevent most audio popping artifacts related to the player taking hits or damage.
  • Camera shake added when firing missiles
  • Fixed incorrectly positioned Kill Streak messages
  • Kill Streak award threshold reduced to TL+1 from TL+1.5
  • 'Experienced' difficulty is now called 'Normal' and is also the new default difficulty setting ('Recruit' difficulty soon became too easy for most players and they could lose interest). This change is not retro-active. You will need to change this manually if desired.
  • Difficulty descriptions changed to reflect these changes
  • Tweaks made to initial tutorial system for new players that tie seemlessly into the new help manual.
  • Significant improvements made to the 'is a ship outside the station' detection code. This should dramatically reduce the frequency of seeing ships outside and those that still manage it will usually be teleported back inside much more quickly
  • Added invulnerability for 3 seconds after spawning at a homebase in friendly space to allow players to escape respawn kills.
  • Fixed bug that caused Docking Bay Service Buttons to fire twice when pressed (This caused the Teleport Home button to cost double)
  • Camera orbit control disabled after death while Metrics panel is on screen.
  • Fixed camera clipping into hull at high FOV when using D3 or D3+
  • Improved GUI to allow for energy displays up to 9999 petawatts (Yes, terawatts were not enough in the late game!) This solves missing data in the stats screen.
  • Tweaked Barrier shader to be more easily visible when pressed up against a Barrier
  • Additional miscellaneous slot added to C3+ Corvette
  • Gadget compatibilities tweaked for C3 and C3+ Corvettes
  • Fixed exploit that allowed some gadgets to be activated without triggering their cooldowns.
  • Fixed issues when unchecking 'Copy Current Upgrades When Swapping Hulls' on the hull panel. Incorrect code in compatibility testing would cause this setting to be ignored and would overwrite upgrades accidentally. You should now be able to swap to a different hull without causing upgrades to be copied over when this checkbox is unticked. Only core upgrades will now be copied over if any core upgrade on the target hull is no longer 100% complete.
  • Fixed issue in Station7 Arenas where blocks could move to incorrect positions if they were colliding with the player when an arena event was completed
  • New technique for dealing with loot pickup audio, and shield hit audio, to prevent audio popping artifacts when these sound effects are requested in quick succession.
  • Fixed various minor issues with Ship AI that could cause them to fail to accept new orders.
  • Invert Ship Colors is automatically enabled when choosing 'Yellow Hostiles' from the Customize panel.
  • Fixed issue that caused some upgrade names to not fit the hover window while inspecting them
  • Rotation limits removed from orbit cam at ship config screen. The camera can now rotate infinitely in any rotation direction.
  • Combat Loot Multiplier cockpit display now pulses in size whenever a kill is made to draw new players attention to it.
  • Tech Levels for enemy distribution tightened. This should make finding appropriate hostiles a little easier later in each station. As always, if you are unlucky and can't find an appropriate area, return the main menu and the station will regenerate with a new distribution.
  • MouseSensitivity setting in Options/Controls now affects the orbit camera seen at Ship Config screen and death screen.
  • Sensitivity slider minimum settings clamped to prevent zero.
  • HUD elemental shield markers fade to lower transparency with lower elemental shield levels.
  • Respawn button is now greyed out on the Metrics Panel (after death) until the system is ready to respawn correctly. Previously caused a camera glitch if pressed earlier than expected.
  • FR1+ Frigate mass increased by 2, and it's description changed to reflect this and other recent changes.
  • Maximum Field of View increased from 130 to 160.
  • Fixed a couple of mesh errors that caused 'virus cubes' to poke out into the highway.
  • Upgrade images now appear greyed out in the upgrade panel as soon as some code is discovered. They become full color once unlocked at 100% known.
  • Blind gadget mass reduced. Blind no longer causes the target to become instantly hostile when the Blind effect wears off.
  • Lightning gun energy requirement increased to 3.8 from 2.45. This makes the lightning gun the least energy efficient weapon in the game by quite a margin to help counter balance it's high damage output.
  • Difficulty Rating added to Statistics/Metrics panel for increased pose factor ;)
  • Added numerical sensitivity value to tooltips for all Sensitivity sliders in Options/Controls.
  • Effectiveness of all elemental shield modifier upgrades increased.
  • Effectiveness of omnishield upgrade decreased by 10%
  • Orbit cam at Ship Config screen now automatically reorients to match the player's ship orientation.

2 comments Read more
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“NeonXSZ’s gameplay is nearly flawless in execution. It can’t be overstated just how well Intravenous Software nailed gameplay, and I can’t think of a single thing I would change....This is absolutely exhilarating when fighting several enemies at once, and the fact that I often needed to take a breath after a long encounter is a testament to how exciting combat can be.”

“Neon XSZ was great fun when we played it last fall, and its ongoing development has only improved the game flow, structure, and balance.”
Hardcore Gamer

“The customisation and upgrade system in NeonXSZ is particularly impressive, with dozens of ships to choose from and over 700 Upgrades available through loot drops and trading, you’ll be able to make your ship truly unique.”

