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

Break Arts II

DevLog 55



Greetings, artists!

This time we'll be covering the other major addition packed into the upcoming update. The screenshot above probably gives it away but, yes, we have added free camera movement and photo functionality during races!

But moving the camera freely is just the beginning; this new feature comes loaded with highly practical tweaks, such as the ability to adjust contrast, brightness, or the intensity of bloom.



I think you all know where this is going... and you'd be right: We're going to be holding the long-awaited Break Arts II screenshot contest! We're still nailing down all the specifics, but (after some thorough deliberation) we're heavily leaning towards submissions through Steam's message boards.



We're working to bring you the newest update as soon as possible, and ask that you bear with us just that little while longer. That's all for now. Until next time, enjoy Break Arts II.

DevLog 54

Greetings Artists!

We're busy creating new features for Break Arts II in the run up to what is promising to be a major update. Today we'll be covering one of those new features: a vast overhaul on module count restrictions.

As it stands you can outfit your unit with up to 80 modules, and your weapons with up to 34 -- numbers we initially felt were fine. But we have heard your numerous requests to raise the module count ceiling and are working on tuning the game with relaxed restrictions in mind.

Relaxing module count restrictions present two major hurdles:

i. The increased strain on online mode.
ii. Units with high module counts tendancy towards being unfeasible builds.

For the former, we're currently evaluating the practicality of having an option to waive the module count restrictions when creating a room in Online Race mode. For the latter, we will be adding modules with negative Data Loads.

In fact, the game already includes modules that allow you to forfeit shields for a lighter Data Load -- we will simply be expanding the lineup of such modules.

We are also aware that many of you would like the inclusion of decorative modules that have no Data Load. However, we feel that balancing aesthetics with performance is part of the appeal of Break Arts II's customization process and, as such, will generally not be including decorative modules... with a few specific exceptions.





You can see examples of various modules complementing each other in the screens above.

Normally, equipping so many booster modules would create an unbalanced unit, but using Data Load reducing modules at the same time offsets the imbalance, allowing for a well-rounded machine.

It sounds great in theory, but requires lengthy testing to ensure that they can't be used to break the game in some way. Bear with us a little longer while we work out the kinks.

Relaxing module count restrictions is the star of the upcoming update, there's actually another significant change in the works; one we'll share with you once it's ready to be shown off.

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

v1.1.4.5 update


  • You can now tell which region you're playing in when in the Online Race lobby
  • Fixed a bug where initializing a weapon by deleting it in Weapon Design and immediately entering a race would cause a weapon construction display error
  • Fixed a bug in Weapon Design were repeatedly affixing and removing components would cause a mismatch between internal the Attack Power value, and the displayed Attack Power value
  • Fixed a bug which allowed modules to be selected during loading segments in Machine Design
  • Adjusted where the cursor has to sit for the retracting menu on the left side of the Machine Design screen to automatically hide
  • The flash that accompanies weapon use now only applies to weapons with an Attack Power of over 6000
  • Explosion effects from arm-based weapons have been made slightly darker
  • Fixed a bug where activating Override when shields were depleted caused camera rotation to lock up
  • Fixed a unit display error on the Time Attack results display
  • Fixed an issue where the player would get stuck in slow motion after a Break when connectivity to Steam was unstable

v1.1.3.2 update


  • Added a Steering Sensitivity setting
  • Adjusted targeting behavior in About-Face to prioritize the closest target
  • Fixed a bug where activating Overdrive as you depleted energy reserves caused a temporary lapse in acceleration
  • Personal best times are now displayed in Time Attack Mode
  • Fixed a bug where Time Attack records over a month old could not be overwritten
  • Fixed a bug where winnings and Artist Grade didn’t rise in in tandem in Time Attack Mode
  • Fixed a bug where text would be cut off in online lobby chat
  • Fixed a bug in VODKA/α amplifier’s color settings
  • Fixed a bug where certain CPU racers would appear in Online Race using the same settings as they would in offline modes
  • Fixed a bug in Online Race where CPU racers outside of player-set parameters would appear
  • Addressed an issue on the pre-race (unit parade) screen in Online Race mode where persistently articulating modules didn’t articulate

