1. Meta-Ghost: The Breaking Show
  2. News

Meta-Ghost: The Breaking Show News

Notice on Test Postponement of Meta Ghost: Breaking Show

[p]Dear players,[/p][p]As the mail title indicates, we are going to postpone the test opening scheduled on Nov. 19, 02:00 (UTC) to Nov. 20, 02:00 (UTC).[/p][p]For the time being, we are conducting in-depth optimization and debugging on new characters, new content, friend online co-op, and other features, making sure that the content you care about and provided feedback on is presented in a more satisfactory and polished state during this test. Our goal is to create a more stable, smooth, rich, and exciting testing experience for you to fully enjoy the game.[/p][p]Your patience is greatly appreciated![/p][p]The test qualifications of players who have already registered will not be affected. Players who have not yet registered can still register through the Steam platform by clicking "Join Playtest—Request Access". We will distribute approximately 200 more test slots in the order of registration.[/p][p]The Steam friend online co-op feature and the "Early Access" save file inheritance mechanism for this test will remain unchanged. Players who complete the specified test tasks will also receive a CDKEY for the official game version and a chance to "sign" on your exclusive prosthesis. We sincerely thank you for your understanding and support, and hope to repay every bit of your effort with sincerity and a better gaming experience![/p][p]Welcome every one of you to join the test Discord channel:[/p][p]https://discord.gg/CH9FpPnH6K[/p][p], where the latest updates, event goodies, and Q&A interactions for this test will be synchronized in real time. We look forward to your arrival, unleashing your combat spirit on the Breaking Show stages![/p][p]Meta Ghost: Breaking Show Team[/p][p]November 18, 2025[/p]

"Meta-Ghost: The Breaking Show" November Playtest Preview #2

[p]Hey everyone![/p][p]Great to see you again! In our previous Preview #1, we introduced the new character Eisa, Driver updates, Prothesis updates, and more. In this follow-up article, we’ll cover the adjustments to Taisuke and some gameplay updates. We’ll also wrap up with the specific details for this upcoming playtest (tl;dr: the playtest starts on November 19th; apply via the Steam store page; we recommend joining our Discord for real-time discussion: https://discord.gg/CH9FpPnH6K).[/p][p] [/p][p]Without further ado, let’s dive right in![/p][p] [/p][h2] I. Taisuke Adjustments[/h2][p] [/p][p]In the last playtest, we made some adjustments to Taisuke’s core gameplay and received a lot of your feedback — including that the new Heavy Attack felt complex and difficult to use, and requests to bring back the “Mini-Ultimate” playstyle. And we’ve made the changes![/p][p] [/p][h3]1. Adjustments to Taisuke’s Basic Skills[/h3][p] [/p][p]First, we’ve reverted the Heavy Attack back to its original version, making it easier to understand: [/p][p]Consume 1 \[Kesa Mark] to slash an enemy. Consecutively using it within 2 seconds increases the number of slashes, up to 3 levels in total.[/p][p][/p][p]Normal Attack: Each hit now generates 0.5 \[Kesa Mark]. Additionally, the final hit in the combo grants the \[Kengi] buff: Base ATK +5%, lasts 5 seconds, stacks up to 3 times.[/p][p][/p][p]As for the empowered Normal Attack — “Iaigiri” — added last playtest, we’ve optimized it to ensure smoother combos and better practicality.[/p][p] [/p][p]After using his Ultimate, Taisuke now gains 3 stacks of “Iaigiri” (max stack count is also 3). Using the empowered Normal Attack (Iaigiri) consumes 1 stack, dealing damage to enemies in a large area. This Iaigiri also generates \[Kesa Mark], counts as the “final hit” of the combo, and grants a brief period of invincibility — truly useful![/p][p] [/p][h3]2. Playstyle Showcase[/h3][p][/p][p]The “Mini-Ultimate” playstyle is back! Let us explain: One of Taisuke’s Heavy Attack modifications changes it into an attack similar to a small Ultimate (consumes more Kesa Marks, and damage is converted to Ultimate Damage). And it also grants a powerful invincibility effect. Here, Normal Attacks and Iaigiri primarily focus on generating more Ultimate energy to speed up the rotation.[/p][p] [/p][p]Besides that, there’s another playstyle built around the new “Iaigiri.” It utilizes a chance for “Iaigiri” not to consume stacks, allowing for super long Iaigiri combos. Prothesis set effects can further enhance the rotation by granting more “Iaigiri” stacks through \[Final Hits]. There’s also a modification for Heavy Attack that grants “Iaigiri” stacks.[/p][p][/p][p][/p][h3]3. Other Related Changes[/h3]
