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BREAK ARTS III Gameplay Guide vol. 3

Welcome Artists!

Previously, we created a custom Architecture and customized it to maximize racing performance. Today, we’ll explain the principles behind Architecture movement as well as heat and energy management, then apply this knowledge to participate in our first proper race. Let’s begin!

[p][h2]Thruster Types and Movement[/h2][/p]
As previously explained, unit customization is done by placing different types of modules on the frame’s connectors. One of these types are Thrusters, which are responsible for unit propulsion. There are three types of Thrusters, each used to control different types of movement.

Accelerators: Thrusters that provide constant thrust for a rigid Energy and Heat cost. They are used to increase base speed in a direction or provide neutral movement. While flying, downwards facing Accelerators can be useful to keep the unit from falling.

[Using Accelerators]

Detonators: Thrusters that provide a burst of speed towards the direction they’re facing. Unlike Accelerators, their Heat generation and Energy consumption increases if they’re used in rapid succession. They are most commonly used to control momentum by increasing or cancelling out lateral movement, but they are also great at quickly bringing the unit up to its max speed. They can be extremely versatile with proper usage, however excessive reliance on them might make Heat and Energy control difficult.

[Using Detonators]

Turning Thrusters: Thrusters that increase the speed at which the unit rotates. They incur a small passive Energy and Heat cost.

[Using Turning Thrust]

Accelerators and Detonators provide thrust only towards the direction they are currently facing. The direction might change as the unit is moving around, so thruster placement is crucial to the unit’s performance. To test this, we may use the motion check tab in the customization menu.

[Motion Check. Blue indicators are for Accelerators, Pink for Detonators.]

Please note that Accelerators and Detonators are also affected by the Driving Speed stat of the unit. The amount that each thruster is affected is proportional to the Conversion Efficiency listed on its tooltip. Since this is a bit more advanced, you may refer to the in-game tutorials for more details.

[p][h2]Managing Energy and Heat[/h2][/p]
Your Architecture has two main resources used by Thrusters: Energy and Heat. The maximum amount of Energy available is determined by its Energy Capacity, while Energy Generation represents how much Energy is regenerated every second. Trying to use more Energy than is available will cancel Energy-consuming actions that exceed the available capacity.

Likewise, Heat Capacity represents the maximum amount of Heat that can be stored without overheating, while Cooldown Ability represents how much Heat is dissipated every second. Exceeding the Heat Capacity of the unit will cause it to overheat and take damage proportional to the amount of heat over its maximum capacity.

[Overheating]

Keeping heat above 80% of the available capacity will cause the Architecture to enter Critical Heat state, significantly increasing its performance. Aggressive heat management is key to unlocking your unit’s full potential, but be careful not to overheat!

[Critical Heat]

Score Attack and Hard Mode stages might also feature environmental hazards which affect your unit’s Energy Regeneration and Cooldown Ability. If you plan on attempting these modes, be sure to properly design your Architecture to withstand these harsh conditions!

[p][h2]Pure Racing[/h2][/p]
It’s time to race! Pure Races disable all offensive capabilities of the Architectures in order to provide Artists with a clean racing experience. Selecting a racing stage will pit your Architecture against up to 5 AI opponents. Some stages may span multiple rounds of racing and feature different tracks under different conditions.

[Example of a Pure Racing match]

Race against your opponents while loosely staying within course limits. Exceeding these limits will start a 4 second Repositioning timer, and failing to re-enter before it runs out will reposition your Architecture back on the track. Note that this still allows the unit to slightly deviate from the intended path, so flying above the track or taking shortcuts is allowed.

[Repositioning Timer]

And that’s all for now! We’ll leave you with a video of our CRITERIAn EX competing in a Pure Race. In the next installment of this guide, we’ll be going over the offensive capabilities of Architectures, showcasing Weapon building and Plugin usage, and using a new custom Architecture to compete in a Battle stage. Stay tuned!

[previewyoutube][/previewyoutube]Video of a full Race in the CRITERIAn EX


[h2]PLAYISM[/h2]
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『BREAK ARTS III』 releasing on September 19, 2025!



