【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
【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.
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 release
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!
[How to Participate] From your Steam library, select BREAK ARTS III, go to Properties > Betas, and switch to the "publicbeta" branch.
[Caution] 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 Balance
Shot additional attribute "Sacrifice": No longer causes self-destruction.
If HP cost cannot be paid (i.e., paying would result in severe damage), the weapon will not fire, similar to when EN is insufficient.
Burst (close range) dash changes:
Mitigated the issue where using it from close range (around 30m) caused too much deceleration, making it fail to reach the target.
Improved dash prediction, making it less likely to veer off wildly due to sudden acceleration/deceleration by the opponent.
Tracking during dash is now more strongly affected by drive speed (higher drive speed improves tracking).
Paradox guidance adjustments:
The timing for guidance initiation now varies based on distance and bullet speed, so even if bullet speed is enhanced, the projectile is less likely to pass the target before guidance begins.
When passing near the target, guidance will now activate at least once (the previous behavior where close-range evasion can shake off guidance remains unchanged).
Railgun firing mode: Now limited to "Single Shot" and "Low" only.
Existing builds set to "Mid" or "High" will be automatically corrected to "Low" upon loading.
Detonator EN consumption and heat generation adjustments:
Fixed a bug where actual consumption/heat was double the displayed values in the designer; they now match the displayed values.
Additionally rebalanced the multipliers (actual consumption/heat are now roughly 25% lighter than before).
Charge: No longer generates EN consumption or heat after a full charge.
Full charge will no longer be forcibly canceled due to EN depletion.
Klein (gravity field): When it directly hits an enemy unit or drone, the gravity field now attaches to and follows the target.
The attached unit itself does not experience pull or deceleration (but surrounding units and projectiles are affected).
Jammer effect adjustments:
While active, it nullifies homing, missiles, and Paradox tracking directed at you (tracking resumes when the effect ends).
Recharge time has been extended.
Summoner: Summoned parts now have their weight reduced by 50%.
This reduction is also applied to the weight display in the designer and to sortie eligibility under weight-limit rules.
Recharge time has been extended.
Detonator: EN consumption and heat generation increased.
Overflow: Recharge time extended.
Overcoat strengthened:
Maximum shield value during effect increased from 2x to 3x, and duration has been extended.
Recharge time has been increased.
Overcast: The penalty of score reduction on use has been removed.
In addition to power upgrades, shot speed upgrades now also affect load.
Selecting additional effects no longer affects load (choosing an effect that changes power will not increase or decrease load).
Load from power upgrades is now slightly lighter than before.
Diffractor: Maximum of 8 units can now be equipped per build.
Bug Fixes
Fixed an issue where lock-on would not work under certain conditions in multiplayer.
Fixed a bug where Burst animations could be canceled mid-way by Detonators linked to attacks.
Fixed a bug where repeatedly pressing the attack button would restart the attack animation from the beginning.
Fixed an issue where warning sounds did not play for the second and subsequent lock-ons when locked on by multiple enemies.
A warning sound now plays each time a new lock-on occurs (with a minimum interval of 0.5 seconds for consecutive triggers).
Fixed a bug where, on Summoner-equipped units, sortie eligibility under weight-limit rules (light/heavy weight class battles) would change depending on the unit's state.
Fixed a bug where weight reduction was applied to Summoner parts even when the Summoner plugin was not equipped.
Additionally, weight display in the designer now updates immediately when plugins are equipped or removed.
Fixed a bug where, when an Emitter equipped on an arm was set to "Toggle" mode, aiming correction did not work and shots would not fire in the intended direction.
While locked on, shots now fire toward the target. If the stance is not complete or the Emitter is attached at an unusual angle, it will continue firing in the muzzle direction as before.
Fixed a bug where Emitters set to "Toggle" mode would continue firing during landing recovery.
Firing now pauses during recovery and automatically resumes afterward.
Fixed a bug where LANDING-type motions assigned to action buttons would not play.
Fixed a bug where selection fields (e.g., in SETUP screen conditions) would display in front of the mouse cursor, obscuring it.
Fixed a bug where one connector on BASC-JA-03 was unusable.
Fixed a bug where MTRF-6J42 was not affected by various effects.
Fixed a bug where, when a sub-unit used a Burst equipped with a Diffractor, the main unit would accelerate.
Fixed a bug where module colors summoned by the Summoner would not change while color-changing OR effects (e.g., GOLDEN OVERRIDE) were active.
Fixed a bug on units using both Summoner and OVER SHADE where modules ahead of the Summoner would appear even when the Summoner was not activated.
Fixed a bug where Accelerator/Detonator displays would appear incorrectly during designer test operations on Summoner-equipped units.
Fixed a bug where canceling while adjusting head or arm attachment angles would leave joint angles in an incorrect state.
Fixed a bug where self-destruct (SCARLET ADOLESCENCE) would still detonate even if the unit was destroyed during activation.
Other
As this is a beta version, some text descriptions for certain changes have not yet been applied.
