Repeated intro
What changed
0 fixes0 additions4 changes0 removals
- Compatibility
- Balance
- Store
changedWe appreciate hearing your thoughts after the 2.0 release. Now, for this release, we are making 2.0.3 available early as a public beta!
changedIn 2.0.3, we have implemented several major changes from the perspective of feel and balance adjustments. In particular, we would like to gather a wide range of feedback regarding the agility enhancement of Detonators and the specification changes to laser shot.
changedFor this update, save data compatibility is expected to be maintained, but unintended issues may still occur.
changedWe recommend backing up your save data (C:Users(UserName)AppDataLocalLowMercuryStudioBREAK ARTS III). #2.0.3 Public Beta Update Notes (Adjusted 8/4/2026) [Gameplay & Balance] - Reduced turret accuracy. When multiple turrets are connected, their rotation speed will now decrease proportionally. - Improved the overall accuracy of all arm weapons. - Adjusted the generation load system so that load now scales more directly with a weapon's overall power. - Fine-tuned various projectile parameters, including reducing projectile velocity in certain cases. - Increased the emitter load for standard bullets, making sustained fire easier. - Reworked laser mechanics by replacing projectile speed with a new "Guaranteed Range" parameter. Within this range, lasers deal full damage. But beyond it, damage decreases linearly with distance. - Adjusted the behavior of Detonators and Steps to improve responsiveness while preventing excessive acceleration. - Limited the conditions under which Detonators and Steps provide turn correction, preventing them from activating under certain situations: - Race modes - Test Mode (on the Circuit) - Burst projectile homing is now affected by propulsion speed, reducing unintended slowdowns during use. - Made minor balance adjustments to all thrusters. - Changed the event order in GP10-1. - Adjusted the initial NPC spawn locations in GP10-3. - Added a limit to the number of checkpoints that can be skipped when using LIGHTSTREAK during races. - As this is a beta build, some UI elements haven't been updated yet. [Bug Fixes] - Fixed an issue where forward-facing Detonators would not correctly synchronize when using Burst projectiles. - Fixed a bug that could cause Barrel effects to be applied twice under specific conditions. - Fixed an issue where players using older save data could become unable to purchase a machine during the tutorial in certain situations. - Fixed a bug where turrets would sometimes fail to properly track opponents at low frame rates. - Fixed an internal error related to projectile recovery. - Fixed an issue in online multiplayer where the "Waiting for Host" UI could remain visible for guests for an unintended extended period of time. - Fixed an issue in online multiplayer where starting a match after certain guests had left could cause incorrect machine references.
BREAK ARTS III changes
changedWe appreciate hearing your thoughts after the 2.0 release. Now, for this release, we are making 2.0.3 available early as a public beta!
changedIn 2.0.3, we have implemented several major changes from the perspective of feel and balance adjustments. In particular, we would like to gather a wide range of feedback regarding the agility enhancement of Detonators and the specification changes to laser shot.
changedFor this update, save data compatibility is expected to be maintained, but unintended issues may still occur.
