Break Arts II cover
Break Arts II screenshot
PC PS4 Steam
Genre: Racing, Indie

Break Arts II

Break Arts II Digital PlayStation®4 Version Coming on December 2nd!

Dear Artists,

We at PLAYISM, game publishing brand operated by Active Gaming Media Inc., are very happy to announce the digital release of Break Arts II, the battle racing game developed by Japanese solo developer Mercury Studio, on the PlayStation®4 for $19.99 on December 2nd!

While it shares the same functions as the Steam version, Break Arts II on PlayStation®4 is optimized for performance on the PlayStation®4.
However, please note that online multiplayer mode requires a PlayStation®Plus subscription and the game does not support cross-platform versus mode with the Steam version.

PlayStation Store Page
https://store.playstation.com/en-us/product/UP0969-CUSA16023_00-BREAKARTS2US0000

PlayStation®4 Trailer
[previewyoutube="0fxKyUCmWbw;full"]
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Hello everyone,

Thank you for your continuous support of Break Arts. This is Mercury Studio, the developer of the Break Arts series.

As mentioned above, the digital PS4 version of Break Arts II has been released on December 2nd. I would like to reach out to all future Artists to say “Welcome to the family!”.

In commemoration of the release, I would also like to take this opportunity to extend my gratitude to the PC community. So, I’ve prepared a little gift for you!

・PC Wallpapers (two types) – 4K definition, PNG format

・Live PC Wallpaper
*You will require a software that allows you to set EXE files as backgrounds (i.e. Wallpaper Engine). We have designed for it to be as light as possible for your PC, but please note that performance of your PC may be affected depending on your operating environment. Once activated, you can only close the live wallpaper via task manager. Technical support for this item is not provided.
*Wallpaper Engine instructions – Open the wallpaper editor and drag and drop the ValeWall.exe file here, the software will then automatically recognize the file. Enter a name of your choice and the wallpaper will be added to the list.

These should be used for personal use only. However, there is no problem in using them as fan art that does not fall under the category of commercial use.

You can get the direct download here.

Thank you all again for your continuous support and I hope you will continue to have fun with Break Arts!

v1.4.3.7 update

v1.4.3.6 Update

Fixed issue where consecutive side boosts result in abnormal acceleration at corners.

・Reduced side boost energy consumption to minimum level to mitigate degree of increase by module
・Reduced extreme accelerations in the left and right directions
・Introduced 0.2-second interval in between consecutive side boosts
 *Does not apply during override

---

PLAYISM


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v1.4.3Update



Hello Artists!

We mentioned that a BA2 project is in the works a little while back, and we are really pleased to have finally announced BA2 for PS4.

We at MercuryStudio wanted make some minor improvements for specifically for the PS4 release. However, the PS4 release is proving to be very challenging. We debated whether it was actually viable up until very recently.

As such we weren't able to properly explain to you about the timing of the update, which may have caused some confusion. We sincerely apologize for that.

However, I do believe that this decision is for the best of all of you.

On the other hand, as 1.4.2 has been around for a while, we also understand that some players of the PC version may be not be happy with moving away from the version that they are familiar with.

1.4.2 will still be available through the Steam beta function for those who wish to continue using it.

*We do not expect any save data issues arising from switching in between the versions, but would still recommend backing up any save data before switching.
*user => [user name] => AppData => LocalLow => MercuryStudio => BREAK ARTS II

[1.4.3 Update Notes]

◆Vehicle-related

#Side boost
・Reduced energy consumption by 40%
・Reduced output by approximately 83%

#Boost
・Reduced time required to reach top speed
・Reduced the drop in speed after boost

#Energy Capacity
・Increased energy capacity boost by module by approximately 16%

#Energy Absorption Module
・Increased absorption rate by 20%

#Cornering
・Enhanced overall cornering performance by approximately 6%

#Lock-on Distance
・Increased the basic lock-on distance of the frame from 300 to 350
・Raised module ascension by 50%
・Increased maximum lock-on distance from 999 to 1300

#Auto-pilot Module
・Increased usage count (from 4 to 6), Reduced reload times (from 20s to 15s)

