About


Dr. Robotnik is back and this time, he is putting everything on the line! Using the scrap metal left over from his previous, failed attempts to destroy Sonic’s world, Robotnik builds a titanic clock tower in his image. Sonic the Hedgehog springs into action upon gazing at this technological monstrosity. Dr. Robotnik has been developing a paralyzing creation inside that clock tower and he vows to release it once the clock strikes a certain time. Will Robotnik stop Sonic from reaching the Egg Clock or can Sonic stop the ticking terror before the last bell tolls?


Sonic Nexus is classic Sonic in its finest form, an untarnished retro reboot without a homing attack or grind rail to be found. The classic Sonic experience is recaptured through its revolutionary new build of Retro Sonic, created by Christian Whitehead (The Taxman).
Rather than simply duplicating the classic formula, Nexus introduces a few tweaks to it. The most notable are the new level-specific gimmicks that make their Sonic debut. While still re-introducing tried and true elements of previous Sonic titles, Sonic will have new gimmicks to interact with.
Elemental shields from Sonic the Hedgehog 3 return as well, but as apart of a level-specific shields feature. In a given zone, there are a few different shields, but one will be best suited in a particular zone. These new shields are specially designed to interact with the surrounding environment and help Sonic find all the routes that a zone presents to him.
When it comes to bosses and badniks, Nexus has you covered. The project offers up some of the coolest boss concepts and badnik attack patterns that you have seen. You will deal with the usual level specific badniks, but when it comes to the boss, Robotnik will refuse to go down after the first time, launching a surprise attack with an entirely new mechanism to crush Sonic.

Sonic Nexus’ development began in August of 2006 as a one-act demo at the 2006 Sonic Amateur Game Expo. The original demo was created in Multimedia Fusion 1.5 in the 360 v2.0 Sonic engine by Damizean. It featured the second zone of the game, Cosmic Chaos, a casino paradise. Nexus was originally created by one man, Brad Flick, someone with aspirations of creating his own game akin to his all-time favorite, Sonic CD. With the help of Hector Barreiro, to fully maximize the potential of the engine, Nexus’ 2006 demo was a smashing success and, according to some, it became the face of the Sonic fangaming community.
Flick’s original intention for the 2006 demo was to wrangle a new programmer to help ease the development curve and to incorporate the more complicated concepts. Jonathan Rose joined the team during SAGE 2006 to fulfill this vacancy and they both started working immediately, adding Sunset Shore to the completed Cosmic Chaos. They released a Christmas demo, Sonic NeXmas, to show that progress was still being made. This demo was the first time Hunter Bridges, the game’s composer, worked on the project, creating Christmas remixes of Sonic 2 songs. Work in this engine continued into 2007. However, Barreiro was nearing completion of his Multimedia Fusion 2 engine, Sonic Worlds, an engine used by a majority of fangamers today, and change was on the horizon.
With the first build of Sonic Worlds in their hands, Flick, Rose, and Barreiro went to work on the SAGE 2007 demo. Due to the annoyingly large number of projects that show off their “green tropical paradise” zone, Flick decided to go an alternate route. This detour involved flexing graphical muscle and complex platforming in Nexus’ water level, Pristine Palisade. Regardless of the general consensus that the “water levels suck,” the team pushed forward. The hang-up this year was that Flick was directing SAGE that year, so pulling double duty put even more stress on the team. However, the demo was finally released and was named “Best in Show” (co-winner via tie total score) by a panel of judges at SAGE, while enduring a lot of complaining and comparisons from many players.
Pristine Palisade illustrated the shortcomings of Multimedia Fusion 2. Lack of object management, resulting in horrendous lag for low-end computers, was the main factor. Contributing was MMF2s programming, which was not satisfactory, according to the duo of Rose and Barreiro. MMF2s workspace was an issue throughout the second demo’s development. The project was too much for this Clickteam program to handle and it was announced that Nexus would move to a new engine to be written from the ground up. A few months into this new engine’s development, Barreiro asked Christan Whitehead, who is responsible for a famous, C based fangame, Retro-Sonic, for assistance. Barreiro simply wanted to use a build of Retro-Sonic (pre-XG merger) as a base and point of reference for the foundation of the new engine, but after challenges adapting to this code, Whitehead instead offered to further enhance the current XG build of the Retro-Sonic engine for Nexus. The result is Retro-Sonic 2008, a 2D engine now capable of completely custom games.
This year, Nexus ups the ante with Sunset Shore, powered by Retro-Sonic. This demo also marks the debut of artist and flash cutscene animator, RgxSuperSonic, who takes the presentation of Nexus to new levels. The sorely lacking presentational value of the past two years is remedied this year to round out Nexus to a complete Sonic package.
What is in store for Nexus Team in the future? A full release, thus breaking a Sonic fangame tradition of not finishing? A definite “yes.”

