- Release Year: 2012
- Platforms: Windows, Xbox 360
- Publisher: THQ Inc.
- Developer: IllFonic LLC
- Genre: Action
- Perspective: First-person
- Game Mode: Online PVP, Single-player
- Gameplay: Fast-paced, Mutators, Shooter
- Setting: Futuristic, Sci-fi
- Average Score: 59/100

Description
Nexuiz is a commercial remake of the 2005 open-source sci-fi shooter set in a future where arena battles are broadcast across intergalactic television. Players engage in high-speed matches across nine themed maps, each with a fixed mode of team deathmatch or capture the flag, featuring obstacles like transporters and jumping pads. The game emphasizes fast-paced gameplay with sci-fi weapons featuring secondary fire abilities and over 100 mutator power-ups—including temporary infinite ammo or low gravity—that can be collected during matches or earned through achievements. While designed for multiplayer, it also includes a single-player mode against bots.
Where to Buy Nexuiz
PC
Nexuiz Free Download
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Nexuiz Cracks & Fixes
Nexuiz Mods
Nexuiz Guides & Walkthroughs
Nexuiz Reviews & Reception
metacritic.com (64/100): The overall impression is of a thoroughly mediocre arena-shooter that never quite manages to deliver.
gamesbeat.com : Nexuiz thrills with speed and variety, bores with weapons and long waits
ausgamers.com : Nexuiz just feels like it should have stayed on the PC.
Nexuiz Cheats & Codes
PC (Trainer Version 1.0)
Enable trainer with INSERT key, then use Numpad keys.
| Code | Effect |
|---|---|
| NUMPAD1 | UNLIMITED HEALTH |
| NUMPAD2 | UNLIMITED ARMOR |
| NUMPAD3 | REVIVE PLAYER |
| NUMPAD4 | UNLIMITED AMMO |
| NUMPAD5 | SUPER JUMP |
| NUMPAD6 | RESTORE JUMP |
| NUMPAD7 | ONE HIT KILLS |
PC (Console Commands)
Open console (shift + esc or `), enable cheats with ‘sv_cheats 1’, then type commands.
| Code | Effect |
|---|---|
| sv_cheats 1 | Enables cheat mode. Apply this before loading a map. |
| restart | Restarts server. Needed for cheats if a map is already loaded. |
| god | God mode. You don’t die. |
| fly | Flying mode. |
| noclip | Flying through walls. |
| give | Gives you items (guns, ammo, health). Requires item ID and amount. Example: ‘give r 999’ for rockets. See cheat sheet for IDs: r (rockets), c (cells), n (nails), s (shells), h (health). |
| impulse 99 | Gives all weapons + 999 ammo + 999 health. |
| impulse 13 | Produces a moving clone of your own. (“getting stuck” bug in 2.2.3) |
| impulse 14 | Produces a static clone exactly where you are. (“getting stuck” bug in 2.2.3) |
| impulse 77 | Return the flag you are carrying and teleport to the position you put a g_waypointsprite_personal (to abort a CTF speedrun; not in a release yet) |
| r_showtris 1 | Shows polygons. Makes invisible people visible. |
| r_showcollisionbrushes 1 | Shows clip brushes. Useful for finding map leaks or hidden areas. |
Nexuiz: Review
Introduction
In the annals of first-person shooter history, few genres evoke as much passionate debate as the arena shooter—a hyper-kinetic, skill-based offshoot defined by rocket jumping, lightning-fast reflexes, and maps designed for pure, unadulterated combat. The original Nexuiz (2005), a free, open-source project born from a Quake mod, became a cult classic, embodying the genre’s raw, community-driven spirit. Yet, in 2012, this legacy was repackaged and monetized by IllFonic and THQ, sparking controversy and raising expectations for a console revival. The resulting Nexuiz remake arrives as a commercial product built on CryEngine 3, promising the genre’s frenetic pace with a twist: the “Dynamic Mutator” system. However, while this innovation offers fleeting moments of brilliance, the game ultimately emerges as a cautionary tale of ambition undermined by generic design, technical flaws, and the shadow of its free, open-source predecessor. This review dissects Nexuiz (2012) as a product of its time, examining its context, mechanics, and enduring legacy to determine whether it stands as a tribute to arena shooters or a relic of a bygone era.