changedWe recommend backing up your save data (C:Users(UserName)AppDataLocalLowMercuryStudioBREAK ARTS III). #2.0.3 Public Beta Update Notes (Adjusted 8/4/2026) [Gameplay & Balance] - Reduced turret accuracy. When multiple turrets are connected, their rotation speed will now decrease proportionally. - Improved the overall accuracy of all arm weapons. - Adjusted the generation load system so that load now scales more directly with a weapon's overall power. - Fine-tuned various projectile parameters, including reducing projectile velocity in certain cases. - Increased the emitter load for standard bullets, making sustained fire easier. - Reworked laser mechanics by replacing projectile speed with a new "Guaranteed Range" parameter. Within this range, lasers deal full damage. But beyond it, damage decreases linearly with distance. - Adjusted the behavior of Detonators and Steps to improve responsiveness while preventing excessive acceleration. - Limited the conditions under which Detonators and Steps provide turn correction, preventing them from activating under certain situations: - Race modes - Test Mode (on the Circuit) - Burst projectile homing is now affected by propulsion speed, reducing unintended slowdowns during use. - Made minor balance adjustments to all thrusters. - Changed the event order in GP10-1. - Adjusted the initial NPC spawn locations in GP10-3. - Added a limit to the number of checkpoints that can be skipped when using LIGHTSTREAK during races. - As this is a beta build, some UI elements haven't been updated yet. [Bug Fixes] - Fixed an issue where forward-facing Detonators would not correctly synchronize when using Burst projectiles. - Fixed a bug that could cause Barrel effects to be applied twice under specific conditions. - Fixed an issue where players using older save data could become unable to purchase a machine during the tutorial in certain situations. - Fixed a bug where turrets would sometimes fail to properly track opponents at low frame rates. - Fixed an internal error related to projectile recovery. - Fixed an issue in online multiplayer where the "Waiting for Host" UI could remain visible for guests for an unintended extended period of time. - Fixed an issue in online multiplayer where starting a match after certain guests had left could cause incorrect machine references.
We appreciate hearing your thoughts after the 2.0 release. Now, for this release, we are making 2.0.3 available early as a public beta!
In 2.0.3, we have implemented several major changes from the perspective of feel and balance adjustments. In particular, we would like to gather a wide range of feedback regarding the agility enhancement of Detonators and the specification changes to laser shot.
We sincerely thank you for your continued cooperation. [How to Participate]
Select BREAK ARTS III from your Steam library, choose "Game Versions and Betas" from the settings, and switch to "publicbeta." [Note]
For this update, save data compatibility is expected to be maintained, but unintended issues may still occur.
We recommend backing up your save data (C:Users(UserName)AppDataLocalLowMercuryStudioBREAK ARTS III). #2.0.3 Public Beta Update Notes (Adjusted 8/4/2026) [Gameplay & Balance] - Reduced turret accuracy. When multiple turrets are connected, their rotation speed will now decrease proportionally. - Improved the overall accuracy of all arm weapons. - Adjusted the generation load system so that load now scales more directly with a weapon's overall power. - Fine-tuned various projectile parameters, including reducing projectile velocity in certain cases. - Increased the emitter load for standard bullets, making sustained fire easier. - Reworked laser mechanics by replacing projectile speed with a new "Guaranteed Range" parameter. Within this range, lasers deal full damage. But beyond it, damage decreases linearly with distance. - Adjusted the behavior of Detonators and Steps to improve responsiveness while preventing excessive acceleration. - Limited the conditions under which Detonators and Steps provide turn correction, preventing them from activating under certain situations:
(on the Circuit) - Burst projectile homing is now affected by propulsion speed, reducing unintended slowdowns during use. - Made minor balance adjustments to all thrusters. - Changed the event order in GP10-1. - Adjusted the initial NPC spawn locations in GP10-3. - Added a limit to the number of checkpoints that can be skipped when using LIGHTSTREAK during races. - As this is a beta build, some UI elements haven't been updated yet. [Bug Fixes] - Fixed an issue where forward-facing Detonators would not correctly synchronize when using Burst projectiles. - Fixed a bug that could cause Barrel effects to be applied twice under specific conditions. - Fixed an issue where players using older save data could become unable to purchase a machine during the tutorial in certain situations. - Fixed a bug where turrets would sometimes fail to properly track opponents at low frame rates. - Fixed an internal error related to projectile recovery. - Fixed an issue in online multiplayer where the "Waiting for Host" UI could remain visible for guests for an unintended extended period of time. - Fixed an issue in online multiplayer where starting a match after certain guests had left could cause incorrect machine references.
PLAYISM
Visit the PLAYISM Website PLAYISM Publisher Page Follow us on Twitter Follow us on Bluesky Follow us on Facebook Join our Discord