CORE MEMBERS
Brad Flick 
![]()
- Alias: Slingerland
- Director, Producer, Level Designer, Graphics
- Flick used to be the one-man show, but that soon changed after Nexus hit the internet in 2006. Now, he sits atop the project, distributing the plans and work he drew up back then. Thanks to the new members, his original designs have escalated and have taken Brad to a point where he, originally, could only dream of. He currently sticks to what he is best at: ordering people around and designing levels.
Christian Whitehead ![]()

- Alias: The Taxman
- Programmer, Graphics
- Yeah, The Taxman, the creator of Retro-Sonic. He helps out a lot so that we fully understand Retro-Sonic and is incredibly supportive of the project, even when he is trying to carry the weight for the Sonic XG project. The man can do everything, as his name has appeared in just about every facet of Nexus’ credits. He is, in our minds, the hardest working man down-under.
Hunter Bridges ![]()

- Alias(es): hRook, Sage
- Music, Webmaster, Assistant Programmer
- Hunter joined the team in 2006 during the creation of the “NeXmas” demo. Since then, he has produced quality tunes for the project. His ability to create original compositions seems to be unrivaled in the Sonic community and always manages to impress. He also is a great web designer and took the time to construct the Nexus website. In 2009, he was assigned work in the programming department.
RgxSuperSonic ![]()

- Artist and Animator
- Check out his DeviantArt page
- RgxSuperSonic was discovered in late 2007/early 2008 when he joined Sonic Fan Games HQ, offering up his animation skills. He is a talented artist who works quickly and diligently. He not only does the intro and outro cutscenes for the game, but he does all the artwork for the site. Rgx is also slowly becoming a useful concept artist, sketching potential badniks and backgrounds.
CONTRIBUTORS
Hector Barreiro ![]()

- Alias: Damizean
- Programmer, Graphics
- Hector has probably done more things for the Sonic fan gaming community than anybody in existence. His legacy lives through his countless number of engines through many different platforms, like Game Maker and Multimedia Fusion. His final engine contribution to the community was the Sonic Worlds engine for MMF2, which has become a stand-by for all wanna-be Sonic game creators.
Jonathan Rose ![]()

- Alias: DimensionWarped
- Programmer (specializing in boss, badniks, and gimmicks)
- Originally known the community-over as the director of the “DimensionWarped” 3D fan game, Jon has since left that in favor of Nexus. The project caught his interest after the original casino demo in 2006. Since then, he has specialized in bosses and gimmicks, attempting to take them to new levels. It was his idea to put two Robotnik machines back-to-back in each zone for the sheer enjoyment of working on them.
Neostalker
- Sprites (bosses, objects, enemies)
- Neostalker was introduced to the team through Damizean and has shown incredible skill in the art of spriting. He will be used heavily in the future.
Dustin Wyatt ![]()
Alias: Tweaker- Head of Retro Music Mode: Genesis Mixes
- Tweaker, the admin at Sonic Retro, works on Nexus, too! Hunter ships his MIDIs to Dustin and he works his magic to create Genesis tracks of Nexus’ original soundtrack. Dustin has an incredible amount of experience with Genesis music, as illustrated by his famous ROM hack, Sonic 1 Megamix.





