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Meta-Ghost: The Breaking Show News

Patch Notes - v0.6.0.3

[h3]Bug Fixes:[/h3]
  1. Fixed an issue where the damage bonus of Simon's Weapon Customization [Thermal Overload] could stack infinitely.
  2. Fixed an issue where the effects of Simon's weapon modifications [Twist Barrel] and [Hybrid Barrel] could not be triggered by the [Thermal Shot+] fired during a [Thermal Overload] combo.
  3. Fixed an issue where there was a chance of being attacked during Taisuke's Instant Slashes.


[h3]Optimizations:[/h3]
  1. Increased the damage bonus of [Thermal Overload] from 50% to 80%.

Patch Notes - v0.6.0.2

Bug Fixes:
-Fixed an issue causing players to become immobile after using a Heavy Attack.
-FIxed an issue that might cause crashes in Like room which locates in breaking show mode.

Team Match Optimizations:
- Difficulty 5: Increased the drop rate of Lock Affix items, Calculation Power, and Alloy.
- Difficulty 6: Enhanced the drop rate of Lock Affix items, Calculation Power, and Alloy.
- Difficulty 3 & Difficulty 4: Enhanced the drop rate of Calculation Power, and Alloy.

Controller Enhancement:
1.Weapon Customization: Addressed a bug causing controller buttons to become unresponsive in the Weapon Customization interface.

Context Enhancement:
1.Weapon Customization Descriptions: Refined the descriptions of certain Weapon Customization options to improve clarity.

Devlog #4

Hi everyone,

We're thrilled to announce the release of v0.6.0, bringing exciting new content and gameplay enhancements to Meta-Ghost: The Breaking Show. We will have a brief introduction of Team Match Difficulty 6 and Prothesis Merge here in our devlog.

[h2]Team Match Difficulty 6[/h2]

Following the exhilarating “Breaking” in Chapter 5, we've now introduced the ultimate challenge for Team Match mode: Difficulty 6! Prepare to face off against formidable bosses like "Father" and "Mother" as you delve into the depths of this intense new difficulty level.



But that's not all! In Difficulty 6, you'll also gain access to the "Heat Gate" for +9 Heat, allowing you to push your limits and conquer challenges up to +18 Heat. Brace yourselves for enemies with enhanced attributes, bountiful rewards, and exclusive items that enable the "Attributes Lock" feature.

In response to player feedback, we've streamlined the Heat system in Team Match mode. Previously, players had to repeatedly clear the same difficulty level to unlock higher Heat levels. Now, when challenging the new Difficulty 6, you can directly access the highest Heat Gate, "+3 Heat," at your discretion.

To further enrich the gameplay experience in Team Match mode Difficulty 6, we've introduced "Match levels" exclusively on Floor 11. In these unique rooms, players will encounter a special objective: defeat hordes of enemies to earn high scores and unlock exceptional rewards.

For a touch of lighthearted fun, we've introduced Mini-Games that lucky players will have the chance to experience. In this current update, we've included two engaging Mini-Games: "Color Maze", its objective is to transform all nine tiles into the same color by strategically stepping on them. Each successful color change earns you points, adding to the excitement of this fast-paced Mini-Game. and "Canine training", you'll take on the adorable task of guiding four colorful puppies to their corresponding color zones. As you skillfully maneuver these furry friends to their designated areas, you'll accumulate points, making Puppy Parade a delightful Mini-Game experience. We're always eager to hear your feedback and suggestions. Feel free to leave a comment below and let us know what you think of our Mini-Games. Your input is invaluable in shaping our future endeavors!



[h2]Prothesis Merge[/h2]
As previously announced, Prothesis Merge is a groundbreaking feature that empowers you to replace or upgrade Prothesis attributes, further enhancing your character's abilities. Prothesis Affix encompass two categories: "Secondary Attributes" and "Effects."



