- Update 2.1 - 17 September 2026
Update 2.1.2 Hello Artists! Thank you for participating in the public beta. We're bringing you version 2.1, completed based on the feedback we received! This update includes various bug fixes, as well as adjustments to make gameplay feel more exhilarating and to make you want to try out all sorts of customizations. Please give it a try! I'll continue working on 2.2. I feel the public beta was a very good approach, and I plan to do the same for 2.2. I'd be happy to hear your opinions again when that time comes! Game Balance The additional shot effect "Sacrifice" no longer causes self-destruction If you cannot pay the HP cost (i.e. paying it would cause a breakdown), the shot can no longer be fired, just as when you have insufficient EN Adjusted the lunge of burst shots (close range attacks) Alleviated the issue of over-decelerating and failing to reach the opponent when used from close r…
- Public Beta 2.1.1 - 3 September 2026
【Public Beta 2.1.1】 Fixed an issue where lock-on would be canceled when any of the units was destroyed. Re-fixed a connector setting error for the BASC-JA-03. PLAYISM Visit the PLAYISM Website PLAYISM Publisher Page Follow us on Twitter Follow us on Bluesky Follow us on Facebook Join our Discord
- 2.1.0 public beta - 28 August 2026
To all artists, hello!Thank you so much for all your comments regarding the 2.0.3 public beta. While the overall feedback has been largely positive, we are keenly aware that there are still areas needing improvement.As such, we have updated the version to 2.1.0 and have released a new public beta that incorporates feedback from 2.0.3, as well as addressing points that were previously put on hold during 2.0.3.We would be delighted to receive your continued comments on these new improvements! \ From your Steam library, select BREAK ARTS III, go to Properties > Betas, and switch to the "publicbeta" branch.\ While we expect save data compatibility to be maintained, unforeseen issues may still occur. We recommend backing up your save data (located in: C:\\Users\\ \\AppData\\LocalLow\\MercuryStudio\\BREAK ARTS III).Thank you as always for your support!2.1.0 public beta Game BalanceShot additi…
- 2.0.3 public beta - 28 July 2026
Hello Artists!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. \Select BREAK ARTS III from your Steam library, choose "Game Versions and Betas" from the settings, and switch to "publicbeta." \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) - Reduced turret accuracy. When multipl…
- 2.0.2 Update - 6 July 2026
Changes in the 2.0.2 Update - Slightly increased the bullet speed of all homing missiles and expanded the distance at which homing ceases. - Slightly increased the basic thrust of Detonators. - Adjusted so that during direction changes, the power of Steps and Detonators is enhanced by drive speed (Critical Heat and Overdrive). - Reduced ground resistance after using Detonators when using grounded leg parts. - Changed so that even if you self-destruct, assist points are now awarded to the player who dealt the damage. - Fixed an issue where module descriptions were incorrectly displayed in the diorama machine designer. - Fixed an issue in online games where distance attenuation for burst rounds was not functioning. - Fixed an issue in online games where UI indicating "Waiting for host" would remain on the guest's side. - Fixed an issue in online games involving mech references caused by d…
- BREAK ARTS III ver2.0 Update - 25 June 2026
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! ## ◆ 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 sys…
- Major Update: New Features and Changes - Part 4 - 8 June 2026
Hello Artists! This is indie developer MercuryStudio. We are hard at work on BREAK ARTS III's major 1.1.0 Update! *Images are still in development. We are very sorry to have kept you waiting, but the update is in its final stages of preparation! The release should not be too far in the future. For part 4 we will discuss some improvements to the race rules. Collision Disabling and Attraction to the Circuit In the current version, aggressive driving that cuts across the circuit often results in collisions with obstacles. While this adds thrill to the driving experience, it has also been a factor that detracts from comfortable gameplay. In version 1.1.0, the collision detection for these obstacles has been removed. Additionally, when going off the circuit, deceleration and an automatic pullback force have been introduced. Here's what this changes: Enables aggressive driving along the edges…
- Major Update: Introducing New Features & Changes - Part 3 - 16 April 2026
Hello Artists! The indie developer MercuryStudio here, working hard on the major update for BREAK ARTS III version 1.1.0.*The footage shown is still in development. As I mentioned before, in order to keep this project going, I have to spend most of my time on another job. However, rest assured that progress is definitely being made! Shield SystemAs shown in the footage, the latest version completely overhauls how shields work! Specifically...Shields now have their own durability value that variesDurability constantly recovers over time, so you need to deal high burst damage in a short period to break them While shields are active, no damage can be dealt to the machine directlyDifferent types of projectiles deal different amounts of damage to shieldsDedicated shield modules have been removed; shield strength is now automatically calculated from the total amount of StructureThis is how th…
- Contest Prize Distribution + New Features & Changes - Part 2 - 20 February 2026
