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Tactical Nexus News

Implemented a mini stage!

Implemented "Tactical Mystery".
(It is treated as the 72th stage. Please scroll the screen to the bottom)

Implemented a mini stage!

Implemented "Tactical 24 minutes".
(It is treated as the 74th stage. Please scroll the screen to the bottom)

Chapter 5-4 Released!

Chapter 5-4 Released!

Overview Report-2020/04/28

[Staff work is delayed. sorry]
Due to the influence of coronavirus, we had to concentrate on remote work.
However, there are many tasks that need to be done such as special data communication mechanism, and currently the programmer is developing the system and other staff are testing the system.

Chapter-5 will start selling as soon as Chapter 5-1 is completed (when 1 stage is completed), but it may be June.
We plan to maintain 75% off until the sale of Chapter-5 starts.
Regarding the achievement system, this may also be around June ...

(By the way, there is "immunity boosting" as one of the prevention of infectious diseases.
Even if you spend your time not to lower your body temperature and get a good night's sleep, your immunity will not be easily reduced.
Please try not to stay up late by playing too much of the game. )



[Around April 18th, the game broke (popularity) / "Thank you" announcement]
As you can see on Twitter, Tactical Nexus was introduced on a web forum around April 18th.
Since then, the number of games sold has increased significantly, the games have been introduced here and there, and a “break” has occurred in which we have received a support from Twitter.
(I don't know if they are treated that way outside Japan, but in Japan this word means "dramatic epidemic.")

We have long thought that “increasing the player's own ability” and “continuous accumulation of game parameters” may have a very strong synergy.
And we aimed to make TacticalNexus "a game that always reveals some fresh discoveries no matter how much you play".
TacticalNexus has the discovery that each time you play on each stage, "This way you can play better."
And with the Nexus system, there is a possibility that "plays that were not possible the last time will be possible the next time".

When we experimented in Japan, the game made a "critical hit" to several players, including Team-Nexus staff.
This game had the aspect of being a kind of "non-depleting game" such as chess, Go, and Shogi, which kept you motivated even after playing the game for thousands of hours.

We are glad that many new players who purchased the game feel the same way we experienced it.


By the way, as far as we can see, the person who introduced the game on the web forum etc. is like the player who has loved the game since the early days.
November 2019 When I tried to sell Tactical Nexus on Steam, I had mistakenly set the initial price to the fixed price.
He has been a player ever since. A player who played Tactical Nexus from the very early days, who continued to play hundreds of hours after purchasing the game.
Many times, "he" emailed me about a bug that had a fatal effect on the game.

As you can see on Steam's Community Hub, the Tactical Nexus Community Hub is made up of highly supportive players.
Not only "He", TacticalNexus has evolved into a better game by players who think about how to conquer the game, report bugs and typos, and propose systems that make it easier to play.
As we develop this game for a niche of players, we didn't expect it to reach this level.


https://twitter.com/TeamNexus12/status/1253352428000497664
As we wrote on Twitter, we're a stance that sticks to what we've decided once, no matter what plans or unexpected things happen (even if they put us at a disadvantage).
We don't know what will happen to the end, and thorough things will lead to new knowledge, so this price plan will continue to the end.
Nonetheless, we would like to thank the players who have been so involved with Tactical Nexus in good faith.

We are still busy and tend to postpone work.
However, at the end of the development of all Tactical Nexus DLCs, in honor of those who were sincere to Tactical Nexus, I will publish a new DLC different from Chapter-EX.

This new DLC will be released for free and will include 10 stages.
Each stage is playable from the beginning, but with regard to the difficulty level, it corresponds to a slightly lower difficulty level than each chapter's Very Hard.
(Think of it as a new semi-very hard stage from each chapter that you can play from the beginning)
You won't get a Nexus medal on the DLC stage, but you can get a lot of Sunstones instead.

Let's continue to run through Tactical Nexus with us.



[Current players status]

By the time of April 18, 2020, the number of players who exceeded 100 hours increased to 12% and the average play time was 78 hours, but due to the large increase in new entrants, it was 43 hours.
And apparently, the players who recently bought the game seem to be playing it for an average of 5 hours each day.

It seems that many game buyers have already played a lot of games, as the median of games from about 2 hours has risen to 5 hours.
(Of course, the median is still low compared to the average, but I'm glad that the demo version seems to have worked so that the players can consider purchasing the game.)

Surprisingly, the number of active users is 5 times that of the players.
(It is difficult to show it as data because the display of active users is special.)
And until April 18th, the number of players with a minimum play time of "20 hours or more" was about 20%, but this ratio has not changed much even now.
How many players will be over 100 hours in the future?

…… However, when it comes to this, I would like to see the proportion of players who play 500 hours, 1000 hours, 2000 hours or more.