#CANOCCHIA[Eye](Enemy Information Display Module)
・Reduced weight by 150

#Brake Improvement Module
・Reduced weight to 0
・Enhanced brake performance by approximately 67%


◆Weapon-related

#Energy Capacity for Arm Weapon
・Increased capacity by 20%

#Explosives (Assist-cannon, Arm Grenade)
・Suffer at least 40% damage if within effective area
※Same for impacts

#Arm Grenade
・Increased effective area by 50%

#Impulse Waves by melee weapons using Epsilone Emitter
・Doubled effective area

#Melee Weapons
・Expanded hit box
*It isn't longer, but it now twice as thick as before, adjusted positioning to cover the user him/herself

#Trap Weapons (Arm)
・Enhanced speed reduction effect upon impact by 50%
・Expanded hit box by approximately 63%
・Enlarged appearance by 20%

#Trap Weapon Amplifier
#Changed from main module to a different module for duration times
#to reduce module's weight for improved usability
・TRP-BSS: Reduced weight by 75 and additional duration time to 1.0s
・K-x-Dolunay: Reduced weight by 125 and additional duration time to 1.0s

#ALICE-RT (Bullet Duration Increase Module)
・Reduced weight by 100

#EMT-05a "Dragon" (Emitter)
・Decreased bullet speed from 220 to 200

#Epsilon (Emitter)
・Increased bullet speed from 180 to 200

#02-Horizon (Special Guidance Scope)
・Reduced weight by 100

#LV&HT (Assist Mine)
・Increased ammunition from 2 to 3

#MSSH (Assist Large Cannon)
・Increased power from 15,000 to 20,000

#KRSM (Assist Large Cannon)
・Increased power from 8,000 to 10,000

#K01-AGY (Assist Damage-inducing Missiles)
・Reduced weight by 75
・Increased power from 5,000 to 9,000

#AMP SAVER (Attack Power Reduction Module)
・Added minimum bullet speed reduction effect (-5%)

◆Bug Fixes
・Fixed issue where volume increases due pause menu and SE overlapping before start of race
・Fixed bug that allowed users to attach vehicle parts onto the LVB-M-THERESE weapon module

◆Other Fixes
・Enemy AI adjustments
・Adjusted enemy levels in each stage for singe player mode
・Made it possible to obtain Basis (Crown) after fulfilling certain conditions
・Improved results screen at the end of each Grand Prix race
・Adjusted difficulty level display for BH CUP quick race

---

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Beta Ver. Update (#2) Released

Hello, Artists!

We truly appreciate all the comments and ideas you’ve provided regarding the upcoming game balance adjustments!
The second beta version has been released, and includes a lot of adjustments made based on your comments and feedback.

We’d love to get your opinions on this beta version once again, after which we will create another build for public release.

Please see the first piece put up for info on future scheduling and the adjustments mentioned above.

https://store.steampowered.com/news/app/547360/view/2921114226755794077

[How to Apply the Beta Update]
Go to Library > BreakartsII > Right-click and select “Properties” > Beta > select “1.4.3b2”.
*Please be sure to back up your save data before updating.
*user => [user name] => AppData => LocalLow => MercuryStudio => BREAK ARTS II

[Update Details]

◆Vehicle-related

#Side boost
・Output increased from approx. 78% to approx. 83%

#Boost
・Slightly reduced slowdown speed after using Boost

#Energy capacity
・Amount of module-increased EN capacity slightly increased (from approx. 7% to approx. 16%)

#Cornering function
・Improvements from 1st beta version relaxed (12.5%→6.2%)

#Brake function enhancement module
・Weight reduced to 0

#Lock-on function
#Decrease in cost needed to attack; increase in frequency of attack opportunities
・Basic lock-on distance frames: 300→350
・Module-based improvement increased by 50%
・Maximum lock-on distance: 999→1500

◆Weapon-related



#Arm weapon energy capacity
#Fixed problem in which building up energy would cause weight to increase, making it difficult to achieve high power.
・Capacity further improved: 12.5%→20%

#Cannon (Assist) and Grenade (Arm) explosives
・Changed so that when within blast range, at least 40% damage is incurred.
*Was "50%" in 1st beta version; reduced to 40%.
*Same with blast waves.