Hello, Break Artists! We're excited to share some news on the design contest wallpaper prizes, along with new info on the upcoming game update. Wallpapers Now Available Once again, congratulations to peminin (Diorama Category) and patchitoiwarete (Mech Category) on your Grand Prize wins! As a special gift from MercuryStudio, we've crafted desktop wallpapers using mech data kindly contributed by both artists. We have received permission from both winners to make these wallpapers available to the public, so we're pleased to offer them here for everyone! While we ask that you refrain from redistributing them, feel free to use them however you like. (For example, as a background for your streams.) peminin's Wallpaper: 3840×2160 / 3449×1440 patchitoiwarete's Wallpaper: 3840×2160 / 3449×1440 New Info on Version 1.1.0 Thank you for your patience! Last time, we touched on the in-match UI, but w…
- Major Update: Introducing New Features & Changes - Part 1 - 21 January 2026
Hello Break Artists! This is indie developer MercuryStudio. We are hard at work on BREAK ARTS III's major 1.1.0 Update. *Still under development. However, to keep BREAK ARTS III going, we have had to take on other work, which takes time away from development. We are still progressing, but delivery is expected to take some time. We are sorry to keep everybody waiting! So, while we wait for the update to be ready, we'll be sharing a series of articles detailing the upcoming major improvements. In this first installment, we're taking another look at the in-match UI! Match UI Revamp First of all, we have revamped the in-match UI. We have heard some feedback that visibility was poor, information was spread out all over, and the player unit info UI would move during matches—which actually made it harder to see. Along with changes to the combat system, we have implemented the following adjustm…
- Notice regarding Distribution of Contest Prizes - 24 December 2025
Attention Break Artists who participated in the Mech Customization Contest, Prizes, including participation rewards, are scheduled to be distributed in January 2026. We kindly ask for your cooperation with the following: If you participated on X (formerly Twitter): We will contact you via direct messages, so please turn on the setting that allows all accounts to send message requests. If you participated on Steam: We will send you a friend request from the Steam account "PLAYISM_SS". Please accept the friend request and wait for us to message you. *Please note that if we are unable to reach you or if we don't hear back within a certain period of time, we may be unable to deliver your prize. Thank you for your understanding. PLAYISM Visit the PLAYISM Website PLAYISM Publisher Page Follow us on Twitter Follow us on Bluesky Follow us on Facebook Join our Discord
- Mech Customization Contest Winners Announced - 18 December 2025
We've received all sorts of incredible entries from artists worldwide for the Mech Customization Contest, featuring stunning designs, surprising originality, and sleek combat-ready machines. In fact, it'd be a waste not to share these great designs with everyone, so we'll show them off here. We were also sad to see some great designs fall short of getting a prize, so we've added a few extra winners to showcase even more of them! Take a look at the winning entries! Mech Design Category Grand Prize: This award is granted to the most outstanding mech. We're looking for an overall sense of design and creativity. Artist: patchitoiwarete Title: Angel Comment: Even without wing parts, it's possible to make it look like the unit has wings. (But that results in a crazy number of modules...) They can even move in a wing-like way. I'm particularly fond of how it looks like an angel, but is equippe…
- Announcing the winners of the Mech Customization Contest on December 18! - 12 December 2025
Thank you all for your patience! We're excited to announce that the results of the Mech Customization Contest will be revealed on December 18! We sincerely apologize for the delay from the originally planned announcement date. On the day of the announcement, the results will be published on Steam News and the official PLAYISM website. In addition, we will be revealing the winners on a special YouTube show featuring VTuber Kisa, a huge fan of robot/mecha games! The show will showcase not only the winning entries but also several outstanding honorable mentions that unfortunately didn't make the final cut, so please be sure to tune in! And...we also have new information to share! Along with this announcement, we'll be giving you a sneak peek at new footage so please don't miss this exciting opportunity! PLAYISM Visit the PLAYISM Website PLAYISM Publisher Page Follow us on Twitter Follow us…
- Version 1.0.7 Update & Upcoming Schedule - 14 November 2025
Hello Break Artists! We have finished preparing two types of prizes for the contest, and the winners for each award have been finalized. We are now getting ready to announce the results, so please just a bit longer! ver1.0.7 Updates - Added contest prizes in the game. - *The prizes will be distributed soon. - Adjusted the "GOLDEN OVERRIDE" OR plugin material to look more gold-ish. - Fixed visual glitches when using certain plugins. - Adjusted bullet size scaling based on power to reduce excessive growth. - Adjusted three types of Homing Shot so that they lose guidance if the target moves behind them at close range - Allows players to evade Homing Shots more easily. - Slightly reduced the explosion range for Missile Shot. - Adjusted Homing Shot so that it no longer loses guidance over time. - Fixed a bug where emitter generation load was not reset at the start of a match. - Fixed a bug w…
