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NeonXSZ

NeonXSZ Steam news

Intravenous Software | Feb 22, 2016 | game

Released

0players observed · 24 September 2026 - 14:08:33 UTC

ActionIndieRPGFPS6DOFSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score79% positive

NeonXSZ news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score79% positive
  • Total reviews112
  • Release dateFeb 22, 2016
  • DeveloperIntravenous Software
  • PublisherNone - Independent

Genres: Action, Indie, RPG

Company pages: Developer: Intravenous SoftwarePublisher: None - Independent

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NeonXSZ Steam news

NeonXSZ news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • 75% Off - Biggest Discount Ever - 15 February 2018

    To celebrate the Lunar New Year, the release of our new game Space Bob vs. The Replicons next week, and the two year anniversary for NeonXSZ, we are happy to announce a 75% off sale for NeonXSZ. Happy hunting cybernauts.

  • 75% Off - Biggest Discount Ever - 15 February 2018

    To celebrate the Lunar New Year, the release of our new game Space Bob vs. The Replicons next week, and the two year anniversary for NeonXSZ, we are happy to announce a 75% off sale for NeonXSZ. Happy hunting cybernauts.

  • New Price & New Update - 4 October 2016

    Good news everyone. NeonXSZ is now permanently 25% off. Actually, we reduced the price by $5 but you say tomato and we say tomato. http://www.neonxsz.com/Images/HistoryInPics/Jan_2015/M2_Orbit_2.gif ___________ To accompany the new price, the latest patch (build 1.15) has been pushed live on the main branch today. Details below. 1.14 and 1.15 Changelog: Fix for rare issue with saved games on Linux We recently had a report from one Linux user who was unable to load saves. This was caused by the Linux OS writing periods as commas in the save file when the OS was set to specific culture/regions that use this format. This issue is now resolved. Changes to the 'Damage Flash' when taking damage. Previously, whenever the player took damage, the world would flash deep red. Changes were made to reduce this effect based on current shield levels. When shields are above 65%, the world will flash li…

  • New Price & New Update - 4 October 2016

    Good news everyone. NeonXSZ is now permanently 25% off. Actually, we reduced the price by $5 but you say tomato and we say tomato. http://www.neonxsz.com/Images/HistoryInPics/Jan_2015/M2_Orbit_2.gif ___________ To accompany the new price, the latest patch (build 1.15) has been pushed live on the main branch today. Details below. 1.14 and 1.15 Changelog: Fix for rare issue with saved games on Linux We recently had a report from one Linux user who was unable to load saves. This was caused by the Linux OS writing periods as commas in the save file when the OS was set to specific culture/regions that use this format. This issue is now resolved. Changes to the 'Damage Flash' when taking damage. Previously, whenever the player took damage, the world would flash deep red. Changes were made to reduce this effect based on current shield levels. When shields are above 65%, the world will flash li…

  • Gamepad/Joystick Support - 26 June 2016

    Although we recently added joystick support, and gamepad support has been available for over two years, we feel it's important to inform potential buyers that neither of these control methods are optimal for playing NeonXSZ. NeonXSZ was designed around the ability to turn and aim instantly. It's a high speed mouse-look shooter to it's very core where mouse/keyboard is by far the best control scheme and the only recommended way to experience the gameplay as intended. If you would still like to try the game with a gamepad or joystick we recommend tweaking the gamespeed slider to slow things down. This can be found in the gameplay options. With all that said, if you are familiar with using mouse and keyboard and would like to experience something new, then you are in the right place.

  • Gamepad/Joystick Support - 26 June 2016

    Although we recently added joystick support, and gamepad support has been available for over two years, we feel it's important to inform potential buyers that neither of these control methods are optimal for playing NeonXSZ. NeonXSZ was designed around the ability to turn and aim instantly. It's a high speed mouse-look shooter to it's very core where mouse/keyboard is by far the best control scheme and the only recommended way to experience the gameplay as intended. If you would still like to try the game with a gamepad or joystick we recommend tweaking the gamespeed slider to slow things down. This can be found in the gameplay options. With all that said, if you are familiar with using mouse and keyboard and would like to experience something new, then you are in the right place.

  • Build 1.13 Released - Full Patch Notes - 18 March 2016

    Feedback suggested that the very early game could benefit from additional combat variety so build 1.13 adds two completely new gadgets and significantly improves the Blink gadget to make it far more responsive and versatile. Improved Blink Instead of blinking a relative distance based on a ship's current direction and speed, Blink now teleports a set distance in the direction that the ship is facing. Your ship's speed is retained after the Blink but the direction of movement after blinking is now changed to match the direction of the Blink. Additionally, if you are already holding one or more thrust keys (Forward, backwards, and any of the four strafe directions), Blink will instead teleport in that direction. For example: Left Strafe + Blink = Blink Left Right Strafe + Forward + Blink = Blink diagonally forwards and to the right. Reverse + Blink = Blink backwards These changes make Bli…