  • [p]Taisuke’s “Alienwalker” collaboration skin is now obtainable offline — no more needing redemption codes from outside the game![/p][p][/p]
  • [p]Streamlined the skill descriptions for Taisuke and Jean, making their mechanics easier to understand.[/p]
  • [p]Increased the Defense of melee characters. Melee characters can now withstand more hits compared to ranged characters.[/p]
  • [p]Fixed an issue where holding down the attack button for multiple characters could cause the attack frequency to exceed intended values.[/p]
[p] [/p][h2]II. Gameplay Adjustments[/h2][p] [/p][h3]1. Tour Match[/h3][p] [/p][p]The Tour Match is receiving a major update in this playtest.[/p][p] [/p][p]① New Feature \[Touring Challenge]: Players can now select initial match disruptions before starting a Tour Match, customizing the difficulty. Complete challenges to receive rewards.[/p][p][/p][p]② New Stage \[Speedrun Boss Battle]: The match starts with consecutive boss battles! Significantly increased the number of rewards in the first room.[/p][p][/p][p]③ Reworked Round 16 \[Consecutive Boss Fight] Reward Calculation: Rewards are now accumulated based on kill count, with rewards granted at certain point thresholds.[/p][p] [/p][p]④ Tour Match Extreme Level Rule Adjustment: The Extreme Level now has a cap of 500. Losing a battle no longer reduces the initial Extreme Level.[/p][p] [/p][p]⑤ Removed the Driver quantity cap rule in Tour Match. Redesigned the shop item distribution rules: Material items will no longer be sold in the shop before Round 15. From Round 16, material items can be purchased unlimitedly from the shop.[/p][p] [/p][p]⑥ \[Tour Match Preparation]: Now imposes a disable limit on the number of Basic Drivers.[/p][p] [/p][p]⑦ Fixed issues in Tour Match including abnormal countdowns, boss resurrection bugs, and monster spawning errors.[/p][p] [/p][p]⑧ Fixed an issue where the number of Prothesis drops in Tour Match was lower than intended. Tour Match will now also drop Prothesis with high Stars.[/p][p][/p][p] [/p][h3]2. Other[/h3][p] [/p]
  • [p]"Team Match" has been re-added to the playtest version. We also plan further gameplay optimizations based on player suggestions and ideas.[/p]
  • [p]"Breaking Show" — Fixed an issue where Boss • Leo could sometimes disappear during phase transition in the "Transcend," and fixed incorrect tallying of Likes in several Like collection rooms.[/p]
  • [p]Furthermore, we have completely redesigned the difficulty scaling systems for all three game modes: "Breaking Show," "Team Match," and "Tour Match." We sincerely invite you to create a new Data (new save file) to experience the newly balanced gameplay firsthand and provide us with your valuable feedback![/p]
[p] [/p][h2]III. Core Combat Experience Optimizations[/h2][p] [/p]
  • [p]For all Sequence enemies, the number of times they enter the Fragility Space after their Tenacity bar is broken is now controlled: Basic Sequence and Elite Sequence enemies can be staggered up to 1 time; Boss Sequence enemies can be staggered up to 3 times.[/p][p][/p]
  • [p]Adjusted the Crit mechanics for Tech Damage, integrating them into the \[Electrocuted] effect: Dealing Tech Damage to an Electrocuted unit grants \[Tech Overload]: Tech CRIT Rate and Tech CRIT DMG are increased by 2% of your own corresponding CRIT Rate and CRIT DMG stats respectively. Stacks up to 50 times. Lasts 8 seconds.[/p][p][/p]
  • [p]More action-related status icons are now displayed next to the character's health bar.[/p][p][/p][p][/p]
  • [p]Fixed issues where invincibility frames could fail during Ultimate activation or after revival.[/p][p][/p]
  • [p]Fixed an issue where Digiclone damage multipliers were higher than the player's. Adjusted the Digiclone's Normal Attack cooldown to twice the player's (reducing the base attack frequency of Digiclones).[/p][p][/p]
