Nex Machina - Valve
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Nex Machina - HMQ-Exc
Hi!

We have just released more challenges to the ONLINE ARENA mode and added Hungarian (Magyar) language to the game.

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v1.05 0067 - August 25th, 2017
August Challenge Update

Challenges
* Added challenge: Redline in Machine City - Everything moves faster in Machine City
* Added challenge: Redline in Future Labs - Future Labs Everything moves faster in Future Labs
* Added challenge: Redline in Space Station - Everything moves faster in Space Station
* Added challenge: Deadline in Techno Forest - Everything moves dead fast in Techno Forest
* Added challenge: Deadline in Crystal Mountain - Everything moves dead fast in Crystal Mountain

Localization (PC only)
* Added Hungarian (Magyar) text language by Zsolt Berchler

Info
* All v1.05 (Steam, GOG.com, HumbleStore and PS4) builds are identical regarding gameplay / content (check the version number from game's main menu)
* This build was released on Steam and GOG.com. Also HumbleStore sells Steam keys.
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More info from here:
http://steamcommunity.com/app/404540/discussions/0/1473095331494064188/
Nex Machina - HMQ-Exc
Hi!

We have just released a small hotfix which fixes some audio and replay issues.

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v1.05 0058.007 - July 17th, 2017
Hotfix 7

Audio
* Fixed audio issue where audio effects might stop working completely

Replays
* Fixed replays when watching multiple replays in a row

Online Arena
* Fixed challenge timers

Info
* All v1.05 (Steam, GOG.com, HumbleStore and PS4) builds are identical regarding gameplay / content (check the version number from game's main menu)
* This build was released on Steam and GOG.com. Also HumbleStore sells Steam keys.
-------------------------------------------------

More info:
http://steamcommunity.com/app/404540/discussions/0/1457328392099609556/
Nex Machina - HMQ-Exc
Hi!

We have just released a BIG update which balances the game and fixes lots of technical issues such as the start up issues for many users.

We hope this fixes a lot of reported issues and we keep monitoring the game and the community!

If you still experience start up issues or crashes during the gameplay, please state the following info to us:

- CPU (processor model)
- GPU (graphics card model)
- Memory amount
- Windows version (remember to state is your Windows 32bit or 64bit)

PLEASE also send the MINIDUMP file to us which should be created into game's install folder.

-----------------------------------------------------
v1.05 0051.007 - July 6th, 2017
Gameplay balancing + bug fixes

Please note that this patch disables all old replays recorded with older version of the game.

Engine
* Fixed Windows 7 start up crash issues
* Crash fixes in rare cases
* Added minidump support (when game crashes, please send the minidump to Housemarque)
* Added more information to Steam init failure message
* Added auto detection for input type in menus for controller & keyboard+mouse
* Added warning message box about low GPU memory

Optimizations
* Optimized fluid rendering

Server
* Fixed network connection detection when using virtual interfaces
* Tweaked communication logic with the server

Rendering
* Added initial 21:9 support for testing purposes
- Known issues are:
- Menus doesn’t support 21:9
- HUD doesn’t support 21:9
- Enemy arrow indicators aren’t near the borders of the screen
- Videos are using 1080p resolution

Difficulty
* Rookie: on final death, player drops all equipped powerups minus one
* Experienced: on final death, player drops all equipped powerups minus one
* Hero: Balanced more
* Hero: Added new gameplay
* Hero: Added shockwaves
* Hero: Disable restarts
* Hero: Player always starts with all powerups
* Hero: Player doesn't drop powerups when dying
* Hero: Changed maximum multiplier to 999

Gameplay
* Added extra speed to tokens gravitating towards player from a large distance
* Fixed tokens getting pushed in the wrong direction when spawned inside a wall
* Fixed special ability tokens not being absorbed during level end sequence
* Fixed invincibility from special abilities (Smartbomb, Powershot etc.) disallowing players to move through dark beams
* Standardized player weapon damage against environment blocks + special exits to make upgraded shots feel more consistent (and less grindy)
* Fixed "All Humans Saved" World Complete bonus (awarded when saving all normal + secret humans)
* Fixed "Conqueror" World Complete bonus (awarded when saving all humans + finding everything else in the World)

Player
* Longer invincibility time when respawning
* Added Dash Melee animation
* Buffed Sword
* Small nerf to Smartbomb (recharge time, invincibility time, damage radius)
* Powershot explosion doesn't trigger revenge bullets
* Fixed Smartbomb activation during triple dash allowing 4x dashes

Humans
* Added floating animation to humans

Enemies
* Tweaked some enemy collisions
* Fixed Disruptors spawning outside of gameplay area
* Crusher Ranged enemy telegraphs it’s attack better now. Difficulty based
* Disable dark beam collisions of Crusher Ranged when its arm is not extended
* Tweaked turret collision radius (slightly larger to make it easier to hit)
* Reduced water bot health on harder difficulties