To start Prothesis Merge, you will need to have the Main Prothesis, reached its maximum level +12, the Material Prothesis must be at least level +6, the Material Prothesis must belong to the same body part as the Main Prothesis. For instance, if the Main Prothesis is an Alloy Spine, the Material Prothesis must also be an Alloy Spine. With Prothesis Merge, you can get:

  1. When fusing a Main Prothesis with a Material Prothesis, if they share the same secondary attribute or effect, there's a chance that the corresponding Affix level of the Main Prothesis will increase. This probability rises in tandem with the level of the corresponding Affix on the Material Prothesis. If the Affix level on the Material Prothesis is strictly higher than the Affix level on the Main Prothesis, the upgrade success rate is guaranteed to be 100%. Please note that each fusion can only increase an affix level by a maximum of 1.

  2. So far, the maximum level for Prothesis Effect is at 3 and for Secondary Attirbute, is at V. As you elevate your Prothesis through Merge, the affix rating will also evolve, reflecting the increasing power of your enhancements. The current maximum affix rating is "Transcendent III," achieved when all secondary attributes reach level V and all effects reach level 3. No longer are you limited by the initial rating of your Prothesis, whether it was "Excellent," "Superb," or "Perfect." Through the power of Prothesis Merge, any Prothesis can be upgraded to the coveted "Transcendent III" rating (The only distinction between Protheses lies in the minimum number of upgrades required to reach "Transcendent III.")

  3. When fusing Protheses with different effects or secondary attributes, the fusion process will randomly select one affix from either the Main Prothesis or the Material Prothesis to retain on the Main Prothesis. This means there's a chance that the desired affix will be preserved, but there's also a chance it will be "overwritten" by the other affix. To safeguard your desired affixes from being overwritten during Prothesis Merge, we highly recommend utilizing the newly introduced Affix Lock feature.


[h2]Affix Lock[/h2]
Affix Lock feature stands as a crucial tool for safeguarding specific Affix (secondary attributes & effect) during the processes of Prothesis Remake and Prothesis Merge.



  1. To be able to use Affix Lock, you will need the item “Feature Screening Card” for which can be obtained via Team Match Difficulty 6 and Breaking Show-Hard (Chapter 5), or you can purchase it from the Store (we have also updated the Store layout)
  2. Whether for Prothesis Remake or Prothesis Merge, you can simultaneously lock a maximum of one secondary attribute ) and one effect per operation. Locking an affix consumes one Feature Screening Card, while locking an effect consumes three. A crucial point to note is that Prothesis Reconstruction only generates effects of levels 1 and 2. Therefore, if your Prothesis currently possesses a level 3 effect, it's highly recommended to lock the effect before proceeding with reconstruction to prevent its downgrading.


In addition to the previously mentioned Prothesis updates, we've also optimized the Targeted Prothesis Exchange feature. This optimization introduces a guaranteed "Perfect" Prothesis drop after every 6 exchanges, providing a more streamlined path to perfecting and enhancing your Protheses.

[h2]Additional Optimizations[/h2]

In version 0.6.0, Taisuke, Simon, and Jean have received adjustments to their Weapon Customization options to better balance their combat experiences. Additionally, there are numerous other optimizations and bug fixes that are not mentioned in this document. Please refer to the detailed description in the update announcement for more information:

https://store.steampowered.com/news/app/2507980/view/4204754268633256177

We've concluded our June update, delivering a comprehensive package of enhancements and bug fixes to elevate your Meta-Ghost: The Breaking Show experience. While we've been diligently addressing your feedback and refining the game's core mechanics, we've also been channeling our energy into a truly groundbreaking addition for July: the highly anticipated Endless Mode. Let’s all look forward to that! Thank you for being an integral part of our community. We eagerly anticipate sharing July's groundbreaking update with you!

Hot Fixes - v0.6.0.1

Bug Fixes
1.Team Match: Resolved an issue causing the boss "Father" in Team Match difficulty 6 to repeatedly revive.
2.Taisuke: Modified the description of Taisuke's Normal ATK Weapon Customization 3-1.