  • [p]Removed collision volume for Match Assistants and Digiclones. Also reduced the visual intensity of Digiclone attack effects to lessen screen clutter when many clones are present.[/p][p][/p][p][/p]
  • [p]Fixed issues where descriptions for several character-specific sets did not match their actual effects. Greatly increased the number of available secondary attributes for Prothesis (different Prothesis parts have unique secondary attributes). Adjusted the Effect categories for different Prothesis parts, unlocking Level 3 and Level 4 Effects.[/p][p][/p]
  • [p]Increased the interaction priority for dropped reward pickups, making them easier to collect.[/p][p][/p]
  • [p]Fixed an issue where gameplay tips popping up during combat did not pause the game. The Match Assistant upgrade interface now also pauses the game (in single-player).[/p][p][/p]
  • [p]Numerous balance adjustments to the values of Drivers and Relics.[/p]
[p] [/p][h2]IV. Playtest Details[/h2][p] [/p][h3]1. Basic Information[/h3][p] [/p]
  • [p]Playtest Period: Starts officially at 2:00 AM on November 19 (UTC) (End date TBD; an announcement will be made before closure).[/p]
  • [p]Platform: Apply via the Playtest on Steam, same method as last time (Applications are OPEN now!).[/p][p][/p]
  • [p]Playtest Size: Around 200 participants. Playtest slots will be granted based on application order.[/p]
  • [p]Our Discord: https://discord.gg/CH9FpPnH6K - Welcome![/p]
[p][/p][p]-   Note 1: Steam Friend Co-op functionality is confirmed for this playtest — come play together![/p][p]-   Note 2: Your "Early Access" save data will be automatically downloaded and stored locally on your device, and can still be used later. Participating in this playtest will not affect your existing "Early Access" save![/p][p]-   Note 3: Using Steam Deck for this playtest is not recommended, as full compatibility has not yet been achieved.[/p][p] [/p][h3]2. Playtest Tasks & Rewards[/h3][p] [/p][p]【General Rules】[/p][p]Playtest tasks are divided into "Mandatory Tasks" and "Optional Tasks". The two Mandatory Tasks must be completed. For each Optional Task completed beyond the mandatory ones, you can select one additional reward. Please note:[/p][p]※ Completing only the two Mandatory Tasks without any Optional Tasks makes you ineligible for rewards.[/p][p]※ Each Optional Task can be completed at most once, and each reward option can be selected at most once. This means you must complete both Optional Tasks to be eligible to receive both rewards.[/p][p] [/p][p]【Playtest Tasks】[/p][p]-   Mandatory Task A: Fully complete and submit the in-game survey (requires providing your information for record-keeping).[/p][p]-   Mandatory Task B: Play the playtest version for no less than 3 hours (requires providing a screenshot of your Steam playtime).[/p][p]-   Optional Task a: In Tour Match - \[Touring Challenge], achieve a Challenge Chest level greater than Green • Level 5 (refer to the \[Touring Challenge] section image above for reference).[/p][p]-   Optional Task b: (New save files only) Use this save file to clear Chapter 5 "Breakthing" in Breaking Show mode (requires providing a full screenshot of the Louder interface, showing the save file creation time and Breaking Show clear record).[/p][p] [/p][p]【Reward Options】[/p][p]-   Reward A: Receive 1 game key for the full version.[/p][p]-   Reward B: Get the opportunity to "sign" 1 piece of Prothesis.[/p][p] [/p][p]【How to Claim Rewards】[/p][p]Screenshots proving task completion must be sent to our staff via Discord. Please join our Discord: https://discord.gg/CH9FpPnH6K. Feel free to ask if you have any questions![/p][p][/p][h3]3. Prothesis "Signature" Details[/h3][p] [/p][p]For players who successfully earn a "signature" opportunity, our staff will contact you via DM. You can select an unsigned piece of Prothesis and share a story related to it, or any memorable experience you had while playing the game. We will help you write the corresponding story, then confirm it with you before implementation.[/p][p] [/p][p]In this way, your story will permanently exist within this cyber city. There are still over 600 pieces of equipment available for signing — plenty of chances, don't miss out! (The limit for this specific event is 1 signature, but players who have already left a signature in past events can participate for 1 additional signature this time!)[/p][p] [/p][p]Don't just think about it — jump into the playtest![/p]