Development History & Context
- Nexuiz’s origins trace to 2001, when founder Lee Vermeulen began development as a Quake mod, later transitioning to the DarkPlaces engine. By 2005, the free, GPL-licensed *Nexuiz had garnered a devoted following, becoming a benchmark for independent arena shooters with its intricate maps and mod-friendly architecture. The project’s community-driven ethos, however, clashed with its commercial future. In March 2010, Vermeulen sold the Nexuiz name, assets, and website to IllFonic—a small, Colorado-based studio founded in 2008 by Charles Brungardt, Kedhrin Gonzalez, and Raphael Saadiq. This decision sparked outrage: core contributors deemed it a betrayal of their unpaid labor, leading them to fork the project into Xonotic while Vermeulen shifted focus to Capsized. IllFonic, led by Gonzalez (Creative Director), envisioned a console-friendly revival using CryEngine 3, aiming to “bring back classic and simple multiplayer shooting” while adding modern polish. With THQ as publisher, the team prioritized accessibility, implementing features like a dedicated rocket-jump button, customizable controls, and simplified maps scaled for 8-player matches. Yet, technological constraints and market pressures shaped the project. CryEngine 3 offered visual fidelity but introduced performance issues, while the Xbox 360’s architecture forced compromises like reduced FOV and lobby-based matchmaking. Released on February 29, 2012, for Xbox Live Arcade and later PC, the game arrived in a gaming landscape dominated by cinematic, cover-based shooters like Call of Duty: Modern Warfare 3 and Battlefield 3. Arena shooters were relics, and Nexuiz—priced at $10—promised a niche alternative, but its development was fraught: a PS3 version was canceled in August 2012, and THQ’s bankruptcy in 2013 led to server shutdowns by February 2013, truncating its online lifespan.
Narrative & Thematic Deep Dive
- Nexuiz’s narrative is intentionally minimalistic, reflecting its arcade roots. Set in a distant future, it frames arena battles as galactic entertainment spectacles, where players compete for broadcast dominance. The premise—intergalactic deathmatches as televised sport—echoes the original *Nexuiz’s focus on competitive sport over storytelling. Yet, the 2012 remake strips away even the original’s vestigial lore, offering no characters, dialogue, or backstory beyond this setup. The absence of a campaign or narrative framing underscores the game’s multiplayer-centric design, where players are anonymous combatants devoid of identity. Thematically, it reduces warfare to pure spectacle, echoing the original’s ethos but losing its community-driven soul. While the original Nexuiz symbolized open-source collaboration, the commercial remake’s themes are transactional: players earn points to unlock mutators, reflecting a pay-to-play mentality. This shift highlights a core tension: the game champions arena shooters’ purity while succumbing to commercial expectations. It’s a hollow echo of the original’s anarchic spirit, reduced to a product devoid of narrative depth or thematic cohesion.
Gameplay Mechanics & Systems
At its core, Nexuiz delivers the classic arena shooter experience: fast-paced, physics-based combat centered on mobility and weapon mastery. Matches unfold across nine maps, each locked to a single mode—Team Deathmatch (TDM) or Capture the Flag (CTF)—with themes ranging from metallic corridors to overgrown ruins. Levels are compact, littered with jump pads, transporters, and health/ammo pickups, encouraging aggressive playstyles. Movement is paramount; players rocket jump, strafe, and dash at breakneck speeds, rewarding muscle memory and spatial awareness. The nine-weapon arsenal, though derivative, adheres to sci-fi conventions: the shotgun (starting weapon), machine gun, rocket launcher, and Crylink (a plasma weapon) all feature secondary fire (e.g., scoped sniping or delayed detonations). However, these weapons lack the distinctiveness of Quake or Unreal Tournament, feeling generic despite functional sound design.
The true innovation lies in the Dynamic Mutator system. With roughly 100 variants, mutators disrupt gameplay unpredictably, acting as randomized power-ups earned via killstreaks, flag captures, or map pickups. Categories include:
– Offensive: Infinite ammo, double damage, or enemy locators (revealing foes through walls).
– Defensive: Rapid health regeneration or headshot immunity.
– Chaotic: Low gravity, retro visuals, or “Head Designer” mode (replacing player models with developer faces).
Mutators can stack, creating over 1.7 million combinations per match, as noted by Gonzalez. This system introduces emergent chaos—jetpacks or auto-jumps enabling aerial acrobatics, or “Instagib” mutators for one-hit kills—making each match feel unique. Yet, its implementation is flawed. Mutators often feel unbalanced, with “Enemy Locator” rendering stealth obsolete. Progression is gated: players earn points to “purchase” mutator frequency in a store, but the grind is punishing, as VentureBeat criticized: “a carrot-on-a-stick progression system that is way more stick than carrot.” The multiplayer focus limits depth; a bot-training mode exists, but AI opponents lack sophistication, and single-player content is nonexistent. Matchmaking is another Achilles’ heel; lobbies require six players to start, leading to long waits and frustrating imbalances if players drop out. The UI, while customizable, is uninspired, with menus described as “ugly” and “clunky” by players, contrasting with the CryEngine 3’s visual polish. Ultimately, Nexuiz’s gameplay is a double-edged sword: the mutator system injects vitality, but rigid modes, weapon blandness, and technical issues stifle its potential.