Major Updates - v0.6.0

Newly Added:

1.Team Match Mode Difficulty 6 is now available, a new challenge level has been added to Team Match mode, providing an even greater test for players in Team Match
2.Prothesis Merge is added. Players can now merge two Prosthetics to enhance their secondary attributes and effect levels.
3.Affix Lock has been introduced, allowing players to lock specific secondary attributes on Prosthetics. Item for Affix Lock can be obtained from Store and as loot from Team Match Mode Difficulty 6.

Taisuke's Adjustment
Normal ATK:
1. Muramasa - Erosion (Normal ATK 1-3): Upon Normal ATK hit, increase enemy damage taken by 7% for 5 seconds -> Upon Normal ATK hit, increase enemy damage taken by 12% for 5 seconds
2. Izuminokami - Stance (Normal ATK 3-1): Last Normal ATK hit deals 100% damage. Upon last hit, has a 40% chance to gain an additional Kesa Mark. Cooldown: 2 seconds; Previously did not apply to Instant Slash, now applies to Instant Slash as well

Heavy ATK:
1.Focus (Heavy ATK 1-2): After using Heavy ATK, increase crit rate by 8% for 3 seconds -> After using Heavy ATK, increase crit rate by 10% for 5 seconds

2.Concentration (Heavy ATK 2-1): Upon hitting an enemy 3 times with Heavy ATK, Normal ATK becomes Instant Slash, dealing 3 attacks to the enemy, each dealing 120% damage. Invincible during the action. Instant Slash is considered the last Normal ATK hit but cannot gain Kesa Mark. Duration: 2 seconds -> Upon hitting an enemy 3 times with Heavy ATK, Normal ATK becomes Instant Slash, dealing 3 attacks to the enemy, each dealing 150% damage. Invincible during the action. Instant Slash is considered the last Normal ATK hit but cannot gain Kesa Mark. Duration: 2.5 seconds (starts timing after the first Instant Slash is released)

3.Unmoving (Heavy ATK 2.3): Requires 3 Kesa Marks to use, releases a shorter duration Invincible Slash with 5 base slash hits. Each crit can add an additional slash hit. Deals 150% damage upon hit; Requires +1 attack hit to gain Kesa Mark -> Requires 3 Kesa Marks to use, releases a shorter duration Invincible Slash with 5 base slash hits. Each crit can add an additional slash hit. Deals 200% damage upon hit;


Ultimate:

1.Divine Exquisite Sword (Ultimate 2-2): Has a 20% chance to gain 1 Kesa Mark upon each Ultimate hit -> Has a 30% chance to gain 1 Kesa Mark upon each Ultimate hit

Jean's Adjustment
Normal ATK:
1.Whirling Wind! (Normal ATK 3-2): For every 10 points of Excitement, increase Normal ATK base damage by 15%. Excitement will automatically decay at a rate of 10 points per second -> For every 10 points of Excitement, increase Normal ATK base damage by 20%. Excitement will automatically decay at a rate of 10 points per second

Ultimate:
Ultra Endurance! (Ultimate 1-1): Increases the duration of the Ultimate buff by 3 seconds -> Increases the duration of the Ultimate buff by 4 seconds

Simon's Adjustment
Normal ATK:

1.Efficient Cooling (Normal ATK 1-1): Upon Normal ATK hit, reduce weapon Heat by an additional 1 point -> In [Overheat] state, Normal ATK hits reduce weapon Heat by an additional 3 points

2.Heat-Resistant Barrel (Normal ATK 1-2): In [Overheat] state, Normal ATK attack speed increases by 15% -> Normal ATK attack speed increases by 15%
3.Quick Cooldown (Normal ATK 2-1): Upon hitting an enemy with [Thermal Shot+], reduce weapon Heat by an additional 2 points -> Upon hitting an enemy with [Thermal Shot+], reduce weapon Heat by an additional 3 points

Heavy ATK:
1.Rotational Kinetic Energy (Heavy ATK 2-2): Within 2 seconds of using Heavy ATK, using Heavy ATK again increases base Heavy ATK damage by 6%, stackable up to 5 times -> During [Gunsmoke Spin+] cast, clicking Heavy ATK can quickly add another cast of [Gunsmoke Spin+]