#AMP SAVER (Attack power reduction module)
・Removed weight reduction effect

#EMT-05a "Dragon" (Emitter)
・Shot speed further reduced from 1st beta ver.; changed from 210 to 200

#K01-AGY (Assist damage-type missile)
・Beta 1 attack power decreased from 12,000 -> 9,000

◆Bug fixes, etc.



#Fixed mistaken % displays for energy-absorbing modules

#Optimized loading for effects, shots, voices, etc. during races
*This may cause newer bugs to occur.
*Please report any bugs you find, and they will be fixed regardless of update schedule.

Note:
Changes in CPU due to these adjustments are still in the process of being fixed.
While module adjustments have not yet been finalized, please let us know if you find any particular CPU to be unreasonably strong/weak, or any other possible side effects, and we will look into any reports as soon as possible.

---

PLAYISM


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Beta Ver. Update (#1) Released

Hello, Artists!

We truly appreciate all the comments and ideas you’ve provided regarding the upcoming game balance adjustments!
The first beta version has been released, and includes a lot of adjustments made based on your comments and feedback.

We’d love to get your opinions on this beta version once again, between now and the end of January.

Please see the first piece put up for info on future scheduling and the adjustments mentioned above.

https://steamcommunity.com/games/547360/announcements/detail/2883956358785244483

[How to Apply the Beta Update]
Go to Library > BreakartsII > Right-click and select “Properties” > Beta > select “1.4.3b1”.
*Please be sure to back up your save data before updating.
*user => [user name] => AppData => LocalLow => MercuryStudio => BREAK ARTS II

[Update Details]

◆Vehicle-related

#Side boost
#Improved ease of use by largely reducing consumption and slightly reducing output.
・EN consumption reduced to 40%
・Output reduced to approx. 78%

#Boost
#In accordance with the demand for high-power boost, the difference with other driving methods has been reduced somewhat.
・Time required to reach max speed reduced

#Energy capacity
#Same reasons as the above-mentioned Boost
・Amount of module-increased EN capacity slightly reduced (approx. 7%)

#Energy-absorption module
#In general, it is thought that the increased demand for high-power boost will increase the effectiveness of this module as well.
Therefore, it has only been increased slightly.
・Degree of absorption increased by 20%

#Cornering function
#Since it has become normal for most players to set a relatively high value for cornering, our aim is to reduce the cost spent on cornering by raising it as a whole.
・General cornering functions improved (12.5%)

#Auto-drive module
・No. of uses increased (4 -> 6), reload time reduced (20s -> 15s)

#CANOCCHIA [Eye] (Opponent info display module)
・Weight reduced by 150

#Brake function enhancement module
・Weight reduced by 75
・Brake function improved by 67%

◆Weapon-related

#Arm weapon energy capacity
#Fixed problem in which building up energy would cause weight to increase, making it difficult to achieve high power.
・Capacity improved by 12.5%

#Cannon (Assist) and Grenade (Arm) explosives
・Changed so that when within blast range, at least half damage is incurred.
*Same with blast waves.

#Arm Grenade
・Range of effect increased by 50%

#Blast wave from close-range weapons using Epsilone emitter
・Blast wave area of effect doubled

#Close-range weapons
・Hit box expanded
*It has not been made “longer”; it has been made 2x “thicker” and placement has been adjusted so that it covers the user as well.

#Trap weapons (Arm)
・Deceleration effect when colliding increased by 50%
・Hit box expanded by approx. 63%
・Visual size increased by 20%

#Trap weapon Amp
#Improved ease of use by having not the module itself but a different module handle duration time, thus making the module lighter.
・TRP-BSS: Reduced weight by 75, reduced added duration to 1.0s
・K-x-Dolunay: Reuced weight by 125, reduced added duration to 1.0s

#ALICE-RT (Shot duration expansion module)
・Weight reduced by 100

#AMP SAVER (Attack power reduction module)
#Makes weapons capable of rapid fire so that they must be within close range in order to guarantee a hit
・Added shot duration reduction effect to lowest shot speed (-5%)

