AWith only 13 days left on the kickstarter we find ourself in a bit of a pickle as the whole thing seems to have floundered to a halt. This steam greenlight will do us no good if we can't actually create the game, guys! Swain and I want to work on this full time with our undivided attention, and have the ability to communicate face to face on the matter. That is to say, if this kickstarter fails the two of us will have to backburner this project while we pursue day jobs flipping hamburgers to keep the lights on meaning production on Project Nexus 2 will grind to an agonizing crawl.
We have a phoenominal 579 backers on our kickstarter, and I can't thank you guys enough for the support we've been given so far, but with over eight thousand of you amazing people voting for the Steam greenlight that means only 7% of you have put your money where your vote is. If just a fourth of that eight thousand chipped in the 15 for the early access beta and a copy of the game we could be seeing the early acces out as early as janurary.
On top of that, eight thousand pre-orders would let us reach every one of our stretch goals outlined on the kickstarter page! That is to say; we need your help! Help us serve you!
Take a second look if you haven't already, this kickstarter desperately needs the help of every devoted Madness fan there is: https://www.kickstarter.com/projects/500655604/madness-project-nexus-2
Also, have some artwork! Something that bugged me about Nexus 1, that we started to address in Nexus 1.5, is the homogeneous nature of the battles. With the introduction of factions we'll see a very distinct variety in battles when dealing with the different groups. The MERCs are heavily leader based, for instance, buffing their squadmades's accuracy, morale, and even their AI. Taking these guys out will cause all sorts of disharmony in the ranks.