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

Break Arts II

1.3.0 Update Beta Now Available!



Greetings, Artists!

Our apologies for the super-long wait.
We’ve begun test distribution of the next Break Arts II update in order to hold player-based hearings for the huge 1.3.0 update.
You can play this update by selecting the game from your [Library] and then selecting β from [Properties].
Please be sure to give us your feedback in the thread.

*CAUTION*



<*>Game balance has not yet been fully adjusted in Single Play in this beta version.
<*>This beta version contains modules not implemented in the full version.
 For this reason, loading a machine created using the new modules in the full game will prevent the game from working properly.


As a result of our talks with and suggestions from a wide range of players, we’ve focused mainly on the below points for ver. 1.3.0:

1. Securement of customization
It has become clear that there was way more desire to increase machine weight (or to add way more modules for aesthetic/design purposes) than we had expected.
Due to this, we’ve gotten rid of the specs implemented in 1.2.2 causing boost acceleration power to decrease after a certain weight has been surpassed, and made it so that acceleration power is affected much more smoothly in accordance with a machine’s weight instead.
We feel that this will allow players with machines with weight over 20,000 to have a machine that’s not too strong and that is more appropriately balanced.
Additionally, this acceleration power-affecting update will also help to make certain courses more appropriate for certain machine types.
Ex.: Heavier machines are better at courses with straightaways, but are not as useful for more technical courses, etc.

2. More race diversification
A certain problem has been occurring: After getting through the free-for-alls in the first part of the game, many of the races from the middle of the game through the final part end up being won by “simply running away”; players with “escape”-type high-speed machines have been using reverse shift to run away from and win races against players using heavier, “battle”-type machines.
The only way to drastically handle this issue is to make it impossible to simply run away.
To be more specific, what we’ve done is add automatic lock-on missiles and long-range sniping weapons that don’t rely on the lock-on function, and enhance the boost bonus in accordance with the player’s place in the race.
Additionally, in response to another issue we’ve been receiving a lot of comments about, we’ve made it so that cruising speed affects boost acceleration power (think of it as “boost acceleration power is added to cruising speed”).
On top of providing even smoother and more natural movement, both boost and cruise have become even more crucial parameters.
(The categorization of “machines the run up at the front” and “machines that catch up from behind” is still alive and well.)

[1.3.0(beta12) Update Content]

◆New additions
<*>Added new emitter and new homing module for said emitter (makes long-range sniping possible)
<*>Assist equipment – Added two kinds of auto lock-on missiles
<*>Assist equipment – Added small cannon
<*>Added rotary joint for S-connectors
<*>Added module which enhances shot weight only
<*>Added 2 new preset machines and 2 new preset weapons
<*>For cannon-type assist equipment: shots now appear on mini map
<*>Made it possible to record lap time during test play
<*>Made gamepad right stick controls possible with mouse (function making the machine face left/right)

◆Changes, etc.
<*>Boost acceleration power is now affected by cruising speed (the better your cruising speed, the higher your boost top speed becomes)
<*>Enhanced boost bonuses based on race position
<*>Normal shots no longer hit invisible walls on the course
<*>For accelerating while performing close-range attacks, general acceleration speed has been lowered, and the stiffness after use has been softened
<*>Period of stiffness after revival during a race has been shortened
<*>Decreased weight for all attack-type assist equipment
<*>Enhanced slowdown when hitting traps
<*>Shot impact has been adjusted and is more affected by machine weight
 Also, continuous impacts have been greatly softened (No longer able to push with rapid-fire weapons)
<*>Adjusted AI logic for assist equipment use
<*>Decreased general brake functions, and improved brake enhancement assists
<*>Reduced general side boost energy consumption by 30%
<*>Adjusted baseline values for various modules, frames, etc.

◆Bug fixes
<*>Fixed bug causing gamepad vibration function to place huge load on processing
<*>Fixed bug preventing shot delay from occurring when equipping weapons without homing abilities with au

DevLog 56

Greetings Artists!

Thank you for your participation in the Break Arts II Screenshot Contest!

We had almost 300 submissions across all entries, making it incredibly difficult to narrow down winners.

Case in point: We initially set out to select five winners for each category, but we ended up selecting 12 for Machine Design. We agonized over who to cut from the shortlist, so don’t feel disheartened if you didn’t make it.

And with that, it’s time to announce the winners of each category!