"Meta-Ghost: The Breaking Show" November Playtest Preview #1

[p]Hello, guys! Thank you for your patience. Following our successful August playtest focused on new content, where we were fortunate to invite hundreds of players to participate, we received a massive amount of sincere and invaluable feedback. For this, we are deeply grateful.[/p][p][/p][p]Based on the key feedback many of you provided regarding the major adjustments in the last playtest, we've spent this period further refining and optimizing the game to meet your expectations. To ensure we meet you officially in a much-improved state, we've decided to launch another playtest – the new round is set to begin in late November (Join our Discord: https://discord.gg/CH9FpPnH6K).[/p][p] [/p][p]Now, let's dive into the part you've all been waiting for: a sneak peek at some of the updates coming to the next playtest! First up, is the long-awaited new character – Eisa![/p][p] [/p][h2]I. New Character – "The Comet" Eisa[/h2][p][/p][h3] • Skill Introduction[/h3][p]Normal Attack:[/p][p]Eisa's normal attack has a 4-hit combo. The final strike generates 1 \[Liladagger] nearby, which lasts for 30 seconds. Up to 5 \[Liladagger]s can exist simultaneously. Picking up a \[Liladagger] grants 1 stack of \[Momentum] and 4 \[Kunai]s.[/p][p][/p][p]When Eisa has 5 stacks of \[Momentum], she unleashes an empowered normal attack, performing a swift slash that consumes all \[Momentum] stacks. She can move during this attack.[/p][p][/p][p]Heavy Attack:[/p][p]Eisa consumes at least 4 (up to 12) \[Kunai]s, firing them in a forward cone area. Each \[Kunai] deals heavy attack damage and can pierce through up to 3 enemies.[/p][p][/p][p]Ultimate:[/p][p]Eisa takes flight for 3 seconds, gaining +50% Movement Speed and Super Armor. The flight state can be ended early by using the Ultimate again during flight. If Eisa picks up a \[Liladagger] during flight, she instead gains a stack of \[Slaughter]: Final Damage increased, lasting 5 seconds, stackable up to 3 times.[/p][p]Upon landing, Eisa deals ultimate damage to enemies in a large area. Each stack of \[Slaughter] increases the Crit Rate of this damage. Furthermore, the fewer enemies hit, the higher the damage dealt.[/p][p][/p][p]Defensive Skill:[/p][p]Dash a medium distance. Cooldown: 2 seconds, with 2 charges. If Eisa picks up a \[Liladagger] during the dash for the first time, an additional \[Liladagger] is generated nearby.[/p][p][/p][h3]• Weapon Customization Introduction[/h3][p]Like other characters, Eisa can utilize different Weapon Customization combinations to create distinct playstyles.[/p][p]For example, one build focuses on empowering the normal attack and the \[Momentum] state. Besides having more ways to gain \[Momentum], this build continuously generates \[Liladagger] during the empowered normal attack sequence. By constantly picking them up to maintain \[Momentum] stacks, you can repeatedly unleash the empowered normal attack. (Note: The empowered normal attack can be considered the last hit of Normal Attack!)[/p][p][/p][p]Another build significantly enhances the heavy attack \[Kunai], providing more ways to acquire \[Kunai]. After firing \[Kunai] with a heavy attack, they return, dealing a second instance of damage. Additionally, clones can also trigger extra \[Kunai]![/p][p][/p][p]We believe the cool and dazzling Eisa has already made your fingers itch to try her out firsthand, right? Then be sure not to miss our November playtest! See you at The Breaking Show – we look forward to seeing Eisa take the center stage in your hands![/p][p](Does Eisa's skin look somewhat familiar?)[/p][p] [/p][h2]II. System Adjustments[/h2][h3]• Driver Adjustments[/h3][p]In the last playtest, many players provided crucial feedback regarding the new acquisition method for "Fusion Drivers." As a core part of the match experience, being unable to reliably obtain key Drivers significantly impacted the gameplay feel. Responding to your feedback, we've added a "Manual Activation" function! Guys can now spend "Likes" in the Lounge to activate desired Fusion Drivers (Naturally, certain conditions regarding the number of basic Drivers possessed must be met, and there are usage limits).