Yeti Kong Boss
* Destroy Yeti Kong's falling rocks upon boss death
* Destroy Yeti Kong's barrels upon boss death
* Tweaked effects for Yeti Kong
* Tweaked Yeti Kong collisions to match visuals better

Helltron Boss
* Small balancing tweaks

Supreme AI Boss
* Balanced Supreme AI
* Fixed starting position of the enclosing beam attack of Supreme AI
* Fixed camera following during Supreme AI intro sequence

Nex Machina Boss
* Fixed Nex Machina being updated during game over screen
* Fixed Nex Machina lazer eye attack timing

World 2
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit

World 4
* Level 01 - Fixed being able to burrow into undesired area
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 10 - Fixed an issue where some blocks would remain invisible on the playfield after destruction

World 5
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 14 - Fixed an issue where players could enter a part of the level they weren't supposed to

World 6
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 4 - Fixed an issue where the gameplay flow would freeze sometimes
* Level 15 - Fixed beams abruptly killing the player

HUD
* Remove all power-ups from player at the moment of final death (so they don't show up on HUD before the continue screen)
* Remapped Dash and Special recharge bar values slightly to match min/max bar visuals correctly
* Keep player hitbox always visible during boss fights

Menu
* Proceed from title screen with any key
* Changed keyboard ENTER and TAB button icons

Co-op
* Added yellow bullets for player 2 in co-op (matches the player color)
* Fixed special weapon token gravitating to player with another special weapon already equipped in co-op
* Fixed crash during Yeti Kong boss battle when other player picks up extra life
* Fixed dash reset on respawn to apply only to respawned players

Replays
* Fixed Hero difficulty replays
* Fixed replay issues in rare cases
* Fixed replay issues between AMD and Intel processors
* Fixed Nex Machina boss replay issues

Effects
* Added beam hit particle effect when dashing through damage shapes
* Tweaks to bullet fade
* Tweaked level transitions to eliminate some cases where transitions looks bad
* Tweaked Nex Machina boss effects

Feats
* Removed "The culling – Assassin" feat as such enemy doesn't exist in the game
* Unlock complete Hero feat when destroying Supreme AI

Trophies
* Updated trophy icons
* Changed platinum trophy name
* Tweaked some trophy descriptions for various languages
* Fixed various trophies which weren’t unlocked in given time in trophy's description
* Fixed arcade complete trophies not unlocking on Supreme AI death
* Fixed bunch of trophy descriptions on Polish for Steam

Localization
* Added some missing Chinese characters
* Added some missing Japanese characters
* Minor localization fixes in various languages
* Tweaked Polish translation

Audio
* Added audio effect for pre-death hit for player

Videos
* Added ending videos


More info can be found from:
http://steamcommunity.com/app/404540/discussions/0/1457328392099609556/
Nex Machina - contact@rockpapershotgun.com (Alice O'Connor)

The many explosions of twin-stick shooter Nex Machina [official site] are a wonderful sight (in a wonderful game), and a treat all should be able to enjoy. Good news, gang: now more people can. Developers Housemarque have opened Nex Machina up to more older computers by removing the requirement that processors support SSE 4.1. If you’re riding a hog that’s more digestive-dipping framenudger than silicon-snorting framecrusher, you too may now be able to enjoy the ace action (and ‘splosions). … [visit site to read more]

Nex Machina - HMQ-Exc
Hi!

We have just released another hotfix for older CPUs.

This patch will remove the SSE 4.1 requirement for CPUs. This means that older CPUs like Phenom II will start to work.

We hope this fixes a lot of reported start up issues as according to Steam hardware survey there was about 10% of Steam users who couldn't run Nex Machina before this update.


We are still investigating other start up issues as this patch wont resolve all issues.

Some of the users have reported that if they install all the latest Windows updates (mandatory and optional) game has started to work for them.

If you still experience start up issues or crashes during the gameplay, please state the following info to us:

- CPU (processor model)
- GPU (graphics card model)
- Memory amount
- Windows version (remember to state is your Windows 32bit or 64bit)



-----------
v1.04 0040.005 - July 3rd, 2017
Hotfix 5

Engine
* Removed SSE 4.1 support which caused a lot of start up issues for many users
- This fix adds support to e.g. Phenom II CPUs

Info
* All v1.04 (Steam, GOG.com, HumbleStore and PS4) builds are identical regarding gameplay / content (check the version number from game's main menu)
* This build was released on Steam and GOG.com. Also HumbleStore sells Steam keys.


Please see more info from:
http://steamcommunity.com/app/404540/discussions/0/2592234299569854528/
Nex Machina - contact@rockpapershotgun.com (Fraser Brown)

I can t think of a better collaboration than the one that’s brought Nex Machina [official site] to life. The blindingly-fast twin-stick shooter is the spawn of Resogun developer Housemarque and the creator of the entire genre, Eugene Jarvis. It has a great deal to live up to, then, and the legacy of Robotron, Smash TV and Resogun hovering over it. Clearly the pair were up to the challenge.

