HomeGamesUpdatesPricingMethodology
Steam News25 June 20262mo ago

BREAK ARTS III ver2.0 Update

Greetings Artists! Sorry to have kept you waiting! At last, update 1.1.0... no, make that version 2.0 is now live! We sincerely thank you for your patience over this long development period.

In this update15

Full notes

Full BREAK ARTS III update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings Artists! Sorry to have kept you waiting! At last, update 1.1.0... no, make that version 2.0 is now live! We sincerely thank you for your patience over this long development period. Our testers are already calling this more a "3.5" than a "BA3"—so please enjoy this massive update!

What changed

4 fixes9 additions1 change1 removal
  • UI and audio
  • Gameplay
  • Performance
  • Fixes
added## ◆ Highlights*Enhanced freedom in machine customization — removed the maximum weight limit per leg, relaxed drive speed restrictions, etc.** - **Overhauled the shield system** - **Improved race controls and handling** - **Updated in-match UI** - **Revamped Help/Tutorials** - **Added New Plugins, Modules, and the Extra Grand Prix (EXGP)** - **Fully rebalanced AI behavior**
added### New AdditionsAdded three types of extra difficulty Grand Prix. - When secondary lock-on is complete, the target's structure, energy, and heat are now displayed.
added### Changes・AdjustmentsShield system has been revamped. It is now a gauge system that recovers over time and gradually decreases with damage taken; when the gauge reaches zero, it breaks. While the shield remains, damage is basically reduced to zero. Except for special shot, they do not penetrate shields; each shot type has a set damage ratio against shields. - Structure is now treated as a shield proportionally (individual module shield parameters have been removed). When the shield breaks, a short damage nullification effect is granted, and any excess damage beyond the break is applied to structure. - Shot rapid-fire management has been changed to an "emitter load" system. Load accumulates per emitter, and when it reaches the limit, it cannot be used until it recovers. Additionally, with rapid-fire performance high / ultra, EN consumption and load increase. - All shot types have been rebalanced. Each emitter's weight and gatling barrels have also been adjusted. - Battle rules now add points for players who assisted in a defeat (assist points) and bonus points for defeating an opponent ranked 3rd or higher (displayed in defeat notifications). - Hit detection for burst shot has been changed; if they are too far from the main body, damage decreases based on distance. - Out-of-course recovery and grounding processes have been comprehensively improved, reducing errors and snagging. - Out-of-course assistance and cornering assistance have been removed; instead, a process that draws the vehicle back to the circuit when going off-course has been added.
fixed### Bug FixesFixed an issue where burst bullet sound effects would not play correctly. - Fixed an issue where parameter display was incorrect when assigning a charge attribute to laser shot. - Fixed an issue in battle rules where points could be internally deducted even if the player had 0 points. - Fixed an issue where processing would not activate when the AI used area grenades while not locked on. - Fixed an issue where a reference error occurred during drone attacks (e.g., sluggish behavior in test mode). - Fixed an issue where module animations would persist at the end of a match.
fixed### Bug Fixes--
changed### Changes・AdjustmentsIn-match UI has been revamped. The player HUD and lock-on markers have been redesigned. - Mini-map has been revamped. It now integrates the surround sensor and lock-on direction, highlighting the lock-on target. - Attack effects have been enhanced (screen effects based on bullet type and power, electromagnetic acceleration bullets, detonator effects, etc.). - Kick activation changed to double-tapping the detonator, and hit correction has been strengthened (easier to hit even against airborne targets). - After interrupting accelerator use, the time until thrust returns to zero has been extended (making it easier to retain high thrust when reusing). - Plugin-related UI and behavior have been adjusted.

BREAK ARTS III changes

added*Enhanced freedom in machine customization — removed the maximum weight limit per leg, relaxed drive speed restrictions, etc.** - **Overhauled the shield system** - **Improved race controls and handling** - **Updated in-match UI** - **Revamped Help/Tutorials** - **Added New Plugins, Modules, and the Extra Grand Prix (EXGP)** - **Fully rebalanced AI behavior**
addedAdded three types of extra difficulty Grand Prix. - When secondary lock-on is complete, the target's structure, energy, and heat are now displayed.
addedShield system has been revamped. It is now a gauge system that recovers over time and gradually decreases with damage taken; when the gauge reaches zero, it breaks. While the shield remains, damage is basically reduced to zero. Except for special shot, they do not penetrate shields; each shot type has a set damage ratio against shields. - Structure is now treated as a shield proportionally (individual module shield parameters have been removed). When the shield breaks, a short damage nullification effect is granted, and any excess damage beyond the break is applied to structure. - Shot rapid-fire management has been changed to an "emitter load" system. Load accumulates per emitter, and when it reaches the limit, it cannot be used until it recovers. Additionally, with rapid-fire performance high / ultra, EN consumption and load increase. - All shot types have been rebalanced. Each emitter's weight and gatling barrels have also been adjusted. - Battle rules now add points for players who assisted in a defeat (assist points) and bonus points for defeating an opponent ranked 3rd or higher (displayed in defeat notifications). - Hit detection for burst shot has been changed; if they are too far from the main body, damage decreases based on distance. - Out-of-course recovery and grounding processes have been comprehensively improved, reducing errors and snagging. - Out-of-course assistance and cornering assistance have been removed; instead, a process that draws the vehicle back to the circuit when going off-course has been added.
fixedFixed an issue where burst bullet sound effects would not play correctly. - Fixed an issue where parameter display was incorrect when assigning a charge attribute to laser shot. - Fixed an issue in battle rules where points could be internally deducted even if the player had 0 points. - Fixed an issue where processing would not activate when the AI used area grenades while not locked on. - Fixed an issue where a reference error occurred during drone attacks (e.g., sluggish behavior in test mode). - Fixed an issue where module animations would persist at the end of a match.
fixed--