[/p][p][/p][p]Furthermore, the important in-match mechanism that can drastically alter character skills – the " Armament Driver" – will also debut with a brand-new interface. What variables will it introduce to combat? We'll leave that for you to discover in the game![/p][p][/p][h3]• Prosthesis Adjustments[/h3][p]For this playtest, we have implemented numerous optimizations to the Prosthesis system, addressing issues raised last time such as system complexity, insufficient guidance, and some lingering bugs. Examples include:[/p][p][/p][p]1.  Added a dedicated entry for "Prosthesis Modification" and revamped the filtering and interaction logic. It's now easier to perform modifications with fewer steps (and it's fully compatible with controller operation!).[/p][p][/p][p]2.  Added quick-view functionality for the effects of Drivers and Relics to the two components of "Computational Support"![/p][p][/p][p]3.  Optimized the Prosthesis Remake process – you no longer need to manually re-lock affixes repeatedly, as the system will automatically retain the locked state from the previous operation.[/p][p][/p][p]4.  Adjusted the Prosthesis Merge mechanism – Affix interaction is now selection-based (similar to Prosthesis Remake), and it clearly indicates whether the current state is "Effective Merge."[/p][p][/p][h3]• Other System Adjustments[/h3][p]1.  Louder: Redesigned the progression path for new guys to make it smoother and more gradual.[/p][p]2.  Store: Added the ability to sell lower-quality Prosthesis, easing early-game progression burden.[/p][p] [/p][h3]III. Other Optimizations[/h3]
  • [p]Fixed dozens of performance-related issues, improving game stability.[/p]
  • [p]Added support for various common screen aspect ratios.[/p]
  • [p]Removed the "Render Resolution" option; it is now fixed at a value of "1" to resolve UI blurriness issues.[/p]
[p] [/p][h2]IV. Playtest-Related Information[/h2][h3]• Existing Save Data Download Function Optimization[/h3][p][/p][p]As mentioned before, "Early Access" veterans participating in the playtest will have their online save data automatically downloaded and stored locally on their device. This save data can also be carried over after future Steam version updates. For this November playtest, we have further improved the stability of the save download functionality. Players who haven't participated in the previous playtest need not worry – joining this playtest will not affect your "Early Access" save data in any way.[/p][p][/p][p]Players who already participated in the previous playtest can directly inherit their final save state from that playtest, so no concerns there.[/p][p] [/p][h3]• Friend Co-op Functionality is Live![/h3][p] [/p][p]As the cliffhanger from the last playtest, we officially announce: Steam Friend Co-op functionality is confirmed for this playtest! (Reminder for new guys: Co-op for 1-3 players is supported only in \[Team Match] and \[Tour Match]. \[Breaking Show] remains a single-player mode.)[/p][p][/p][p]We have rebuilt the entire network architecture for this feature. Consequently, the co-op system is still in a testing phase. We eagerly await more players to try it out and provide active feedback (please include log files), helping us make the co-op system more robust and stable.[/p][p] [/p][h3]• Playtest Rewards[/h3][p] [/p][p]During this playtest period, besides still having a chance to win a game CDK for the full version of Meta-Ghost: The Breaking Show, every player who creates a \[New Save] and \[Completes All Playtest Tasks] will also receive one opportunity for an "In-Game Prosthesis Naming Right." We will permanently record your exclusive story with it! (Detailed event rules will be announced next time~)[/p][p][/p][p][/p][p]This playtest will officially begin in late November. The playtest application will open beforehand. Everyone is also welcome to join our Discord: \[https://discord.gg/CH9FpPnH6K] to get playtest updates and announcements promptly. In our upcoming article, "November Playtest Preview #2", we will bring you the latest changes to Taisuke and introduce the new Tour Match gameplay! We look forward to meeting you again![/p][p][/p]

Test recruitment open!

