Nux
Plasticine visuals and a genuinely clever three-mode structure can't save Nux from technical problems that should have been patched out years ago. Approach with low expectations or skip it entirely.
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About Nux
I went in curious about Nux because the premise is legitimately interesting: a 2006 arcade game built around claymation-style graphics, where every enemy, ship, and backdrop was sculpted in plasticine, photographed, and digitised. That tactile, handmade aesthetic gives the game a look that nothing else on Steam quite matches, and I want to be honest that for the first few minutes it genuinely charmed me. The structure is where things get more ambitious than the execution deserves. Each of the four planets runs through three distinct modes back to back. First comes a top-down vertical shoot-em-up where you pilot a ship through enemy formations, collect power-ups like rockets and a fast laser, and face a boss at the end. Second is a fuel-limited lander section where you descend through hazards and hit checkpoints to refuel. Third is a side-scrolling platformer where you retrieve three power crystals and carry them back to your ship one at a time. On paper, that rotation keeps things moving. In practice, none of the three modes is polished enough to carry a session on its own, and stringing them together across 13 levels exposes how thin the moment-to-moment gameplay is. The shoot-em-up phase is the most functional of the three. The lander is sluggish and requires patience that the light arcade tone doesn't earn. The platformer sections are serviceable but feel like filler. The technical state is the real dealbreaker. Audio comes out of only the right speaker, a bug that has been present since launch and has never been fixed. Alt-Tab breaks mouse capture, locking your cursor into a small region of the desktop until you force a workaround through the Steam overlay. Some players have hit missing asset errors that prevent the game from loading at all. These are not edge cases or hardware quirks. They show up consistently across years of reviews, which means they are baked into the build. A game with a Mostly Negative rating at 39 percent positive across hundreds of reviews is telling you something, and here the signal is clear: the technical debt is real. Where Nux earns some credit is in its high-score loop. The difficulty on the default setting is measured rather than punishing, mouse controls in the shoot-em-up phase feel responsive when the game is cooperating, and chasing a better run through a planet has a low-key pull to it. If you are the kind of player who grew up with mid-2000s shareware shooters and has a tolerance for rough edges, there is a thin but genuine layer of fun underneath the problems. The claymation aesthetic also remains genuinely distinctive. It shares visual DNA with the Platypus series, and fans of that game will recognise the handcrafted style immediately. But good intentions and a quirky art direction do not compensate for a decade-plus of unaddressed bugs. Nux had an interesting idea and an unusual look. What it never had was a developer willing to maintain it. Go find Platypus instead. Alex, Scout Team
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Game Info
- Developer
- Idigicon
- Publisher
- KISS Ltd.
- Release Date
- Aug 15, 2014