## ◆ Highlights

  • **Enhanced freedom in machine customization — removed the maximum weight limit per leg, relaxed drive speed restrictions, etc.** - **Overhauled the shield system** - **Improved race controls and handling** - **Updated in-match UI** - **Revamped Help/Tutorials** - **Added New Plugins, Modules, and the Extra Grand Prix (EXGP)** - **Fully rebalanced AI behavior**

---

## ■ Match Overall

### New Additions

  • Added three types of extra difficulty Grand Prix. - When secondary lock-on is complete, the target's structure, energy, and heat are now displayed.

### Changes・Adjustments

  • Shield system has been revamped. It is now a gauge system that recovers over time and gradually decreases with damage taken; when the gauge reaches zero, it breaks. While the shield remains, damage is basically reduced to zero. Except for special shot, they do not penetrate shields; each shot type has a set damage ratio against shields. - Structure is now treated as a shield proportionally (individual module shield parameters have been removed). When the shield breaks, a short damage nullification effect is granted, and any excess damage beyond the break is applied to structure. - Shot rapid-fire management has been changed to an "emitter load" system. Load accumulates per emitter, and when it reaches the limit, it cannot be used until it recovers. Additionally, with rapid-fire performance high / ultra, EN consumption and load increase. - All shot types have been rebalanced. Each emitter's weight and gatling barrels have also been adjusted. - Battle rules now add points for players who assisted in a defeat (assist points) and bonus points for defeating an opponent ranked 3rd or higher (displayed in defeat notifications). - Hit detection for burst shot has been changed; if they are too far from the main body, damage decreases based on distance. - Out-of-course recovery and grounding processes have been comprehensively improved, reducing errors and snagging. - Out-of-course assistance and cornering assistance have been removed; instead, a process that draws the vehicle back to the circuit when going off-course has been added.

### Bug Fixes

  • Fixed an issue where burst bullet sound effects would not play correctly. - Fixed an issue where parameter display was incorrect when assigning a charge attribute to laser shot. - Fixed an issue in battle rules where points could be internally deducted even if the player had 0 points. - Fixed an issue where processing would not activate when the AI used area grenades while not locked on. - Fixed an issue where a reference error occurred during drone attacks (e.g., sluggish behavior in test mode). - Fixed an issue where module animations would persist at the end of a match.

---

## ■ Controls・Effects

### Changes・Adjustments

  • In-match UI has been revamped. The player HUD and lock-on markers have been redesigned. - Mini-map has been revamped. It now integrates the surround sensor and lock-on direction, highlighting the lock-on target. - Attack effects have been enhanced (screen effects based on bullet type and power, electromagnetic acceleration bullets, detonator effects, etc.). - Kick activation changed to double-tapping the detonator, and hit correction has been strengthened (easier to hit even against airborne targets). - After interrupting accelerator use, the time until thrust returns to zero has been extended (making it easier to retain high thrust when reusing). - Plugin-related UI and behavior have been adjusted.

### Bug Fixes

  • Fixed quick-turn behavior.

---

## ■ Customization

### New Additions

  • Added new modules and new plugins. - Made the thruster and emitter ability display UI more user-friendly. - Casual Design Mode has been removed, and Designer Mode and Realistic Mode have been newly introduced. In Designer Mode, in addition to the previous Casual Design Mode, thruster orientation does not affect thrust, allowing for more freedom in customization.

### Changes・Adjustments

  • Max Weight has been removed. Drive speed is now affected by the overall weight of the machine. - The lower limit of drive speed has been relaxed from 50% to 30%.

---

## ■ UI・Display

### Changes・Adjustments

  • In-match UI has been revamped. The player HUD and lock-on markers have been redesigned. - Mini-map has been revamped. It now integrates the surround sensor and lock-on direction, highlighting the lock-on target. - Added an option to select the strength of camera tracking.

---

## ■ Tutorial・Help

### New Additions

  • Added dedicated tutorial matches (controls / combat basics / flight tips).

### Changes・Adjustments

  • Restructured the flow for new players. - Help system has been completely revamped.

---

## ■ System・Graphics

### New Additions

  • Added Achievements

### Changes・Adjustments

  • Updated engine to Unity 6.3 - Expanded graphics settings (added global illumination options, expanded quality levels for ocean rendering). - Reorganized various settings. - Introduced save data protection features.

### Implemented other adjustments, changes, and bug fixes.

PLAYISM

Visit the PLAYISM Website PLAYISM Publisher Page Follow us on Twitter Follow us on Bluesky Follow us on Facebook Join our Discord

Source

Steam News / 25 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.