  • Build 1.13 Released - Full Patch Notes - 18 March 2016

    Feedback suggested that the very early game could benefit from additional combat variety so build 1.13 adds two completely new gadgets and significantly improves the Blink gadget to make it far more responsive and versatile. Improved Blink Instead of blinking a relative distance based on a ship's current direction and speed, Blink now teleports a set distance in the direction that the ship is facing. Your ship's speed is retained after the Blink but the direction of movement after blinking is now changed to match the direction of the Blink. Additionally, if you are already holding one or more thrust keys (Forward, backwards, and any of the four strafe directions), Blink will instead teleport in that direction. For example: Left Strafe + Blink = Blink Left Right Strafe + Forward + Blink = Blink diagonally forwards and to the right. Reverse + Blink = Blink backwards These changes make Bli…

  • Hotfix Build 1.101 is live - 13 March 2016

    Since the 1.1 release, where Joystick support was added, it was discovered that high precision flight sticks suffered slightly with an overly large deadzone. This hotfix adds a 'Controller Deadzone' slider to the Controls window to allow for precise control of this setting. It is advised that you don't alter this setting for Xbox Controllers. The default 0.19 deadzone setting is ideal for less sensitive gamepads. Lower values are best suited for precision flight sticks only. We also took this opportunity to slightly increase the dodge ability for all enemies. Each enemy has unique AI and the dodge ability varies from one enemy to the next. For example, some enemies may never dodge. However, you should see many enemies jinking and jiving much more aggressively during heavy combat than in previous builds. If you run into any problems with this hotfix, such as phantom movement due to the n…

  • Hotfix Build 1.101 is live - 13 March 2016

    Since the 1.1 release, where Joystick support was added, it was discovered that high precision flight sticks suffered slightly with an overly large deadzone. This hotfix adds a 'Controller Deadzone' slider to the Controls window to allow for precise control of this setting. It is advised that you don't alter this setting for Xbox Controllers. The default 0.19 deadzone setting is ideal for less sensitive gamepads. Lower values are best suited for precision flight sticks only. We also took this opportunity to slightly increase the dodge ability for all enemies. Each enemy has unique AI and the dodge ability varies from one enemy to the next. For example, some enemies may never dodge. However, you should see many enemies jinking and jiving much more aggressively during heavy combat than in previous builds. If you run into any problems with this hotfix, such as phantom movement due to the n…

  • Build 1.1 Released - Full Patch Notes - 9 March 2016

    Flight Stick Support Added. You asked for it, so we added it and a whole lot more. Click to see the full list of changes in build 1.1 Improvements Joysticks are now recognized by the game and can be configured in the Controls menu Default Secondary Keybindings have been reworked to match Xbox Controllers Ambient Occlussion video option added. This will be on by default when using the High, and Ultra graphics presets. It will need to be enabled manually if you are using custom video settings. New Bloom added. This new bloom effect adds additional contrast to bright effects and smoother bloom around bright objects. It replaces the old bloom effect. While the player is below Tech Level 4, the maximum tech level of hostiles spawning in the highways directly connected to the players start position has been reduced to Tech Level 3. This should make life much easier and more intuitive for new…

  • Build 1.1 Released - Full Patch Notes - 9 March 2016

    Flight Stick Support Added. You asked for it, so we added it and a whole lot more. Click to see the full list of changes in build 1.1 Improvements Joysticks are now recognized by the game and can be configured in the Controls menu Default Secondary Keybindings have been reworked to match Xbox Controllers Ambient Occlussion video option added. This will be on by default when using the High, and Ultra graphics presets. It will need to be enabled manually if you are using custom video settings. New Bloom added. This new bloom effect adds additional contrast to bright effects and smoother bloom around bright objects. It replaces the old bloom effect. While the player is below Tech Level 4, the maximum tech level of hostiles spawning in the highways directly connected to the players start position has been reduced to Tech Level 3. This should make life much easier and more intuitive for new…

  • Launch Systems Activated. - 22 February 2016

    • Ground launch sequencer is go for Main engine start • Solid Rocket Boosters ignite • Explosive bolts release the boosters • Lift Off!

  • Launch Systems Activated. - 22 February 2016

    • Ground launch sequencer is go for Main engine start • Solid Rocket Boosters ignite • Explosive bolts release the boosters • Lift Off!

  • All Systems Go For Launch - 21 February 2016

    https://www.youtube.com/watch?v=bnblLgqPmpg Let's do this! NeonXSZ Build 1.0 just went live on Steam a day ahead of schedule. We will transition out of Early Access at approximately 10am Pacific Time tomorrow (22nd Feb). It's not possible to officially launch until then (Valve Time!) but for the many new players who jumped on board this weekend we wanted to give you access to the 1.0 build while you still had some free time to play it. A huge thank-you goes out to everyone who has supported the game over the last few years. Your support has been essential in bringing the game to fruition and we quite simply couldn't have done it without you. To everyone who believed in the game and bought it either here in Early Access or over two years ago on Desura - you allowed us to finish the game properly rather than rush it out the door. Thank you. Finally, thanks to everyone who offered feedback…