#EMT-05a "Dragon" (Emitter)
・Shot speed changed from 220 to 210

#Epsilon (Emitter)
・Shot speed changed from 180 to 200

#02-Horizon (Special guidance scope)
・Weight reduced by 100

#LV&HT (Assist mine)
・No. of shots increased from 2 -> 3

#MSSH (Assist cannon)
・Attack power increased from 15,000 -> 20,000

#KRSM (Assist cannon)
・Attack power increased from 8,000 -> 10,000

#K01-AGY (Assist damage-type missile)
・Reduced weight by 75
・Attack power increased from 5,000 -> 12,000

*****

As this is the first Beta version update, all of the above have undergone relatively large adjustments.
There are bound to be things that players feel should be reduced, or outright removed, etc., so by all means, please keep those comments and requests coming!

P.S.: There have not yet been any adjustments to CPU in accordance with the above-listed adjustments.

The Wait is Finally (Almost) Over!

Hello Artists! It's been awhile!
A certain large project that's been in the works since BA2 was first released is finally coming into shape.
We've run into all sorts of issues, causing these plans to be significantly delayed, for which we would like to offer our sincerest apologies.

Unfortunately, we can't reveal exactly what we're working on just yet, but to start things off we've got an update chock full of balance adjustments and stuff for BA2!

On that note, we would like to start gathering opinions and comments from all of our Artists out there regarding what they want to see in the game.
Please see below for details.

◆Overview
Adjustment of various values, mainly for balance adjustment
*Addition of new elements and large-scale spec changes are not possible.

◆Schedule (Planned)
Mid-December 2020: First hearing period
Beginning of January 2021: Launch of beta version incorporating changes based on the above
By mid-January 2021: Hearing period for beta version
Beginning of February 2021: Launch of beta version (Part 2) *Things will be mostly set in stone here
By mid-March 2021: Full launch after minor tweaks and adjustments


◆Current Issues
We feel that with the gradual establishment of trends and strategies, a certain amount of bias and polarization is simply unavoidable.
However, we feel that it would not be in everyone's best interests to have things that are rarely used or to require certain specific configurations, etc.
We are currently looking into what sort of measures are necessary to "ensure diversity".


◆Current Adjustment Plan
"Arm Weapon-related"
#By making close-range attacks more "high-risk, high-return", and slightly reducing the merits in using them to move, we hope to expand the different options for movement. *However, it will be necessary to retain the balance provided by the ability to use them in movement.

Measure 1: Enhancement of close-range attack power (by approx. 30~50%?)

Measure 2: Make it harder to use close-range attack acceleration for movement
(Ex.: Increase the stiffness (deceleration) after use, etc.)

We want to reduce the frequency of use of high-speed automatic weapons and make a wider selection of weaponry available.

Measure 1: Add a slight level of demerit to the AMP SAVER
(Ex.: Addition of lowest possible amount of weight, granting a minus to cooling/consumed energy, etc.)

"Assist Equipment-related"
We want to increase the value of using MSH and KRSM, and improve the low frequency of use

Measure 1: Increase attack power (by approx. 150%?), increase no. of uses (+1)

We want to increase the value of using dc0101 & dc0102, and and improve the low frequency of use

Measure 2: Grant functions/abilities other than brake enhancement
(Ex.: Improve cruising speed, cornering ability, etc.)

#Improvement of frequency of use of missile-type weapons and mines

Measure 3: Increase no. of uses (by approx. +1?)


"Driving-related"
We want to attach some sort of demerit to using unlimited boosts, and make it easier to consider other driving methods. As with boost acceleration, we want to avoid making this "balance" totally meaningless.

Proposal 1: Addition of demerit to continuously using boost
(Ex.: Continuous use of boost increases the amount of energy consumed as time passes, etc.)
(Considering transitioning from "unlimited" to "long-term")

Proposal 2: Essentially reduce the merit of using boost
(Ex.: Making it so that unlimited use sacrifices fastest top speed, etc.)

We plan to go with one of the above two options.

*We also want to improve the usability of the side dash.

Measure: Decrease energy used.