【Machine Design Category】

◆1st Place award Scorpion(cyaneko036)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=3#c1692669912394650765
There were several transforming units, but none that were realized as beautifully as this one that transforms into a scorpion. It’s an example of artists achieving things in Break Arts II that we didn’t even think were possible.

◆Best Art award 空即是色(root)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=11#c3559414588249982156

◆Best Break award GLIMMER(_appl3)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=8#c1696049513777635208

◆Idea award BreakArtsⅡ(nogamin)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/#c2561864094356179062

◆PLAYISM award Obsidian-χ(Xenon)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=5#c1694922526902538208

◆Ranking award
Reciprom(WSB)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=2#c2561864094360472616

ARKN - V1.10 - EXXTEND(Umitukikurage)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=9#c1696049513785415941

GARAKUTA(kagenyann)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=5#c1694922526902032342

BeastType-Stalker(Diamond Ultra)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=3#c1692669912401258856

Chicken walker(AST)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=11#c1696050144471930977

C2SG/Polaris(koishi)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=6#c1697174779849406318

SILPHEED-mk4(SASHIMI)
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/?ctp=11#c1696050144471462802


【Screenshot Category】
◆1st place award Identity(blueray)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=2#c1692669912391991545
Our criteria for the screenshot category was finding the best overall picture. There were many that had great ideas or exemplary modelling, but were often let down by weak composition. This one entry, however, excelled in all areas. It also got bonus points for having a distinct Break Arts flavor to it,

◆Best Art award AMBIVALENT(ocean)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=4#c1697174779843705316

◆Best Break award Battle field(Φru)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=2#c1692669912394089044

◆Idea award SMILE(Doomraven)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=2#c1692669912392045479

◆PLAYISM award Soaring Dream(abyssalsoul)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/#c2561864094358269869


◆Ranking award

Search & Destroy(ちりめん雑魚)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=6#c1696050144471188452

Infernal Shadows(red.jar)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=5#c1696049513776212758

Awakening(L-DEN)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=7#c3559414588248395090

Final Boss(CloudCluster)
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/?ctp=5#c1696049513762197927

We would like to thank all of the winners for their participation!
Artists will receive their rewards from PLAYISM in order of listing after the next update, so we ask for your patience while we ready them.

And, though it might not bear stating, we’ll still take this opportunity to thank everyone who participated in the screenshot contest!

https://store.steampowered.com/app/547360/BREAK_ARTS_II/

Weekly Sales have begun!

Update v1.2.2.2 & Misc

Fixes



  • Fixed a bug where energy regeneration would go into minus figures.


Balance Adjustments



  • The boost acceleration dampening that would occur when a unit's data load was over 18,000 has been reined in to 2/3rds of its former intensity.
  • Adjusted the acceleration rate on cruising speed so that specialized units don't hit ludicrous speeds.
  • Buffed the position bonus to side boosts.


Greetings Artists!

We can't thank you enough for the overwhelming number of entries to the screenshot contest! We've narrowed down the shortlist of winners. Bear with us a while long as we work on tweaking the prizes!

We also have to thank the community for its invaluable feedback on update v1.2.2.

We want people to understand that we limited data loads to 20,000 because we felt it would lead to massively overpowered machines that defeated the purpose of fair play, and homogenized unit types. However, we were humbled to find that considerably more players than we realized used heavier units, so with this update (and those artists in mind) we have raised the data load cap to 25,000. This new balance should allow for units with a data load as high as 25,000 to be practical in action (depending on build)!

Break Arts II has more updates planned for the future. We're at work on creating even more specialized assist modules and weapons to deepen the strategy further still. And we'll continuing rebalancing various units so the world of Break Arts II becomes a canvass for a wider range of units than ever before!

That's all for now. Until next time, enjoy Break Arts II!

https://store.steampowered.com/app/547360/BREAK_ARTS_II/

ver1.2.2.1 update

Steam Summer Sales!

The Steam Summer Sales have begun! Start this summer with a splash by grabbing some exciting indie games from Playism!
See all the exciting Playism titles on Sale

Today we have set Break Arts2 on sale for 20% off!