About This Game

NeonXSZ is a remarkably agile first-person spaceship combat and exploration game with RPG-like loot and leveling. Offering both openworld freeform gameplay and tightly structured combat arenas, it's a single-player sandbox where the only limit is your imagination.

You are the anomaly, injected into cyberspace to stake your place in a war of virus versus machine. During your journey you will fly dozens of ships and loot hundreds of upgrades allowing you to create totally unique spacecraft with which to wage war. Will you protect the operating system or join the infection to bring it down?

George Weidman - SuperBunnyHop said:
"Fast-paced, freeform modular combat and exploration rewards players with an incredible amount of customization. You make your own adventure-- It's Sid Meier's Pirates! in cyberspace."

What is it like to play?

At it's heart Neon is a mouse-look twitch shooter. Don't be dusting off your old joystick or Xbox controller for this one.

We took the feel, speed and responsiveness of classic shooters like Quake or Unreal Tournament and squeezed them into spaceships trapped inside internal environments. We then added the replayability, loot explosions, procedurally generated worlds, shops more usually found in ARPG's. To finish it off we put the whole thing into a sandbox environment so you can create your own unique tales of victory or defeat.

Neon's core gameplay focuses on the adrenaline fueled speed and thrill of spaceship dogfighting. Ships are small and lightning fast with the ability to strafe in all directions and turn instantly in zero gravity. You can create anything from blisteringly fast fighters to slow, heavy, tank like destroyers and tweak them with a nearly one thousand upgrades to suit your play style.

We may have taken inspiration from many classic games but the combined result creates a game unlike anything you have played before.

If that sounds like your bag of chips then get ready for one hell of a ride. We're on the final stages of development now. If you are still on the fence, check out the recent announcements and player reviews.

Welcome to cyberspace.

Current Features:

  • 60-200+ hours of fully featured gameplay dependant on difficulty choice and playstyle.
  • ~1000 persistent enemies per game from 4 warring factions.
  • Every enemy has unique AI
  • Dozens of ships to loot and fly
  • Fully interactive cockpit.
  • 950+ Upgrades and gadgets to loot and install.
  • Procedurally generated content. No two game sessions are ever the same
  • 80 Levels of upgrades used by both the player and enemies
  • Challenge arenas - Scripted multi-stage event arenas with high level loot rewards.
  • Multiple, huge, totally open game worlds (7.5km x 7.5km)
  • Change the look of the entire world and your ship, at any time, to suit your tastes.
  • AI ships have access to the exact same ships, weapons, upgrades and gadgets as the player.
  • AI ships drop the equipment they have installed, not random loot. If you can kill it, you can loot it.
  • Buy and sell Upgrades, Weapons, and Ship Hulls at hundreds of docking bays throughout the world.
  • Every object is physics-enabled. For example:
    • Weapons and explosions cause knock back.
    • Ships can push each other around.
    • Loot can go into orbit around the player creating defensive walls.
    • Ships can drop energy walls anywhere, blocking incoming fire and the movement of other ships.
    • Physics based shields that swing around ships based on their movement direction.
  • If you see it, you can loot it, fly it, and use it.

Development Roadmap

Patch 0.93. released on June 3rd 2015, brought the game to content complete status. Over the next few months we'll be working on final polish with an expected 1.0 release later in the year.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP \ Vista \ 32 or 64bit
    • Processor: 1.8 Ghz single core
    • Memory: 2 GB RAM
    • Graphics: 256 MB Direct X 9.0c compliant video card
    • DirectX: Version 9.0c
    • Hard Drive: 300 MB available space
    • Additional Notes: Mouse and Keyboard (Xbox 360 Controllers supported but not recommended)
    • OS: Windows Vista, Win 7, Win 8 - 32 or 64bit
    • Processor: 2.6Ghz dual core
    • Memory: 4 GB RAM
    • Graphics: Geforce 9800GTX+ / GTS 240, Radeon HD 4830 / HD 6800M, Intel HD4000
    • DirectX: Version 9.0c
    • Hard Drive: 300 MB available space
    • OS: OS X 10.7 or later
    • Processor: 2Ghz
    • Memory: 2 GB RAM
    • Graphics: 256 MB NVidia or ATI graphics card
    • Hard Drive: 300 MB available space
    • Additional Notes: Mouse and Keyboard
    • OS: Ubuntu 10.10 or later (see below)
    • Processor: 1.8Ghz
    • Memory: 1 GB RAM
    • Graphics: Geforce 210, 9600GT or better. Radeon HD 3670 or better.
    • Hard Drive: 300 MB available space
    • Additional Notes: Mouse and Keyboard (Ubuntu is recommended but so far there has been no issues reported with other Distros)
    • OS: Ubuntu 10.10 or later (see below)
    • Processor: 3Ghz
    • Memory: 2 GB RAM
    • Graphics: Geforce 9800GTX+ / GTS 240, Radeon HD 4830 / HD 6800M, Intel HD4000
    • Hard Drive: 300 MB available space
Helpful customer reviews
4 of 4 people (100%) found this review helpful
24.2 hrs on record
Posted: August 17
Early Access Review
As an old Freelancer player feeling at home with endless waves of nasties to hunt down for loot in your own little spaceship, NeonXSZ is an amazing breath of fresh air, making me feel at home and yet bringing in the amenities and quality of life that we have come to expect from newer games.