『BREAK ARTS III』slated to release soon on September 19, 2025

After countless rounds of polish to ensure a smoother gameplay experience, we finally feel we've achieved a design that keeps mecha customization at its core while being enjoyable for both newcomers and veteran/returning players alike.

On September 19, we'll also be hosting a Mecha Customization Contest, where artists can show off their machine designs. More details will be revealed soon so stay tuned for updates!

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BREAK ARTS III Gameplay Guide vol. 2

Welcome Artists!

Last time, we introduced you to the news team and mentioned some of the ways you’ll be able to use your Architectures in BREAK ARTS III. Today, we'll be showcasing the customization elements, which are the main focus of the game!

[p][h2]Basics of Architecture Customization[/h2][/p]
BREAK ARTS III offers a unique approach to customization. Unlike traditional Mecha games, where you can only select parts like arms, legs, and torso, this game feels more like a sandbox game, allowing you to connect a wide variety of modules to the unit’s connection points. Modules have various parameters and functions that will be explained in detail later, but for now, let’s begin the demonstration by placing some on the base frame.

[Module Placement]

You can freely move, rotate, mirror and delete modules as long as they are placed on one of the available connectors. When selecting a module, all of the modules attached to it will be moved together as a block, or “Sub-Assembly”. Sub-Assemblies can be freely manipulated like individual modules. Additionally, subassemblies can be saved separately from the Architecture, allowing them to be used in multiple designs.

[Loading a Sub-Assembly]

Once the design is to your liking, you can move on to module configuration. Modules can be configured using various settings. For example, movable joints have different settings for their movement angles and deployment speed, while thrusters contain settings about their firing conditions. Entering a race before configuring these settings might lead to inconsistencies with your unit’s intended operation, so configuring your modules is an important skill to master.

[Module settings adjustment]

To familiarize yourself with module configuration, you can start by using one of the many available preset Architectures, tweaking the settings, and checking the changes in a Shakedown Test.

[p][h2]Unit Parameters[/h2][/p]
[Demonstration of unit parameters]

Each module has its own set of parameters which affect performance. You can see the unit’s current performance parameters on the right hand side of the design menu.

Here's a brief explanation of each:
  • Data Load: The total weight of the unit. Exceeding the maximum value will lower your Driving Speed. You can increase your maximum data load by using heavier lower frames.
  • Structure: Your total HP.
  • Shield: A defensive system that reduces structural damage. By default, shield reduces all damage taken to 20%, but if the incoming damage exceeds the shield's value, it will be destroyed and the unit will be directly exposed to enemy attacks.
  • Energy Capacity: The total energy pool of the unit. Your thrusters and weapons draw energy from here.
  • Energy Generation: The amount of energy the unit can regenerate per second.
  • Heat Capacity: The maximum amount of heat the unit can accumulate before it overheats.
  • Cooldown Ability: The amount of heat dissipated per second.
  • Driving Speed: Modifies the speed of the unit’s movement and animations as well as the strength of its thrusters.
  • Inertia Suppression: Determines how well the unit can control inertial movement in directions other than its current direction of movement.
  • Lock-on Range: Determines the unit’s FCS’s maximum range.
  • Lock-On Speed: Determines how fast the FCS locks on to enemies.
[Thruster operation]

The Architecture used in the demonstration was designed for racing, favoring speed and maneuverability. More specifically:

【Unit Configuration】
  • Large number of accelerators (thrusters which provide coasting thrust) to increase top speed
  • Several detonators (thrusters which provide a burst of thrust) to rapidly accelerate to top speed
  • Enough energy and heat capacity to fully utilize the thrusters
  • Adequate cooling to keep the unit from overheating
  • No weapons since it won’t be participating in combat
  • Minimal structure and shield to keep data load low

You can treat this configuration as a guideline for designing your own racing Architecture! If you need more details, feel free to read the in-game tutorials in the Help section.

[p][h2]Motion and Paint[/h2][/p]
All of the unit’s actions can be configured from the MOTION tab.
Since this unit is built for racing, there is no need for a kick action. Kicks are commonly used to displace enemies and break shields, but since this unit will be participating in pure racing modes where damage is disabled, kicking will only slow it down. We can disable kicking by selecting ATTACK → Kick → NONE.

