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Madness: Project Nexus

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Top-down action shooter and arena brawler—clear rooms, recruit allies, and mod wild weapons. Dive into Madness: Project Nexus only on Kiz10.

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Play : Madness: Project Nexus 🕹️ Game on Kiz10

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Rating:
7.00 (301 votes)
Released:
11 Jan 2015
Last Updated:
20 Oct 2025
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
🩸 Chaos with a plan, mayhem with a map The door flies open like it owes someone money. Lights flicker. Something metallic clatters down a hallway that has never heard of safety codes. Welcome to Madness: Project Nexus, an action game that treats every room like a dare and every weapon like a punchline you deliver with extreme confidence. It’s top-down, it’s kinetic, it’s a little unhinged, and it loves you enough to teach you how to survive in a place designed by a committee of troublemakers. You sprint, slide, and side-arm a wrench into a guard who doesn’t read memos; you reload by instinct and then realize you’ve been grinning for three minutes straight.
🔫 The toolbox of beautiful mistakes Guns are personalities with projectiles. A stubby pistol that respects timing more than volume. A battered SMG that sounds like a beehive got promoted to percussion section. Shotguns that turn corners into exclamation points. Rifles with scopes that promise order even while the corridor is arguing. Then there’s melee, the rude cousin who shows up uninvited and makes every close-quarters decision feel like a drum solo. You’ll learn to throw empties because an empty gun is still a metal rectangle with opinions. You’ll tape scopes you found in a drawer onto frames that were never meant to hold them, and somehow it works because the game rewards the confidence to improvise.
🧠 A little tactics inside the tornado It isn’t just “click until the music stops.” Enemies have jobs and habits. Grunts crowd angles like they’re paid per corner. Shield units go wide and wait for your patience to blink. Elite gunners hold long lanes until you decide to ruin their geometry. The smart play is simple: break lines of sight, cut distance when a rusher commits, backpedal when the room forgets it has walls, and never, ever fire the last bullet without knowing where your next one is coming from. When the flow clicks, you stop reacting and start arranging, herding a whole room into the space your next reload needs.
🧬 Build a better maniac Between fights, the upgrade screen winks like a vending machine with secrets. You can invest in sturdier bones and steadier hands, unlock new stances that change your posture in firefights, and bolt questionable attachments to weapons until the recoil graph looks like modern art. Pick implants and perks that tilt you toward your favorite flavor of chaos: faster rolls for knife-first bullfights, steadier aim for long-hall corridor sermons, heavier hits if you believe doors are merely suggestions. Every small upgrade becomes a large habit, and habits stack into playstyles you didn’t know you were chasing until suddenly you’re very, very good at one particular brand of mayhem.
🧑‍🤝‍🧑 Hire help, or become it You don’t have to be a lone comet. Squadmates can be recruited, kitted, and mildly bullied into usefulness. A shotgun bruiser to anchor the breach. A glass-eyed marksman to delete high-value headaches before they become migraines. A medic with pockets full of miracles for when your “bold plan” turns into a floor nap. They bicker in the background, they get better with reps, and the moment their AI does the right thing at the right time you’ll feel absurdly proud of pixels that don’t know your name.
🏢 Rooms that read like arguments The campaign is a tour of bad ideas built well. Office blocks with cubicles that beg to be vaulted and photocopiers that make surprisingly durable cover. Warehouse floors that funnel bodies into T-junctions where you practice the ancient art of “one at a time, please.” Labs humming with quiet panels and not-quiet alarms, all glass and hiss and the faint scent of consequences. Arena runs take that architecture and turn the dial from “narrative” to “how brave are you, really.” Wave after wave crashes in as the floor map morphs, loot seeds your next build, and your thumbs discover a rhythm only adrenaline writes.
💥 Bosses that make ceilings nervous It wouldn’t be Madness without something too big, too armored, or too enthusiastic about explosives. Boss fights are loud puzzles. Learn the tell, bait the swing, punish the posture. A riot-gear titan that shrugs off small talk. A drone swarm that forces you to choose: shoot the cloud or shoot the shepherd. An enforcer who thinks the arena is his living room and you are the noise. You’ll lose once, maybe twice, then come back with a loadout that answers the question they were really asking.
🎮 Controls that become muscle music WASD for footwork, mouse for truth, roll for forgiveness. On controller, the sticks sing; aim assist is respectful, not overbearing, and the trigger cadence becomes a metronome for your decision-making. The UI whispers what matters—health, ammo, special meter—without arguing with the action. You always know where your next problem is and how far the floor is from your face.
🧩 Micro-tech the veterans mutter about Tap fire even with automatics; it strings recoil into straight lines. Cross doorways on diagonals so you see more room with less body. Reload behind half-cover and cancel the motion if footsteps get louder; half a magazine is better than a full rethink. Throw the empty gun—seriously, it buys the two steps you need. If your squadmate yells, they saw something; move first, verify second. And if your heart rate spikes, kite the room in a wide circle while you breathe; the AI will follow, and you’ll reset the fight into something solvable.
🎭 Tone: grimy cartoon, not misery opera The art leans into thick outlines, hard shadows, and the kind of exaggerated animations that make every impact readable at a glance. Muzzles flare, casings hop, and the occasional slapstick tumble keeps the room from feeling like homework. It’s violent in a comic-book way—kinetic, crunchy, but never mean. You laugh because the physics did a little dance, then you reload because apparently the turret didn’t think it was funny.
🔊 Sound that tells the truth You can drive by ear here. Subtle footsteps on tile, heavier clunks on grating, a safety clicked off by someone who just decided to believe in themselves. Weapons speak in distinct syllables; you’ll know who’s firing what before you see the barrel. Hit markers pop with tasteful sugar, and the music swells when your streak turns a room into choreography. When it all quiets, the silence feels like applause from the walls.
🧭 Campaign brains, arena heart Story missions escalate with set pieces that shove you out of comfort zones—escort a liability, hold a breach, snatch data under a timer that treats your indecision personally. Arena is the dojo where your hands learn new answers to old problems. You’ll experiment because the penalty for failure is “again, but smarter,” and that’s the kind of loop a player can live on.
🥇 Progress that flatters time You unlock gear by doing the thing you wanted to do anyway: fighting loud, surviving scrappy, winning barely and then winning clean. Mods deepen favorites rather than invalidating them. Cosmetics arrive like in-jokes you’re now part of. There’s always a next toy, but never a wall that says “come back tomorrow or pay.” It respects your hours and spends them well.
🤹 Why it sticks after you quit Because every room can be solved in three different ways and you’ll want to prove all three. Because an upgrade you ignored for two hours becomes the keystone to a build that suddenly sings. Because there’s a very specific joy in sliding through a doorway, hip-firing two, bonking the third with a thrown mag, and catching your breath behind a vending machine that definitely was not designed for this. Madness: Project Nexus understands that action is a conversation between intention and accident, and it makes both parts sound good.
🚀 One more breach, one more grin Doors groan. The squad breathes. You count down without speaking, kick, and the room becomes a diagram you already solved in your head. Left target drops, right target panics, the boss commits to a bad angle, and your special meter lights like a confession. When the smoke settles, there’s that quiet smile you didn’t plan. You holster out of habit. You queue the next run because flow is a habit now, too. Madness: Project Nexus on Kiz10 is pure action handwriting—messy at first, elegant by repetition, always yours.
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