To compensate for the lack of a 'story' you get so much more here than in Freelancer in terms of loot and customization (those who love checking all the little stats have so much to do in the in-game upgrade shops, and the loot explosions after each kill feel like Christmas: loot comes inside spherical bubbles that go with the most satisfying pop as you collect them) .

The game is all about killing the bad guys, level up and get to try out the many new unlockable hulls while upgrading the dozen or more equipment parts that keep enhancing your killing machine. So even if you have the option of picking up standard kill or fedex missions at every shop, the point is to get into the action and, well, kill the bad guys.

With every hour I played I came to appreciate more and more the incredible care and skill with which the (interactive) cockpit has been designed, conveying a huge amount of information without it ever feeling cluttered (I wish flight simulator cockpits were optimized like this!). The graphical quality of the environment and the effects is astounding and makes this EA game totally feel like an AAA title (let alone that I have never met with a single bug since I bought it). Adding to this, you can even customize the environment colors so that nothing will hurt your eyes as you hunt (including flipping the color of the enemies to a different high-contrast choice).

There is no standard in-game tutorial but the learning curve is very gentle because the low level enemies are push-overs and, besides, you can customize the difficulty curve to just where you like it (even the travel speed can be lowered, so that you don't need to be worried about this being a twitch-game that shuts you off if you lack Korean-like reflexes. The many colorful, detailed in-game help pages have been added recently and provide all the information one needs, and the rest can always be learned from exploration and trial and error (it helps that the death penalty is very mild, inviting you to go back into the action with no regrets). So even if the ultra-detailed cockpit may at first overwhelm, don't worry, keep killing the bad guys because it will grow on you and one day you will be able to immediately find the info you need where you want it.

Finally, speaking of levels and longevity, I have been taking in the sights and enjoying the leveling-up of my ships' components, so that after 16 hours I am still at level 12 or so, while I understand that one can work it up to 80! Seems like a huge amount of play value to me and so, summing it up, now that I recently passed the 500 game mark in my Steam collection I have never before seen a 'small' indie game done with such an incredible attention to detail and one that I could more sincerely recommend to all loot-addicted space flight fans in need of a high-quality fix. I know that we have been repeatedly disappointed by a number of Freelancer lookalikes in the past several years, so while we wait why not take this gift of a perhaps less ambitious, yet amazingly satisfying game?

If anything in this review resonates with you, please do yourself a favor and give NeonXSZ a try - it won't cost you a dime, and it will probably suck you in.
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1 of 1 people (100%) found this review helpful
35.6 hrs on record
Posted: August 19
Early Access Review
Overall, the game is fantastic. It really does build and put a twist on Descent's game mechanics with taking pieces of upgrades from destroyed ships and collecting them until you've got all the pieces, then equipping them at a docking station. Though, unlike Descent, there are enemies that you have no chance of killing on your own, which is where the reinforcements call comes in handy if you have allies close by that will help.

The only problem I have is with the optimization on the CPU side. When I turned up my MSAA to max, checked all the checkbox graphics options, increased the light slider from 4 to 5, and decreased the render distance from 4000 to 3500, my gtx670 seemed to not even need to run at it's stock clock speed, but that's because my 3770K CPU was technically maxed out.
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1 of 2 people (50%) found this review helpful
12.8 hrs on record
Posted: July 28
Early Access Review
♥♥♥♥ing awsome game with great mouse and keyboard controls

i had it saying that the game made me motion sick down here but i fiddled with setting and it's better now!

gameplay is this but you have control:
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5 of 5 people (100%) found this review helpful
4.6 hrs on record
Posted: March 11
Early Access Review
I don't normally play games by Rockstar, but I do know that they are about quality control. As this is being made by a former Rockstar employee, I am not surprised that when a new version is released, it will be rock solid stable.

That being said, this is a bloody good game. Think "Descent meets Tron meets Borderlands", and that would sum up the experience I have with this game. Flying around ala Descent in a computer world ala Tron. Enemy ships will drop parts of its code for weapons, gadgets and other stuff for loot as well as much needed uranium (money and ship power) and carbon tubes (overclocking) like you het from the Borderlands franchise. Not to mention the vendors where you can buy and sell items. The challenge sphere is a nice addition and tests your mettle.

The one man Intravenous Software has done a very good job here. I will likely be doing a preview of the game on my YouTube channel in short order (am currently learning OBS intracacies as I will likely start streaming on as well). A very good game and highly recommended.
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4 of 5 people (80%) found this review helpful
117.0 hrs on record
Posted: July 19
Early Access Review
Simply one of the best games i've ever played. It offers an open world, intense fast paced FPS action in 6DoF (that i never knew existed or that I wanted), intense customability, and endless-seeming content. Easily one of the best purchases on steam i've ever made. Once workshop modding is added I will really be able to enjoy this game to its fullest potential. I'd also like to see more immersive faction wars in the future and perhaps a fleet/squad mechanic.

12/10 better than you'd ever think it could be. by an entire 2!! :VarrSmile:
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