[Setting the kick in the MOTION section]

Things like using weapons, jumping, walking and landing can all be configured with different motions - Including the unit’s victory pose! Once you've finished adjusting the actions, use the PAINT tab to adjust the colors to your liking.

[Paint Features]

That's all for now! We’ll leave you with a timelapse of the production process for the CRITERIAn EX we built for this demonstration. For the next article, we’ll be using our new Architecture to race, showing off movement, flight, and everything you need to know to boost your way to victory.

Stay tuned!

[previewyoutube][/previewyoutube][A time-lapse video of the production process of our CRITERIAn EX!]


[h2]PLAYISM[/h2]
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BREAK ARTS III Gameplay Guide vol. 1

Welcome, Artists!

During development, passionate fans from all over the world have given their support, testing the game and providing feedback to ensure that BREAK ARTS III will build upon its predecessors and become the exhilarating experience you’ve all come to expect from the series.

We (CloudCluster, Ara, and KTN_) are an experienced team of fans who, leading up to the game’s release (and beyond!) will be publishing a series of articles and gameplay videos about BREAK ARTS III, containing useful information for beginners and fans of the series alike. We will be showcasing the game's features and customization, providing instructions for navigating the UI, doing deep dives into the game’s mechanics, and discussing tactics and strategies for racing and battling.

[p][h2]What is BREAK ARTS?[/h2][/p]

BREAK ARTS is an all-round, competitive mecha sports game with an emphasis on customization. The players, called “Artists”, synchronize with an in-game custom Mech, called “Architecture”, which is used to compete in various types of racing and combat events, earn capital and fame, and unlock new, powerful modules to customize it. As you make progress, the competition will become increasingly fierce, challenging your piloting and customization skills to the extreme. You will learn about the module manufacturers, your rivals, and the BREAK ARTS System itself, uncovering the secrets of the digital cyberspace that your Architecture exists in.

[p][h2]Gamemodes and environments[/h2][/p]
You will compete in three different match types:

Racing: Players will race around a constricted track as they compete for first place. Attacks are either disabled or deal zero damage. Competition is dominated by nimble, lightweight machines with high acceleration and mobility. This mode is all about control and speed.

[Racing on the surface of a water-based track]

Battle: Fight in a 3D environment where anything goes. Environmental restrictions are lifted, allowing players to move freely. Points are awarded for each enemy player destroyed, with more points being awarded for destroying players higher on the leaderboard. Utilize the wide arsenal at your disposal, and create the ultimate weapons to take the opposition down in style.

[Impact from a battle-type Architecture’s weapons]

Battle Racing: The ultimate BREAK ARTS experience. Race against your opponents in an all-out combat-racing mode, where piloting a balanced Architecture will be the key to victory. Players gain points based on their current position in the race as well as for destroying enemy players. The winner is determined by the amount of points at the end of the race, so finishing in first place isn’t always the best strategy.

[The Architecture on the right is racing in reverse, trying to fend off the Architecture chasing it]

All match types can also have separate rules applied, and can be subject to differing environmental conditions like increased temperature or gravity. Players are advised to evaluate the track and conditions of a match before selecting an Architecture.

[p][h2]Additional Modes[/h2][/p]
Diorama: A sandbox where you can create cosmetic Architectures that have no stats or limitations, and use them to create setpieces by posing them and decorating with an assortment of buildables. You can then use the extensive photo mode to take pictures and create unique sceneries.

[Diorama Mode menu]

Co-op: Collaborate with another player by controlling different modules on the same Architecture. Most of the singleplayer content can also be played in co-op.

[A flying Architecture shot in photo mode]

That’s all we have for you at the moment, but this is only the beginning. Next time, we’ll be doing a deep dive into customization, modules, and showcasing a full build session where we create a beginner racing Architecture.

Stay tuned!

[A victory screen showcasing 3 Architectures]


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Release Date Delayed



Dear Artists,

In order to improve the quality of BREAK ARTS III, the game’s release has been postponed and will not be ready for release by August 8.

We apologize to all players looking forward to the release. We're hard at work making the game as polished as it can be, so please wait just a little longer.

We will announce the new release date as soon as there is an update on our progress.

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