All of the above games are inside Nex Machina. They are in both the foundations and the bricks — the teeming swarms of robots, the linked rooms, even the voxels. Combined, however, the construct something new; something that s full of its own tricks and quirks, challenges and surprises. … [visit site to read more]

Nex Machina - HMQ-Exc
We released a hotfix which fixes server stability issues, window handling issues and some achievement issues.

We also added initial HDR support for Nvidia GPUs.

Looking forward to release more fixes next week!


v1.04 0035.005 - June 29th, 2017
Hotfix 3

Server
* Fixed issues with the server and leaderboards

Engine
* Crash fixes
* Added initial HDR support for Nvidia GPUs
* Added info pop up for "SSE4.1 and SSE4.2 capable CPU not detected"
* Fixed window handling issues
* Fixed borderless window
* Fixed window resolution changing from graphics options menu
* Fixed display option in graphics menu when using ALT+ENTER

Steam
* Fixed some "Steam Init Failure" issues
* Fixed issue where game couldn't be started from game's install folder

Achivements
* Fixed platinum achievement
* Fixed challenger achievement unlock logic
* Fixed player 2 achievement unlocking in local co-op (PS4 only)

Menus
* Added "reset to default" button to control mapping screen
* Fixed Challenge Over screen layout
* Fixed wrong friends filter button if "Friends only" was enabled last time
* Fixed some missing Chinese characters

Info
* All v1.04 (Steam, GOG.com, HumbleStore and PS4) builds are identical regarding gameplay / content (check the version number from game's main menu)
* This build was released on Steam and GOG.com. Also HumbleStore sells Steam keys.


More info in the Discussions section:
http://steamcommunity.com/app/404540/discussions/0/2592234299554007360/
Nex Machina - HMQ-Exc
We released a quick hotfix which fixes a nasty crash.


v1.04 0032.005 - June 23rd, 2017
Hotfix 2

Engine
* Fixed crash with Master difficulty during the boss battle

Menus
* Tweaked credits


More info in the Discussions section:
http://steamcommunity.com/app/404540/discussions/0/2592234299527429927/
Nex Machina

Nex Machina describes itself as a twin stick shooter, though it works very nicely with WASD and a mouse. You play a little guy in a motorcycle helmet who emits a relentless hose of laser fire. You jet between platforms slightly larger than your monitor, running through humans to rescue them and blasting robots to clear each area.

I've played a few hours since Nex came out yesterday and it fills a Geometry Wars shaped hole very nicely. With layers of sub-objectives and hidden levels, there is a lot more going on here, but both Nex and Geometry Wars induce a similar sense of panic. Swarms constantly span and rush to encircle you. Larger bots chase you down and charge you. Turrets barf torrents of fire in sweeping patterns across the map. Your only navigational tools are a blaster, a dash move, and the ability to run the heck away.

There's real skill to creating the perfect degree challenge in a twin-stick. It would be so easy for Nex to overwhelm you in seconds, but every pattern of spawns presents you with avenues of escape, and enemy attack patterns are designed to be manipulated. Your basic enemies can't outpace you, but they will relentlessly chase in the hope that you run into a corner. You can exploit this behaviour to line them up and wipe them out. Often they spawn in a circle around you, which gives you the chance to pull of the classic shmup escape—blast a hole, slip out of the circle and then run around the circumference firing inwards until everything is chunked.

And boy do things chunk in this game. Enemies explode in a shower of voxels that bounce around the combat space for a few moments and then dissolve. In scenes like the one above, when you're navigating enemy lasers and while lining up your own, the game throws these voxels at you in showers. It's rewarding, but also overloads the senses, and pushes you closer to that shmup sweet spot when you're just in control, but you know the situation could get away from you with one wrong move.

The laser effects add to the chaos. You die like a mirrorball going nova, bursting in an explosion of candy-pink light that bounces off walls. Death is so glorious in this game that it feels like a reward by itself. It's a neat trick in a game that kills you repeatedly after short, stressful bursts of play. 

Your death is the only time Nex breaks its laser logic—yes, there is such a thing. Normally your beams are blue, enemy beams are pink. The shape and speed of pink damage tells you how it's going to behave. Fat fuzzy lines tend to wobble about. Pink skulls spawn in a ring and then move slowly outwards. They're always the brightest elements on the screen. 

These simple rules make fights instinctively readable, which helps Nex to achieve the mind altering quality that you get in great shmups. In the thick of a hectic battle you're reading threats from all over your peripheral vision. You're simultaneously aware of your character, enemy trajectories, and a mesh of interlacing laser fire. Under it all a throbbing soundtrack measures out each stretching moment. 

It's no wonder then that Nex gives you a moment to catch your breath between each room. It celebrates every clearance with a dazzling blue explosion of course. Whether things are going right or wrong, something is always exploding beautifully in Nex Machina.

...

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