2.Thermal Overload (Heavy ATK 3-1): Heavy ATK can be used during Overheat, but its damage coefficient is reduced by 50%, and it has a 2-second cooldown after each use -> Basic Heavy ATK no longer increases weapon Heat. After using two consecutive basic Heavy ATKs, the next Heavy ATK becomes a reinforced Heavy ATK, dealing 50% more damage and filling up the weapon Heat gauge

3.Muscle Memory (Heavy ATK 3-2): If [Gunsmoke Spin+] is used consecutively 3 times, with each interval not exceeding 3 seconds, and Overheat is not entered, the next Heavy ATK within 3 seconds becomes [Gunsmoke Spin+], dealing high damage and clearing Heat -> Using [Gunsmoke Spin+] grants 1 stack of Muscle Memory, increasing base Heavy ATK damage by 6% for 3 seconds, up to 5 stacks. If Overheat is entered, if Muscle Memory ≥ 3 stacks, Heavy ATK becomes [Gunsmoke Spin++], dealing high damage and clearing Heat

DEF:
1.Heat Compatibility (DEF 2-2): After using [Gunsmoke Spin+], the next Heavy ATK within 2 seconds does not increase weapon Heat, and its base damage is increased by 30% -> After using [Gunsmoke Spin+], the base damage of Heavy ATK is increased by 30% for 2 seconds

2.Thermal Enhancement (DEF 3-1): After using [Thermal Shot+], [Gunsmoke Spin+], or [Flip Kick+], base damage is increased by 10% for 3 seconds, stackable up to 5 times -> After using [Thermal Shot+], [Gunsmoke Spin+], or [Flip Kick+], base damage is increased by 8% for 3 seconds, stackable up to 5 times

Heavy ATK (Gunsmoke Spin): Simon fires at enemies in a 360-degree radius, dealing 75%5 damage -> Simon fires at enemies in a 360-degree radius, dealing 65%5 damage

Simon Set (Devotion): When Simon's Heavy ATK hits a single enemy, its base damage is increased by 100% and weapon Heat is reduced by 10 points -> When Simon's Heavy ATK hits a single enemy, its base damage is increased by 70% and weapon Heat is reduced by 10 points

Optimization & Updates:

1.Main Attibution Selection: A guaranteed perfect selection mechanism has been added to Main Attibution Selection, ensuring that the desired attributes will be obtained after 6 attempts.

2.Heat Gate: The unlock requirement for Heat Gates has been removed. Players can now directly enter Heat Gate +3 when playing the new team difficulty.

3.Relics: The refresh count for Relics will now be retained even after Relic reset.

4.Store: The Store interface has been adjusted to two pages to accommodate an increase in the number of items for sale.

5.Breaking Show Mode: The "Screwdriver" Relic can now drop during Satirist battles in Breaking Show. When attempting to purchase a duplicate Driver in the Store, a pop-up message will now appear indicating "Unable to Purchase" without deducting Kudos and canceling the purchase.

6.Breaking Show Mode Difficulty 5: Attribute Lock items have been added to the loot pool for the final boss of Breaking Show Mode Difficulty 5. Ruru has been added to the random pool of enemies for the final boss of Breaking Show Mode Difficulty 5.

7.User Interface: The "Armor Break" and "Ignore Defense" attributes have been added to the attribute display interface.

8.Database: Images have been added to the "Record" section of the Database for characters and storylines. Red dots in the "Record" section of the Database will now only appear when there are rewards to be claimed.

Other Optimizations:

1.Optimized some Prosthesis icons.
2.Optimized some special effect performances.
3.Adjusted the storyline text in "Yan's Letter" to the English version.
4.Added additional storyline content to Breaking Show Mode Difficulty 2.
5.Added an instruction page for Prosthesis reset. 6.Optimized some English translations.

Bug Fixes:

- Record: Fixed an issue where players could not continue collecting rewards after claiming them on the Record screen using a controller.
- Fate Room: Resolved a bug that prevented players from moving the cursor up and down when no option was selected in the Fate Room using a controller.
- The Weaver: Addressed a problem where The Weaver boss had a chance to become invincible and regain health when knocked down to low health.