You guys are cool! Can I join the team as a beta tester or something?
Comment by B.J. Charles — September 16, 2008 @ 5:29 pm
Man, I’m loving the Demos right now. I’m loving the music. I’m loving the game engine, the graphical design, the opening sequence, the Simplistic, surreal plot, and even the website!
Is there enough love there?
This is already looking better than some official Sonic games out there, and although technically it’s incomparable, it’s a million times better than say, Sonic The Hedgehog 2006.
I can’t wait until the full version’s released, but I’m guessing it’ll be sometime in mid-2009!
Until then, more demos please! =)
Keep up the awesome work!
~tquinnathome1
Comment by tquinnathome1 — October 5, 2008 @ 4:07 am
This game is brilliant. Feels just like the original sonic games.
I just hope that the performance can be improved, my 800mhz athlon struggles a little, and I really do like smooth framerate.
Still this game is a masterpiece, and maybe I should replace my 8 year old PC
Comment by mike — October 5, 2008 @ 6:17 pm
This thing is looking really magnificent! Do you have a projected release date?
Comment by hooligans87 — October 6, 2008 @ 1:12 pm
Good Job! Awesome Game, great music! It feels like an original sonic game!
Also: The latest mac beta will work with mac os 10.3.9.
I’m looking forward to updates!
Comment by Adam — October 11, 2008 @ 11:42 am
Has to be one of the HAWTEST fangames ever!! XD Im glad that the game engine was switched from MMF to the Sonic Retro engine. My PC is so slow that I cant play most modern MMF games…But that had me thinking, Can this be ported to Dreamcast too like Retro Sonic?
Comment by Hankubya — October 12, 2008 @ 11:32 am
Since I’ve sort of lost interest in Retro XG due to lack of info, Nexus has become my most anticipated Sonic fangame, (nay, 2D game!) ever. I’m glad you’re dedicated to actually finishing this, and giving us frequent info on the game’s development, rather than leaving us cold for years.
I was most impressed with your ‘07 and ‘08 demos, they had an ‘official’ feel to them, yet they offered something new and individual to the existing 2D Sonic experience. Perhaps it’s something intentionally indescribable, that elusive ‘feel’ to a level that just makes it click. Whatever it is, Nexus has got it. All very professional.
Comment by LizardGenes — October 14, 2008 @ 7:03 am
Incredibly nice. My only issue right now is the fact that I can’t use my PC controller with this, instead having to use the keys again. (What can I say? I spoiled myself with this thing.)
So, if that can be fixed, I’m definitely gonna love this thing.
Comment by Saiyavenger — October 18, 2008 @ 2:41 am
Hey there. This demo is probably the greatest sonic fan game I have ever played. Megamix, Advanced Edit and even XG can’t compare to this.
Everything about the demo was so refined. The music, the physics and the graphics were perfect for the game’s style and it was a pleasure to play through the game.
You’re doing a great job guys. Keep up the good work.
Comment by robbybobby20 — November 13, 2008 @ 9:55 am
I see you’ve updated this, (and edited my earlier post accordingly). Much better. You sound like a proper team now.
Looking forward to your Christmas demo!
Comment by LizardGenes — November 18, 2008 @ 7:59 am
This is gonna be hella sweet! I look forward to playing this, and since the demo was great, the final product will be godly
But you\’re going to release this for Mac too, right?
Btw, are there going to be any other playable characters other than Sonic?
Comment by Kitsune — November 28, 2008 @ 9:33 pm
Yo, I’m a hip hop producer out of North Carolina, I’m a BIG fan of Sonic and I must say, this is one of the best Sonic games I’ve played since Rush. But please, some how I want to be a part of this project, I don’t know if its too late to join, but I’m down for whatever. I’d throw together a ending song for the credits or something, I gotta be a part of this in some way or form.
Comment by wallsauce — December 1, 2008 @ 3:05 pm
Hi, my name is Eduardo, from Joystick Blog
I just to discover your project and I love the look that have. I wrote a short review on an entry from my blog:
http://joystickblog.blogspot.com/2008/12/sonic-nexus-demo-2008.html
I would love that the project will continue and some day be able to we can enjoy the full game. Congratulations for a fantastic job. (Sorry for my English)
Hector, si quisieras ponerte en contacto seria un placer el poder hablar contigo. Saludos.
Comment by JoystickBlog — December 8, 2008 @ 5:54 pm
wow i love the game i have been waiting for a remake. now it is here if can i would love to help make new levels or give new ideas . i would also love to help compose music. just give me a message if you guys are willing to add new helpers.
Comment by domingo — January 12, 2009 @ 1:18 am
Man, that Brad guy is totally handsome.
Comment by Rael — January 19, 2009 @ 12:45 pm
Man, you guys are one heck of a team! Just stay together and finish the project. Show everyone that you\\\’re the best Sonic fangame development team ever!
Comment by sonicspeed21 — January 29, 2009 @ 1:28 pm
I found your game totally by chance. I was looking at videos of the hidden palace zone from sonic 2 and found some fan made levels. While i was hunting down roms of these games i read about your game, downloaded the demo and was blown away by how good it was. It was almost as if sega themselves had made it. Hope it gets finished and i hope when it is i’ll be able to get a copy in the UK.
Comment by Andrew Rollason — February 6, 2009 @ 5:45 pm
Well, Andrew Rollason, you’ll get ‘copies’ anywhere, cos’ it’s a downloadable game, for free. Just log on to your inter-web and visit this page
Man, I’m checking this site weekly, I can’t wait till 2009 ends .. I’ll take a solid week to play this through the whole way. It’s been a while since Unleashed, and I’m bored now.
Keep up the great work!
Comment by tquinnathome1 — March 1, 2009 @ 8:59 am
Just played the demo. Congrats. Everything was fantastic – graphics music. I think the engine could be tweaked just a little as sonic seems a bit quick to get started or something.
So how do we buy the full game? I hope you guys can do it and keep making the 1993 type of sonic games. There are people who really miss them. Let me know by email if you can.
Comment by Alistair — August 7, 2009 @ 11:23 pm
when will the full game be out of sonic NEXUX be out? im looing for it
Jace
Comment by Jace29 — January 29, 2010 @ 2:00 am