◆What We Want to Hear Your Opinions On

1. Please tell us whether you agree or disagree with each proposal option.
Please include the reasons for your opinion, and if you disagree, we would greatly appreciate
hearing any possible solutions you may have in mind.

2. Please let us know if there are any other elements you would like to see adjusted/fixed.
Please include your specific reasons for these changes, so that other players can more easily
offer their opinions as well.

3. We would like to hear what you think about other players' proposals as well.
This will greatly help in ascertaining which opinions are most widely supported.

4. These discussions will be held on the newly established thread in the Steam Community.

https://steamcommunity.com/app/547360/discussions/0/2995421083779205600/


We greatly appreciate and look forward to your assistance and support.
Thank you all very much in advance.

New PLAYISM Title: Giraffe and Annika Release Announcement

Dear PLAYISM fans,

We are writing to inform you that today marks the release of our newest title.

Heartfelt 3D Action+Rhythm Action game, Giraffe and Annika.

https://store.steampowered.com/app/1122100/Giraffe__Annika/

https://www.youtube.com/watch?v=r2PcSX7iinw

Set on Spica Island, enjoy the sights and sounds as you embark on a journey packed with 3D platforming action, adventure, and rhythm game boss fights!



Soundtrack also available!
https://store.steampowered.com/app/1241210/Giraffe_and_Annika_Original_Sound_Track/

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Playism


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It's Chinese New Year! PLAYISM Titles Up To 80% Off!!!

Dear Fans,

One of Steam's biggest sales, the Chinese New Year Sale has begun!


Deeeer Simulator, currently getting memed out around the world is still on it's launch sale, trust us it's absolutely bonkers!
https://store.steampowered.com/app/1018800/_DEEEER_Simulator/?curator_clanid=8438467

Also these four titles, that have only just been released recently are on sale too!


https://store.steampowered.com/app/955050/Bright_MemoryEarly_Access/?curator_clanid=8438467


https://store.steampowered.com/app/1052440/
https://store.steampowered.com/app/1203880/_Original_Soundtrack/


https://store.steampowered.com/app/1211900/LiEat_Rearrange_Soundtrack/


Last but not least, Pixel Game Maker MV, is on it's biggest sale yet at 50% off!

https://store.steampowered.com/app/837510/

The Strangeman series is also available at an all time highest discount of 80% off!

https://store.steampowered.com/app/749840/The_Boogie_Man/
https://store.steampowered.com/app/736570/The_Crooked_Man/
https://store.steampowered.com/app/741250/The_Sand_Man/
https://store.steampowered.com/app/749890/The_Hanged_Man/

Other titles also included, check them here:
https://store.steampowered.com/franchise/Playism/list/51161

Go get em while their hot!

---

Playism


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The Steam Winter Sale Is On! A Gift from PLAYISM!

Dear Fans,

The Steam Winter Sale has finally begun!
Season's Greetings from all of us here at PLAYISM.



This year we have incorporated Touhou Luna Nights into the design to celebrate its award of Best overseas indie game at Indie Play 2019.


*From the left: 2 members from PLAYISM, ZUN, and Saito from Whysoserious? (We accepted the award on behalf of Team Ladybug).

Stop time and attack gracefully with throwing knives in this phenomenal title!





https://store.steampowered.com/app/851100/Touhou_Luna_Nights/

Our gift to you this year are massive discounts on PLAYISM titles! Up to 80% Off!

https://store.steampowered.com/franchise/Playism/list/51161

In other news, the remixed LiEat Soundtrack has been releases along with the soundtracks from Strange Telephone and Croixleur Sigma!



https://store.steampowered.com/app/373770/LiEat/

https://store.steampowered.com/app/1211900/LiEat_Rearrange_Soundtrack/



https://store.steampowered.com/app/705290/Strange_Telephone/

https://store.steampowered.com/app/1211770/Strange_Telephone_Original_Soundtrack/



https://store.steampowered.com/app/1052440/

https://store.steampowered.com/app/1203880/_Original_Soundtrack/

The games themselves are also heavily discounted and bundles are also available for those who want the full package!

We hope you all enjoy your Christmas shopping and have a wonderful holiday.

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Playism


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