[p]Hello everyone! Recruitment for the upcoming final test is now officially open.[/p][p]【Recruitment Period】:Starting immediately[/p][p]【Recruitment Size】:Approximately 200 participants[/p][p]【How to Apply】:[/p]
  1. [p]Apply via the Meta-Ghost: The Breaking Show Steam store page. Click "Request Access" in the Playtest section to register (as shown in the image).[/p][p][/p]
  2. [p]Test invitations will be sent via Steam when the test begins (August 20th PDT). Please check the email associated with your Steam account.[/p]
[p]Additionally, for players seeing this announcement for the first time, here are key test details. Future updates will only be shared in the test group.[/p][p]【Test Period】:August 20th, 17:00 – August 25, 3:00 (PDT)[/p][p]【Platform】:Steam Playtest[/p][p]【Rewards】:All players (new and returning) who complete the following tasks will receive a Meta-Ghost: The Breaking Show full-game activation key.[/p][p]【Requirements to Claim Rewards】:[/p][p]To receive rewards, you MUST join the official Meta-Ghost Discord (https://discord.gg/qeRegv5kTd). Submit proof to admin "Shadow itself" (Discord ID: bigj_53877) via DM. Rewards will also be distributed via DM.[/p][p]【Tasks】:[/p]
  1. [p]Fully complete and submit the in-game survey.[/p]
  2. [p]Play the test version for ≥3 hours. Submit a screenshot of your Steam playtime for this test.[/p]
  3. [p]Provide one screenshot of your most-played game mode:[/p]
[p] Highest cleared stage in Breaking Show Mode, OR[/p][p] Highest cleared tour level in Tour Match.[/p]

Playtest Information & Taisuke/Jean Skill Adjustment

[p] Dear participants, hello everyone!Thank you for your enthusiastic attention and patient waiting. We are pleased to officially announce that the start date of our final test has been set for August 21st (we apologize for the delay). Let’s share more detailed information about this test with you below.[/p][p][/p][h3]I. Detailed Information about the Final Test[/h3][p]Test Period: Around August 21st – August 25th;[/p][p]​​Test Platform: Steam Playtest;[/p][p]​​Number of Testers: Up to 200 participants; test eligibility will be granted based on registration order;[/p][p]​​Test Recruitment Period: Recruitment starts on August 13th;[/p][p]​​Registration Method: The test Discord channel will be announced at the time. After joining, please privately message the administrator to submit the required registration information (including your SteamID; veteran players must also provide a screenshot of their playtime in the Early Access version);[/p][p]​​Test Rewards: All players who fully complete the test questionnaire and fulfill test tasks (e.g., achieving 3 hours of playtime) will receive 1 official version redemption code for Meta-Ghost: The Breaking Show.[/p][p][/p][h3]II. Supplementary Notes on Online Multiplayer & Save Systems[/h3]
  • [p]Online Multiplayer-related Information[/p]
[p] In our previous official version preview, inaccurate wording caused significant misunderstandings. To clarify: In the official version, players will still be able to play together via ​​\[Steam Friend Invites]—so you can still team up with friends and enjoy the game happily!* (Please note, however, that the "Online Matchmaking" feature, "Message Board" feature, and "Steam Remote Play" feature will not be supported. We apologize for any inconvenience.)[/p][p] During this test, Steam multiplayer functionality will be a key focus of our testing efforts. Server issues have historically been a major pain point for us, and transitioning to P2P multiplayer requires reworking the underlying code. We highly value your feedback—please actively test the multiplayer feature and report any specific issues you encounter to help us avoid repeating past mistakes.[/p][p][/p]
  • [p]Save System Mechanism[/p]
[p] As mentioned in our last preview, upon the official version’s launch, all Early Access players will be able to inherit their previous online saves and download them locally. Here’s additional clarification for save data related to this test:[/p][p] Early Access veterans participating in this test can directly download their prior online saves to their local devices—no need to start from scratch.[/p][p] Saves retained after this test will not affect your existing save files; you can continue playing the current 0.9 version normally post-test.[/p][p] Regarding the relationship between test-retained saves and official version saves: Since your save data remains stored locally, it will be directly inheritable to the official version. (Please note, however, that save data from the test may undergo changes during the official version update due to system modifications.)[/p][p][/p][h3]III. Skill Adjustment for Taisuke & Jean[/h3]