  • All Systems Go For Launch - 21 February 2016

    https://www.youtube.com/watch?v=bnblLgqPmpg Let's do this! NeonXSZ Build 1.0 just went live on Steam a day ahead of schedule. We will transition out of Early Access at approximately 10am Pacific Time tomorrow (22nd Feb). It's not possible to officially launch until then (Valve Time!) but for the many new players who jumped on board this weekend we wanted to give you access to the 1.0 build while you still had some free time to play it. A huge thank-you goes out to everyone who has supported the game over the last few years. Your support has been essential in bringing the game to fruition and we quite simply couldn't have done it without you. To everyone who believed in the game and bought it either here in Early Access or over two years ago on Desura - you allowed us to finish the game properly rather than rush it out the door. Thank you. Finally, thanks to everyone who offered feedback…

  • Release Date Moved to Feb 22nd - 1 February 2016

    For reasons we are not able to discuss at this time, we have moved the official 1.0 release date for NeonXSZ back from Feb 16th to Feb 22nd. It's not all bad news, though. The currently released build on Steam is likely to be identical to the 1.0 release in everything but name. If you are considering grabbing the game early then there is no need to worry about playing an incomplete or buggy version. The currently live early access build (version 0.98) is our final release candidate. This build has had no reported bugs or problems on any platform. We can't guarantee it, but we have no reason to expect this situation to change. Sorry for the delay. We'll update this announcement as soon as we can talk about things in more detail. Update: So yeah, Steam went and announced the Lunar New Year sale at the last minute. We can now confirm that our release date was tweaked to prevent a launch so…

  • Release Date Moved to Feb 22nd - 1 February 2016

    For reasons we are not able to discuss at this time, we have moved the official 1.0 release date for NeonXSZ back from Feb 16th to Feb 22nd. It's not all bad news, though. The currently released build on Steam is likely to be identical to the 1.0 release in everything but name. If you are considering grabbing the game early then there is no need to worry about playing an incomplete or buggy version. The currently live early access build (version 0.98) is our final release candidate. This build has had no reported bugs or problems on any platform. We can't guarantee it, but we have no reason to expect this situation to change. Sorry for the delay. We'll update this announcement as soon as we can talk about things in more detail. Update: So yeah, Steam went and announced the Lunar New Year sale at the last minute. We can now confirm that our release date was tweaked to prevent a launch so…

  • NeonXSZ launches February 16th - 15 January 2016

    With your help we've done it. It's ready. NeonXSZ is complete! https://youtu.be/bnblLgqPmpg It's been a long journey, and a mammoth undertaking, but we couldn't be happier than to announce that the finished game will officially launch for PC, Mac and Linux on February 16th 2016. In preparation for the release, the Steam page has had a complete overhaul. There's a brand new trailer, all new screenshots, updated game description and new branding\logo images. Here's a handy link to our Steam page if you're interested in checking out the changes (click the logo to link through): http://store.steampowered.com/app/296010 Thanks to everyone who believed in us and supported the game during development. Your reviews have been both amazing and humbling. We hope we did you proud. It wouldn't have been possible without you. Seriously! Over the coming weeks we'll be doing our best to spread the word…

  • NeonXSZ launches February 16th - 15 January 2016

    With your help we've done it. It's ready. NeonXSZ is complete! https://youtu.be/bnblLgqPmpg It's been a long journey, and a mammoth undertaking, but we couldn't be happier than to announce that the finished game will officially launch for PC, Mac and Linux on February 16th 2016. In preparation for the release, the Steam page has had a complete overhaul. There's a brand new trailer, all new screenshots, updated game description and new branding\logo images. Here's a handy link to our Steam page if you're interested in checking out the changes (click the logo to link through): http://store.steampowered.com/app/296010 Thanks to everyone who believed in us and supported the game during development. Your reviews have been both amazing and humbling. We hope we did you proud. It wouldn't have been possible without you. Seriously! Over the coming weeks we'll be doing our best to spread the word…

Patch notes and updates

S.noRelease datePatch nameGID number
14 October 2016New Price & New Update4249665521680668873
218 March 2016Build 1.13 Released - Full Patch Notes4249665521680669085
318 March 2016Build 1.13 Released - Full Patch Notes272838467474642750
413 March 2016Hotfix Build 1.101 is live4249665521680669202
513 March 2016Hotfix Build 1.101 is live295355928894932508
69 March 2016Build 1.1 Released - Full Patch Notes4249665521680669303
79 March 2016Build 1.1 Released - Full Patch Notes295355835667635194
821 February 2016All Systems Go For Launch4249665521680669527
910 December 2015Beta Launch! (Build 0.98)4249665521680669811
1028 August 2015Build 0.95 Released4249665521680670022
1131 July 2015Content Complete 0.942 Released4249665521680670141
1210 July 2015Content Complete Build 0.93614249665521680670245
133 June 2015Build 0.93 Patch Notes519384546579983481
143 June 2015Build 0.93 Patch Notes4249665521680670349
1513 March 2015Build 0.9 Patch Notes515999415032294241
1613 March 2015Build 0.9 Patch Notes4249665521680670650
176 March 2015March Update Preview4249665521680670767
1816 January 2015Build 0.87 Patch Notes521623755676744835
1916 January 2015Build 0.87 Patch Notes4249665521680671024
2017 November 2014Build 0.851 Patch Notes.522743866836976811

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