v1.1.2.5 update




  • Improved the photo mode in Machine Design mode.
  • Fixed an issue where effect colors would not change after a Reverse Shift.
  • Fixed an issue where the effect upon firing a weapon would not work in conjunction with unit color.
  • Adjusted mine behavior on Course A2 so they do not self-destruct when behind you.
  • Slightly reduced thrust momentum and slightly increased lateral traction.
  • Strengthened the Impact dampening that occurs based on Unit Load.
  • Improbably high speeds are now no longer saved as new top speed records.
  • Synchronized the actuation timing of various modules.
  • Made adjustments to the cornering performance due to a decrease in the drifting amount.
  • Lurches in cornering intensity have been toned down to complement the increase in lateral traction.

v 1.1.1.1 update


  • Added RGB values when recoloring in Machine Design.
  • Across the board CPU level rebalancing.

DevLog 53

Greetings Artists!

Break Arts II is currently being discounted for the first time!
We've taken your post-release feedback and implemented numerous changes to the game, such as steering assistance, game strategy tips, rebindable keys, adjustments to CPU behavior, and parameter read outs that can be understood at a glance.

If you've not played Break Arts II then we encourage you to do so now that the game is at its most beginner-friendly it's ever been!

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

Patch Notes for v1.1.0.7 update

[Additions]
・The cornering assist module and auto-fire module have been implemented into the game.

・Other new modules:
 1. An emitter that adds explosive properties to fired shots.
 2. A destructible trap that does not disappear over time.

・Added three new preset weapons.
・Added strategic pointers that can be viewed during races from the pause menu.
・Added rankings (S-F) so the various unit/weapon parameters can be seen at a glance.
・You now get a burst of acceleration when using attacking with a blade. The amount of accelerative oomph rises in line with your Shot Speed.
・Added various Tips.


[Changes/Fixes]
・Rebalanced parameters across the board (mostly rebalancing Boost Energy Consumption and toning down Cruising Speed acceleration).
・Made adjustments so speed cannot be lost as easily at the start of a Boost.
・Made adjustments so that game opens in a 1280x720 window if it is booted with an invalid resolution.
・Strengthened the autopilot module all around. You can now about-face when using it.
・Changed the visual design of traps.
・Improved animation syncing when using the blade in online play.
・Fixed a bug where displaying the Help menu on the Machine Design customization screen would make thumbnails unselectable.
・The CPU opponents have been adjusted so that some of them will use the new modules.

Patch Notes for v1.0.13.4

Hi all

Thank you for your continued support in Break Arts II.

Below are the patch notes for v1.0.13.4:
  • Tips now display during the ‘Connecting System’ phase before the start of a race.
  • Fixed a bug where setting ‘Opponent Rendering’ to ‘Simple’ caused fired shots to veer from their correct trajectories during Online Race.
  • Fixed a bug where the host’s attacks would be ineffective against the AI during Online Race.
  • Fixed a variety of network condition related bugs, such as being unable to select courses, prize money being set at 0, endless loading etc;*
  • Fixed a bug where out-of-course-bounds detection for automatic repositioning would fail when using a blade.
  • Rebalanced the CPU so that it doesn’t pull massively ahead during Online Race mode.
  • Fixed a bug where the Sound Effect volume setting was not being accurately reflected during races.
  • Fixed a bug where trap sound effects would not play correctly.
  • Fixed a bug where system errors could be applied to a unit during the invincibility frames of its break state.
  • Fixed a bug which allowed the ‘Repositioning’ function to be spammed.

  • Please let us know if the condition persists.


We hope you continue to enjoy the game.

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

DevLog 52

Greetings Artists!

We're hard at work squashing bugs and improving the racing experience based on your feedback, for which we're ever grateful.

One of the biggest goals we have is facilitating easier handling. To that end we are considering the option of cornering assist and auto-fire modules. We'll be implementing these into a public beta, and we'd love to know what you think.

But we also hear those of you who want even deeper strategic options. We can't go into the details just yet, but we're also working concurrently on new modules that will scratch those itches, so watch this space!