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
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.
[How to Participate]
Select BREAK ARTS III from your Steam library, choose "Game Versions and Betas" from the settings, and switch to "publicbeta."
[Note]
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)
[Gameplay & Balance] - Reduced turret accuracy. When multiple turrets are connected, their rotation speed will now decrease proportionally. - Improved the overall accuracy of all arm weapons. - Adjusted the generation load system so that load now scales more directly with a weapon's overall power. - Fine-tuned various projectile parameters, including reducing projectile velocity in certain cases. - Increased the emitter load for standard bullets, making sustained fire easier. - Reworked laser mechanics by replacing projectile speed with a new "Guaranteed Range" parameter. Within this range, lasers deal full damage. But beyond it, damage decreases linearly with distance. - Adjusted the behavior of Detonators and Steps to improve responsiveness while preventing excessive acceleration. - Limited the conditions under which Detonators and Steps provide turn correction, preventing them from activating under certain situations: - Race modes - Test Mode (on the Circuit) - Burst projectile homing is now affected by propulsion speed, reducing unintended slowdowns during use. - Made minor balance adjustments to all thrusters. - Changed the event order in GP10-1. - Adjusted the initial NPC spawn locations in GP10-3. - Added a limit to the number of checkpoints that can be skipped when using LIGHTSTREAK during races. - As this is a beta build, some UI elements haven't been updated yet.
[Bug Fixes] - Fixed an issue where forward-facing Detonators would not correctly synchronize when using Burst projectiles. - Fixed a bug that could cause Barrel effects to be applied twice under specific conditions. - Fixed an issue where players using older save data could become unable to purchase a machine during the tutorial in certain situations. - Fixed a bug where turrets would sometimes fail to properly track opponents at low frame rates. - Fixed an internal error related to projectile recovery. - Fixed an issue in online multiplayer where the "Waiting for Host" UI could remain visible for guests for an unintended extended period of time. - Fixed an issue in online multiplayer where starting a match after certain guests had left could cause incorrect machine references.
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 enhanc
Changes in the 2.0.2 Update
[Game Balance] - 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.
[Bug Fixes] - 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 duplicate IDs. - Fixed an issue where using laser rounds with unintended settings would now be corrected to the proper settings. - Fixed an issue where the orientation of the circuit-return effect during races would sometimes not display correctly. - Fixed an issue in GP10-1 where progression and animations after the second match were malfunctioning.
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 massi
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 system has been revamped. It is now a gauge system that recovers over time and gradually decreases with damage taken; when the gauge reaches zero, it breaks. While the shield remains, damage is basically reduced to zero. Except for special shot, they do not penetrate shields; each shot type has a set damage ratio against shields. - Structure is now treated as a shield proportionally (individual module shield parameters have been removed). When the shield breaks, a short damage nullification effect is granted, and any excess damage beyond the break is applied to structure. - Shot rapid-fire management has been changed to an "emitter load" system. Load accumulates per emitter, and when it reaches the limit, it cannot be used until it recovers. Additionally, with rapid-fire performance high / ultra, EN consumption and load increase. - All shot types have been rebalanced. Each emitter's weight and gatling barrels have also been adjusted. - Battle rules now add points for players who assisted in a defeat (assist points) and bonus points for defeating an opponent ranked 3rd or higher (displayed in defeat notifications). - Hit detection for burst shot has been changed; if they are too far from the main body, damage decreases based on distance. - Out-of-course recovery and grounding processes have been comprehensively improved, reducing errors and snagging. - Out-of-course assistance and cornering assistance have been removed; instead, a process that draws the vehicle back to the circuit when going off-course has been added.
### Bug Fixes
- Fixed an issue where burst bullet sound effects would not play correctly. - Fixed an issue where parameter display was incorrect when assigning a charge attribute to laser shot. - Fixed an issue in battle rules where points could be internally deducted even if the player had 0 points. - Fixed an issue where processing would not activate when the AI used area grenades while not locked on. - Fixed an issue where a reference error occurred during drone attacks (e.g., sluggish behavior in test mode). - Fixed an issue where module animations would persist at the end of a match.
## ■ Controls・Effects
### Changes・Adjustments
- In-match UI has been revamped. The player HUD and lock-on markers have been redesigned. - Mini-map has been revamped. It now integrates the surround sensor and lock-on direction, highlighting the lock-on target. - Attack effects have been enhanced (screen effects based on bullet type and power, electromagnetic acceleration bullets, detonator effects, etc.). - Kick activation changed to double-tapping the detonator, and hit correction has been strengthened (easier to hit even against airborne targets). - After interrupting accelerator use, the time until thrust returns to zero has been extended (making it easier to retain high thrust when reusing). - Plugin-related UI and behavior have been adjusted.
### Bug Fixes
- Fixed quick-turn behavior.
