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Meta-Ghost: The Breaking Show News

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]

Preview of Version 1.0

[p]To all contestants, Thank you for your patience! One year after our Early Access launch, we're thrilled to announce: The 1.0 full release is entering final development! Final polishing tests begin early August – details coming soon. First, witness the debut of 1.0's flagship content: [/p][p][/p][h3]I. New Chapter: "Transcend Match" [/h3]
  • [p]The Breaking Show competition reaches its climax! Join our protagonists to unravel the greatest mystery behind the tournament.[/p][p][/p]
  • [p]Boss Preview: Leo Sundman[/p]
[p]As you know, Leo Sundman is the final boss of this tournament. As the CEO of Awaken Energy (AE), he masks his ruthless ambition behind his calm wit – a man who stops at nothing to achieve his goals. a man who stops at nothing to achieve his goals. The mastermind controlling the Matrix Tower, he manipulates the Breaking Show to execute his sinister plans from the shadows.[/p][p][/p][p]This Boss battle features two phases:[/p][p]Phase 1-Presents his deceptive "Pope" persona through a yellow and white color scheme. Leo wears a mechanized robe, wields a scepter, and has his face concealed to maintain mystery.[/p][p]Phase 2-Reveals his true nature with a dark aesthetic, equipped with three pairs of mechanical wings to intensify pressure. Contestants, proceed with caution![/p][p][/p][p][/p][h3]II. Character Reveal [/h3]
  • [p]Eisa Design Adjustments: [/p]
[p]Following our previous design reveal, we received numerous player suggestions for Eisa. After discussion, we’ve decided to redesign her visual appearance for better character representation. [/p][p][/p][p]"Audience, behold! Our new contestant Eisa is eagerly awaiting her chance to prove her mettle in this Breaking Show! Best of luck to her!" [/p][p][/p]
  • [p]Taisuke & Jean Adjustments:[/p]
[p]In the full release, we've implemented major overhauls to both Taisuke and Jean's skill sets (including weapon modifications) and added 3 new exclusive sets for each. Detailed mechanics and gameplay footage for these veteran contestants will be revealed in our next article – stay tuned![/p][p][/p][p]Taisuke's exclusive katana now cyber-enhanced—lightning-fast draws![/p][p]"At this range... this ends in a flash." [/p][p][/p][p]Jean's weapon gains massive size alteration through cyber-modification—delivering devastating strikes with enhanced mobility. Now a true battering ram on the battlefield![/p][p]"Smash!!"[/p][p][/p][h3]III. In-Game System Adjustments [/h3]
  • [p]Optimization of the Activation Mechanism for Fusion Drivers:[/p]
[p]In the current gameplay flow, players can freely combine a large number of Base Drivers to obtain desired Fusion Drivers. While this design ensures stable and controllable in-game effects of Fusion Drivers, it also reduces some of the unpredictability and randomness in combat.[/p][p]To address this, we have significantly revised the activation mechanism for Fusion Drivers in the new version: First, players will randomly obtain a Fusion Driver in specific rooms (e.g., the initial room and each boss fight room). However, this Fusion Driver will not take effect immediately. Instead, it will only activate once the player has collected a specified number of Base Drivers. We hope this change will introduce more possibilities for Roguelike build customization to the competition.[/p][p][/p]
  • [p]Overhaul of the Prosthetic Enhancement System:[/p]
[p]For some well-known reasons (lol), we’ve redeveloped and redesigned the Prosthetic Armament System. With the new system, we aim to reduce grind, lighten the burden on players, and still deliver abundant loot rewards. The specifics are complex, so let’s start with a brief overview: [/p]
  1. [p]We’ve removed the "Prosthetic Enhancement" feature. This means prosthetics no longer require material items for upgrades, nor do their modifiers need random level-ups. (※However, all existing modifier details of prosthetics already in players’ inventories will be fully retained.)[/p]
  2. [p]The level system for prosthetics has been adjusted. The new system will primarily drive progression through loot drops—higher-level prosthetics will be obtained from high-difficulty event challenges. Additionally, "Prosthesis Merge" will now function to increase prosthetic levels (instead of upgrading minor modifiers) and can inherit certain special Merge modifiers.[/p][p][/p]
  3. [p]All minor modifiers of prosthetics will no longer be upgraded through "Enhancement" or "Merge"—instead, they will be entirely determined by the prosthetic’s level and randomly generated from the modifier library. However, if players desire, they can still use the "Remake" function to obtain their ideal modifier combinations. Additionally, the number of modifiers that can be locked during remakes will be further increased, making it easier to achieve the desired build through remakes![/p][p][/p]
  4. [p]Building on these changes, we’ve also reworked the set effects of approximately 80% of prosthetics. Characters’ exclusive sets will completely transform the combat experience! [/p][p][/p]
  • [p]Optimization of The Breaking Show Mode Experience: Added more gameplay options to limited-time challenge rooms, removed relic exchange rooms, added double driver rooms, and adjusted the spawn ratios of various room types. [/p]
  • [p]Merged Team Match-related content into the Touring Match mode.[/p]
  • [p]Combat System Optimization: Includes adjustments to the activation mechanics of toughness and control effects, improved warning indicators for enemy skill cues, refined enemy traits, numerical balance adjustments, and more. [/p][p][/p]
[h3]IV. Basic Experience Optimization[/h3]
  • [p]Fully Offline Play!:[/p]
[p]In response to player feedback, we’ve made the decision to fully transition to offline in version 1.0. All online servers have been removed, and save data will be stored entirely locally. (※Note: During the first launch of the official version, your device will still need to remain connected to the internet for a short period to fully download your Early Access online save data to your local device.) [/p][p][/p]
  • [p]Optimized the Lobby Scene: The lobby now features a more expansive visual experience.[/p][p] [/p]
[p]That’s all for today’s preview of the 1.0 official version—we hope you’ve enjoyed learning about the upcoming updates. We’ll be sharing the specific details of the final test, including the schedule and registration info, in our next post. We’ll also dive into the mechanic updates for Taisuke and Jean. Thank you for your continued support! [/p]

1.0 version Roadmap

To Our Valued Players,​​

First and foremost, we want to express our heartfelt gratitude to every one of you who has continued to follow and support our game. Thank you for staying with us on this journey! We’re aware that the reduced frequency of updates over recent months has caused concern among our community, with some even speculating whether we’ve "abandoned the project." We hereby solemnly assure you: ​​we have not ceased development​​ and have been working tirelessly to deliver the ​​official version update​​.

During this period, our team has been rigorously refining the direction of the official update to ensure a significantly improved gameplay experience. The core content for the official version has now been finalized, and we’ve prepared a ​​development roadmap​​ to give you an exclusive first look. However, we’re currently unable to confirm an exact release date. Game development is a complex process that may involve ​​unforeseen challenges​​ or opportunities to incorporate ​​new ideas and adjustments​​. We ask for your understanding as we prioritize delivering a ​​high-quality product​​ over rushing out an incomplete or flawed release.



Once development reaches a stable and playable phase, we plan to organize a ​​closed beta test​​. We warmly invite you to participate and collaborate with us to polish the game into its best possible form.

Finally, we sincerely appreciate your patience, trust, and unwavering support. We hope you’ll continue to follow our progress and join us in anticipating the official version’s arrival—we’re confident it will bring you even greater joy and excitement!

Meta-Ghost: The Breaking Show Development Team & Publishing Team

Hot Fixes -Jan.

- Fixed the issue that the bosses occasionally had extra high damage reduction in the last room of Tour Match.
- Fixed the issue that players occasionally received double likes from the cube in Tour Match and the game abnormally shut down.