Faster than anyone. Stronger than anyone. And more stunning. Customize your robot for “cyber battle racing” in a game that offers all the thrills of racing, battle, and customization. Online, Offline, Time-Attack... which mode will you dominate?!


https://store.steampowered.com/app/547360

Check out all the Playism titles on sale here:
Steam Summer Sales 2018 feat. Playism

Join our Steam Publisher Page for all our latest updates:
Playism Publisher Page

v1.2.2 update

[Updates/Additions]

  • Minimap now makes it clear which direction the player character is facing
  • When using the Self-destruct Assist, invincibility frames immediately after reconstruction are discarded
  • Boost acceleration is now more heavily affected by your weight
  • When using a close-range attack, the higher your acceleration power, the more you decelerate after use


[Fixes]

  • Fixed bug in which voices wouldn’t play properly when system errors occur
  • Fixed bug in which the game would freeze while loading a machine after entering the online lobby and immediately returning to the main menu
  • Fixed bug in which “NOML” was not displayed properly in the online lobby room list
  • Fixed bug in which chat logs were carrying over inside online rooms
  • Fixed bug in which room data could not be properly synchronized when entering Single Play before an online battle
  • Occurrence in which the award money gets set to “0”
  • Fixed mistake in formula for calculating prize money for online races
  • Fixed bug in which opening the Pause Menu would cause the mouse cursor to disappear on the award screen after a race
  • Fixed bug in which motion blur effects didn’t work properly after using reverse shift
  • Fixed bug in which the player would return on the beyond the finish line when returning near it on course “A2”
  • On the Save/Load screen in the weapon design menu, fixed the bug which would sometimes cause the customization auxiliary menu to be displayed


https://store.steampowered.com/app/547360

PLAYISM


Twitter
Facebook
PLAYISM Official Site
PLAYISM Steam Community

Playism’s 7th Anniversary Sales!

Playism is celebrating its 7th Anniversary this year, and we are kicking off this week with a publisher sale on Steam!

See all the exciting titles on Sale

Today we have set Break Arts2 on sale for 20% off!

Faster than anyone. Stronger than anyone. And more stunning. Customize your robot for “cyber battle racing” in a game that offers all the thrills of racing, battle, and customization. Online, Offline, Time-Attack... which mode will you dominate?!


https://store.steampowered.com/app/547360

To celebrate our 7th Anniversary, we have also released 7 exciting announcements which you can check out on our blog:
Playism’s 7th Anniversary Brings 7 Announcements!

Check out all the Playism Anniversary Sales here:
https://blog.playism-games.com/playism-publisher-steam-sale-2018/

Join our Steam Group for all our latest updates:
The Playism Steam Group

Follow our Curator Page where we recommend our favourite indie titles across Steam:
PLAYISM Selection

Big Prizes on the Line!


Greetings Artists!

Break Arts II had an update recently, not only broadening the number of customization options, but also bringing a slew of Photo Mode features allowing you to take cooler pictures of your individualized unit than ever before!



And now that we have the features to support it we will, finally, be hosting the long-awaited Break Arts II contests! Check out the threads below for the specifics.

Machine Design Contest
https://steamcommunity.com/app/547360/discussions/0/2561864094355852147/

Screenshot Contest
https://steamcommunity.com/app/547360/discussions/0/2561864094355854437/

Bring your best (aesthetic) game! We'll be waiting!

v1.2.1 update


    [New Features]
  • The module limit in Machine Design has been doubled
  • 5 new unit modules, and 4 new weapon modules have been added
  • Added a Photo Mode for use during races (and corresponding key customization options)
  • The Photo Mode in Machine Design has more features now, including new camera options
  • Added an option to Online Race rooms to enforce/relax module limits

    [Balance Tweaks]
  • The unlock grade for modules has been lowered across the board
  • Using an unviable build in Online Race or Time Attack only initializes the offending unit now, rather than initializing base data
  • Damage is taken now when blades are in use, but ATK Power is easier to build to compensate
  • Overlapping key configurations are now possible
  • The weapon presets have been rebalanced to fit better with the new game balance changes
  • The reposition point has been moved from the closest point to where the course was left, to the last point passed
  • The Impact of assist module mines has been toned down slightly
  • The weapon module AMP SAVER's parameters have been tweaked
  • Position bonuses now apply to Side Boost Energy Consumption usage
  • Restrictions on acceleration when using close-range weapons have been tightened, making it difficult to exceed a set speed threshold

    [Bug Fixes]
  • Fixed a bug where not all controls were implemented on the pause menu during races correctly
  • Fixed a bug where AI attack animations were not implemented correctly
  • Fixed a bug where a unit would not be constructed on the race result screen in several Grand Prix races