- Version 1.0.6 Update - 1 November 2025
ver1.0.6 Hello Break Artists! Apologies for the delay. I came down with a fever, which caused some delays in our update schedule. Thank you to everyone who entered the contest! We are currently in the process of selecting the winners and preparing the prizes, so please stay tuned for that. \ - Changed the specifications of the RAISING plugin "AKD.P.MUNSELL" to resolve the unbalanced weight-scaled effect. - Applies only to the unit’s behavior, including walking speed and stagger recovery. - Adjusted the input fields for unit name and description, including selection display and character limits. - Changed the specifications of the NC plugin "QUICK TURN" to improve usability. - Changed the leg behavior at maximum speed for smoother movement. - Adjusted the maximum speed when using only the legs. \ - Fixed a bug where off-course detection remained in Sea of Clouds or Ocean stages. - Fixed…
- Version 1.0.5-1.0.5.1 Update - 18 October 2025
version 1.0.5-1.0.5.1 Update Hello, Break Artists! The Mech Customization Contest deadline is just around the corner! Everyone who submitted an entry to the contest will receive a special wing-shaped module as a participation prize, so don’t miss this chance! Added new poses for Diorama Mode Improved transition from air to ground detection during high-speed movement. Slightly reduced processing load that occurs while charging a charge shot Fixed a bug where bullets (Shots) sometimes remained in the next match. Fixed a bug with the cursor movement on the Save/Load screen. Fixed a bug where the module selection effect remained visible when entering a match. Fixed a bug where energy cost and heat generation were calculated lower than intended when the game ran below 60 FPS. Fixed a bug where using DIFFRACTOR would incorrectly trigger attack-related screen effects. Fixed a bug where shield…
- Update Version 1.0.4.2 - 11 October 2025
Version 1.0.4.2 Hello, Break Artists! We've released a patch addressing Unity security issues, as well as various gameplay balance adjustments, changes, and bug fixes! Applied a patch to address recent Unity security vulnerabilities Slightly increased the acceleration of burst shots, and adjusted their behavior so they only decelerate when there's a risk of overshooting the target. Adjusted the spacing between side poles in the Plains and Cyber Field circuits. Changed the behavior so that when an AoE Grenade is thrown directly onto the ground, its landing path is still displayed. Fixed an issue where proximity mines could be triggered by explosive shots even when they were outside the damage radius. Fixed an issue where the minimum valid damage radius value for missiles was set incorrectly. Fixed a bug where achievements for the last Grand Prix played could sometimes be unlocked based o…
- Update 1.0.4 - 6 October 2025
version 1.0.4 Hello, artists! We appreciate your patience. We are releasing an update to address several issues, as outlined below. Additionally, due to unintended methods identified in clearing Score Attack mode, we have made extensive adjustments affecting overall game balance. As a result, all Score Attack records will be reset on October 10. We apologize for any inconvenience this may cause and appreciate your understanding. \ Added estimated impact points of AoE Grenade on the minimap. Added a safety feature that unlocks any modules, plugins, or other items used in a preset when the preset is loaded, if they have not been unlocked already. \ Adjusted the performance of various shots. - Homing Shot: Slightly reduced emitter load (improving firing rate). - Railgun: Slightly increased damage and increased emitter load (reducing firing rate). - Missile: Increased emitter load (reducing…
- Update 1.0.3 - 27 September 2025
Hello, artists!It's been a little over a week since launch and we're thrilled that so many of you are playing. We're currently working on addressing several critical issued, but are struggling due to insufficient data.If you encounter any issues going forward, please provide detailed circumstances for the cause of the issue along with the following data to help us resolve them faster.*Needed Data*Data Location: C:\\Users\\(Username)\\AppData\\LocalLow\\MercuryStudio\\BREAK ARTS III1. Player.log \ Please launch ver1.0.3 at least once before providing your logs. Logs from previous versions contained private data like directory structures. Feel free to delete these logs if you prefer. We generally request logs for all cases.2. GeneralData.es3 + Machine/Arc999.es3 GeneralData contains settings and progress data and Arc999 is the save data for your autosaved unit. Please provide these if the…
- Update 1.0.2 & 1.0.2.2 - 24 September 2025
I have released updates Ver. 1.0.2 and 1.0.2.2. The details of the updates are as follows: Version 1.0.2: \ Added explanation for lock-on fixation to the basic controls tutorial,Added pop-up keyboard support on Steam Deck,\ Added Ocean graphics settings, decreased base setting from High to Normal,Lowered default settings when launching on Steam DeckIt's recommended to set the Scaling Mode to Sharp and the Sharpness filter between 0 and 1 for the best visuals.Optimized exploding bullet effects and slightly changed their calculation formulas,Improved particle initialization for effects other than Area Grenades,Slightly reduced memory usage by improving specular reflection maps,\ Fixed an issue where predictive attacks were delayed after firing immediately after lock-on even on high Driving Speed units,Fine-tuned English localization,Fixed proximity fuse on Missile bullets,Fixed Course-Out…