  • [p]Taisuke: Added special normal attack "Draw Slash" and adjusted heavy attack release mechanism[/p]
[p]In the new version, after Taisuke’s ultimate ability ends, he will no longer gain the heavy attack damage bonus effect. Instead, his next normal attack will be replaced by the "Draw Slash", dealing large-area damage and granting 2 Kesa Marks.[/p][p][/p][p] Additionally, Taisuke’s heavy attack has been changed from a three-stage to a four-stage mechanism. Instead of relying on consecutive releases to gain enhancement, it now progressively enhances each stage by connecting a heavy attack within a certain period after dashing. (Specifically: Releasing a heavy attack within 3 seconds after dashing grants 1 stack of heavy attack enhancement, lasting 5 seconds, with a maximum of 3 stacks. During the duration, the corresponding stage of heavy attack will be released, and the enhancement resets upon expiration of the duration.)[/p][p] Furthermore, to optimize the heavy attack release loop, the number of normal attacks required to obtain Kesa Marks has been reduced by 1, and the maximum carry limit for Kesa Marks has been increased by 1.[/p][p][/p]
  • [p]Jean: Added more movement mechanics to skills and adjusted ultimate effects[/p]
[p]First, Jean’s ultimate ability no longer leaps to deal damage. Instead, she raises her weapon, charges, and strikes enemies in a large area directly in front of her. Additionally, the original "Buffer Shield" is now acquired by landing her ultimate on enemies (rather than through releasing a defensive skill). It grants stacks based on the number of targets hit, with a maximum of 5 stacks. Moving forward, each time she takes damage from an enemy, she will consume 1 stack of Buffer Shield and gain 10 Excitement.[/p][p][/p][p] Correspondingly, the defensive skill has been updated to include additional movement mechanics. In the future, when the defensive skill triggers a perfect dodge, it will no longer deal damage or grant Buffer Shield. Instead, it will unleash "Counter Spiral" in a specified direction, dealing heavy attack damage and performing a short-range movement. Additionally, if a basic attack is chained immediately after using the defensive skill, Jean will leap toward nearby enemies, dealing area-of-effect normal attack damage![/p][p][/p][p] Additionally, when Jean releases a heavy attack, she gains a new "Assault" state. Consuming Assault also allows her next normal attack to deal large-area damage and perform mid-range movement. (Specifically, each heavy attack spin grants 1 stack of Assault, with a maximum of 20 stacks. Consuming 6 stacks of Assault will then trigger the aforementioned enhanced normal attack.)[/p][p][/p][p][/p]
  • [p]New Exclusive Suit Showcase[/p][p]Beyond the aforementioned skill set adjustments, we’ve also designed several new prothesis suit sets for Taisuke and Jean, each with powerful effects. For example, let’s briefly showcase the effects of Taisuke’s exclusive "Flywheel Set" and Jean’s exclusive "Assault Set" here—[/p]
[p]​​Taisuke’s Exclusive "Flywheel Set":​​[/p][p]2-Piece Set Effect: When Taisuke’s ultimate ability lands on enemies 3 times, he fires returning flywheels at them, dealing ultimate damage.[/p][p]4-Piece Set Effect: After releasing his ultimate ability, reduces damage taken by 20% for 15 seconds.[/p][p]6-Piece Set Effect: Releases an additional 8 flywheels around the character when using his ultimate, and increases flywheel damage by 100%.[/p][p][/p][p]​​Jean’s Exclusive "Assault Set":​​[/p][p]2-Piece Set Effect: The final hit of normal attacks or Assault attacks trigger a gravity wave, dealing 3 times normal attack damage to enemies in the area.[/p][p]4-Piece Set Effect: For every 6 stacks of Assault consumed, gains 4% damage reduction (lasting 20 seconds), stackable up to 5 times.[/p][p]6-Piece Set Effect: For every 1 Excitement, increases gravity wave damage by 1%.[/p][p][/p][p][/p][p] That’s all for today’s latest updates! Finally, please allow us to once again apologize to all our players for the delay of this test! See you again when the test recruitment opens next week![/p]