[About the timing of price change after Chapter-5]
TacticalNexus is overwhelmingly expensive for an indie game, but we don't want players to buy the game to regret it.
However, I recently learned that there is a tendency for "players who bought the Main package to buy new DLC all at once".
It's about time we're going to have hundreds of hours or more to play satisfactorily on the new DLC stages.

Basically, Tactical Nexus is a game in which the game is released much faster than the player can play it.
Among them, the price increase every 2 months feels a little impatient for the player.
(The intention of this pricing is to make a significant price cut immediately after the release, but I don't want the players to accelerate their purchases).

In view of these circumstances, I am planning to use the method of "maintaining the same price for the first 4 months and then increasing the price by 10% at once" for DLC after Chapter-5.
(After the first 4 months, 5% price increase every 2 months)



[Information about Legacy system implemented after Chapter-6 is released]
https://twitter.com/TeamNexus12/status/1253243422367866880
On Twitter, we have posted an overview of the "Legacy" system that will be implemented from Chapter-6.
From Chapter-6 onwards, the number of puzzle-like elements has increased in earnest, and the atmosphere of the game is very different from before.
However, with MysticGate, you can continue to enjoy the simple dungeon that has been used up to now, such as Chapter-1 to Chapter-5.

https://forums.somethingawful.com/showthread.php?threadid=3920507&userid=0&perpage=40&pagenumber=1#post504329237
Since the texts we have posted are not translated well, I think that you can understand the contents of the system more by looking at this explanation.

The discount rate of the DLC after Chapter-6 has dropped significantly, but the game volume is virtually double or even more than the previous DLC.
However, the difficulty level will increase, so we recommend collecting 25 or more Nexusmedals and 100 or more Sunstones before purchasing Chapter-6.
(In Chapter-6, we will be able to acquire the Mystic Gate of Tactical trip mini early and then the Mystic Gate of Tactical Tower G.
Therefore, even if you have about 20 Nexusmedals, you can still get some Sunstone.)



[About Walkthrough]
It's been a lot of work lately, but I'd like to prioritize the Walkthrough video as soon as Oath tactical lord is implemented.
(Both are likely to be a while later)
This is because Chapter 4-5 and Chapter 4-6 have a high degree of difficulty and probably no player has the data to clear the Nexus stage of these two works yet.



[Implementation of "Memo" system]
https://twitter.com/TeamNexus12/status/1244576029416378368
I would like to do my best to implement the "memo" system introduced here by the end of May.
(Implementation of communication function will come later)
Due to the programming language we are using, we can probably only enter half-width characters, so it may be a little inconvenient for non-English speakers.
However, I think that the difficulty of the game will change significantly depending on whether or not this is present.


Recently, Team-Nexus programmers are working on work outside Team-Nexus to create "paint tools that use the pen tab's pressure function".
I'm not sure if this can be implemented, but I hope to implement a function to draw pictures in "memo" by the end of this year.


Overview Report-2020/03/28

[Sales start! Chapter-4]
Chapter-4 with the new system "Orb" has been launched.
Compared to the past, the number of elements of "mystery solving" will be much more, and it will not take much time per play, but the skill of the player will be questioned.
If you're an Orb expert, you can achieve PureNexus in most of Chapter-4's work, but I think it will take quite a while before.

In Chapter-4, primary and secondary clearing are much easier than Chapter-3, but most of the Nexus stage is more vicious than Chapter-3.
However, if you fully understand the gimmick, you can get around 10 Sunstones in one stage.

In Chapter-4, you can get a total of 6 Nexusmedal, so it will be easier for Chapter 3 which was difficult, and for Chapters 1 and 2, you will be able to aim for a large amount of Sunstone.
(Nexusmedal's management may be troublesome soon.)


[Twitter account opened]
As we announced in the previous announcement, we created a Twitter account.
We will post bug fixes, game development tales, and strategy information.


[Current players status]

This is data around March 25, 2020, but the average play time for Tactical Nexus is now 61 hours.
New players seem to be joining one after another.

Team-Nexus has no staff who can read English smoothly, and in recent months there have been days of studying marketing methods in English-speaking countries.
Investigations revealed that there was a public relations site that promoted indie games in articles and videos.
(In Japan, there are very few sites where you can introduce and post indie games.
In addition, there are quite a lot of young people in their late teens and late 20s who develop games.
In such a situation, we were quite surprised at the fact that indie games have many such cultures in the world and are well known to many people.)

In April and May, we would like to use this information found this time to promote and advertise through various sites and Streamer people.
Of course, due to the characteristics of this game, it is unlikely that the number of players will increase at a stretch, but I hope that Tactical Nexus players will be able to share game capture information as much as possible.


[Posting of capture video is delayed]
It takes a long time to fix bugs in Orb and test play, and almost no capture videos scheduled for 4 to 5 times a month can be posted. sorry.
In June, we have Legacy and MysticGate implementation work, and we will be busy, so we hope to post videos in April and May as much as possible.