World-Building, Art & Sound
- Nexuiz’s world-building is sparse, relying on environmental storytelling rather than narrative. The arenas are futuristic battlegrounds designed for spectacle—from the AtaVirta zone’s ancient ruins and waterfalls to metallic citadels—evoking a sense of intergalactic grandeur. Gonzalez cited *Final Fantasy and Mass Effect as visual inspirations, aiming for a “clean and shiny” aesthetic blending “bulk, masculinity, and elegance.” While CryEngine 3 delivers sharp textures and dynamic lighting, the art direction is inconsistent. Some maps, like Strength (a remake of the original’s iconic level), impress with verticality, but others suffer from repetitive geometry and bland color palettes. Player models are particularly criticized: generic, indistinct figures differentiated only by red/blue team colors, lacking the flair of Halo or Unreal. The 60 FPS performance on consoles ensures fluidity, but texture pop-in and occasional frame drops betray the engine’s demands.
Sound design follows a functional, if unmemorable, path. The electronic soundtrack, composed by Brungardt and Raphael Saadiq, pulses with synth-driven rhythms that match the game’s pace but rarely stand out. Weapon effects are punchy yet familiar—rocket explosions echo with Quake-like familiarity—and mutators introduce novelty, such as the “sound mutator” that weaponizes audio cues for comedic effect. However, the lack of a distinct auditory identity leaves the game feeling derivative. The announcer’s voice lines are perfunctory, and environmental ambience is minimal. In essence, Nexuiz’s aesthetic is a paradox: technically impressive yet creatively hollow, a showcase for CryEngine 3 that fails to forge a unique identity.
Reception & Legacy
Upon release, Nexuiz received mixed reviews, reflecting its polarizing design. Aggregators like Metacritic scored it 54/100, with critics divided between nostalgia-seekers and genre purists. Praise centered on its price ($10) and pace: GameSpot called it “sharp and simple,” while IGN lauded its “simplicity and speed” on Xbox 360. The mutator system earned particular attention, with Quarter to Three hailing it “crazy Neapolitan through and through.” However, critiques highlighted its shortcomings: Game Informer dismissed it as a “haphazard port” of an old mod, adding little beyond a price tag. Eurog.net echoed this, calling it “shallow pleasure” reliant on nostalgia. Technical flaws dominated complaints: long matchmaking waits, player drop-outs, and a dwindling online base. On PC, AusGamers noted it “feels more like a converted console-title,” lacking the original’s modding freedom. Player reviews on Steam were similarly mixed (54/100), with lamentations about dead servers and a “generic” experience.
Commercially, Nexuiz underperformed, overshadowed by THQ’s flagship titles and the genre’s decline. Its legacy is defined by controversy and comparison. The name-sale scandal cemented its status as a cautionary tale, with Xonotic emerging as the true spiritual successor. Servers’ shutdown in 2013 erased its online component, relegating it to a historical footnote. Yet, its influence endures: the mutator system prefigured randomized modifiers in games like Destiny and Rocket League, demonstrating how controlled chaos can revitalize stale genres. For arena shooter fans, it remains a flawed experiment—proof of the genre’s enduring appeal but also its vulnerability to commercialization. As Destructoid quipped, “Take out the Mutators and you have one of the most generic-looking FPS games ever designed.”
Conclusion
Nexuiz (2012) stands as a fascinating, if flawed, artifact of an era in transition. IllFonic’s ambition to revive the arena shooter on consoles with CryEngine 3’s sheen and the inventive mutator system was commendable, yet the final product was a game of halves. The mutators offered moments of chaotic brilliance, turning matches into unpredictable spectacles, while the core gameplay retained the genre’s twitch-based thrill. Yet, these strengths were undermined by generic weapons, limited content, and a progression system that felt punitive rather than rewarding. Technical issues, poor matchmaking, and the ghost of its free, open-source predecessor further marred the experience. In a market saturated with military shooters, Nexuiz failed to carve a niche, its legacy reduced to a cautionary tale about monetizing community passion and the ephemeral nature of online multiplayer.
Ultimately, Nexuiz is not the revival the genre needed. It’s a competent but soulless remake—a polished shell lacking the anarchic heart of the Quake and Unreal Tournament lineage. For historians, it serves as a case study in ambition versus execution; for players, it’s a relic best remembered through its superior successor, Xonotic. While its mutator system hints at the genre’s potential evolution, Nexuiz (2012) remains a footnote: a fast, fun, but fleeting experiment that couldn’t outrun its own controversies or the weight of history. Verdict: A flawed nostalgia trip with moments of brilliance, ultimately overshadowed by its origins and technical failings.