## ■ Customization
### New Additions
- Added new modules and new plugins. - Made the thruster and emitter ability display UI more user-friendly. - Casual Design Mode has been removed, and Designer Mode and Realistic Mode have been newly introduced. In Designer Mode, in addition to the previous Casual Design Mode, thruster orientation does not affect thrust, allowing for more freedom in customization.
### Changes・Adjustments
- Max Weight has been removed. Drive speed is now affected by the overall weight of the machine. - The lower limit of drive speed has been relaxed from 50% to 30%.
## ■ UI・Display
### Changes・Adjustments
- In-match UI has been revamped. The player HUD and lock-on markers have been redesigned. - Mini-map has been revamped. It now integrates the surround sensor and lock-on direction, highlighting the lock-on target. - Added an option to select the strength of camera tracking.
- Restructured the flow for new players. - Help system has been completely revamped.
## ■ System・Graphics
### New Additions
- Added Achievements
### Changes・Adjustments
- Updated engine to Unity 6.3 - Expanded graphics settings (added global illumination options, expanded quality levels for ocean rendering). - Reorganized various settings. - Introduced save data protection features.
### Implemented other adjustments, changes, and bug fixes.
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
Hello Artists! This is indie developer MercuryStudio. We are hard at work on BREAK ARTS III's major 1.1.0 Update!
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 of the circuit
Short-distance shortcuts are also possible, but come with deceleration
Easier recovery when going off the circuit
Additionally, since the pullback assistance only activates when you go off the course, the operational assists related to racing have also been removed. Players can now enjoy driving without having their racing flow interrupted!
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. Howeve
Hello Artists! The indie developer MercuryStudio here, working hard on the major update for BREAK ARTS III version 1.1.0.
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 System
As shown in the footage, the latest version completely overhauls how shields work! Specifically...
Shields now have their own durability value that varies
Durability 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 directly
Different types of projectiles deal different amounts of damage to shields
Dedicated shield modules have been removed; shield strength is now automatically calculated from the total amount of Structure
This is how the system works now.
Emitter
Emitters have also undergone major changes. Previously, if you continued firing rapidly or performed an extremely powerful attack, the next attack would incur increased energy consumption and heat generation—a downside that often led to running out of energy or overheating at unintended moments, causing frustration during gameplay. In the latest version:
Energy consumption and heat generation remain unchanged, but instead, exceeding the limit will render the emitter unusable
If you choose an extremely high rate of fire, additional heat and energy will be required
Combined with the shield system changes mentioned earlier, we believe these adjustments will lead to greater customization freedom and enhanced strategic depth!As a side note, the display of emitters during customization has also been revamped! You can now see the parameters you need without having to go into the settings menu.
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 Pri
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.)
Thank you for your patience! Last time, we touched on the in-match UI, but we've also made a number of smaller changes to the machine design screen. One of the bigger improvements is to the machine info display panel.
Overall machine parameters now feature help text linked to each individual stat, making them much easier to understand.
Next, on the thruster screen, we've improved the icons and adjusted the thrust display to reflect the actual in-game speed.
Finally, let's look at emitters (weapons).
These have seen some particularly notable changes: basic info is now shown in a simplified format, while the detailed view lets you check things like your control bindings (this info wasn't displayed before.)
Another improvement is that the actual parts now light up when focused on.
*Please note these are images from a work-in-progress build, so some text appears in Japanese.*
Regarding Prize Distribution for the Mech Customization Contest
Prizes for the 2025 Mech Customization Contest have now been distributed to the majority of participants. Prize distribution will close on March 5.
If you submitted your entry through Steam, you'll find a friend request from "PLAYISM_SS." Please accept it at your earliest convenience.
If you have accidentally blocked this account, please unblock it by the end of February.
That's all for now! Thank you, as always, for your support!
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 progres
Hello Break Artists! This is indie developer MercuryStudio. We are hard at work on BREAK ARTS III's major 1.1.0 Update.
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 adjustments to address these issues as well.
We reconsidered what information is important during matches and made the following improvements:
Integrated surrounding information into the minimap, while keeping the focus solely on the locked-on target
Displayed the target’s rank and status on the lock-on marker
Fixed the position of player unit info and adjusted the display balance
We hope these changes lead to a better play experience for everyone!
Additionally, in Diorama Mode's dedicated machine designer, you should be able to use parts that are normally locked, but a bug is currently preventing locked parts from appearing. We sincerely apologize for the inconvenience. This will be fixed in the next update, so thank you for your patience.
Regarding the Mech Customization Contest Prizes
The prizes for the 2025 Mech Customization Contest are being awarded.
For participants who submitted their entries via Steam, a friend request has been sent from the "PLAYISM_SS" account. Please accept the request.
If you have accidentally blocked that account, please unblock it by the end of February.
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 contac
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.
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 th
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 equipped with very aggressive weaponry.
Role-Playing Award:
This award is granted to the machine with the best lore and a design that reflects its story.
Artist: DokkyWokky Title: surr | eptitious Comment: A secret project from the designer of a lead manufacturer. Her obsession has manifested itself as an Architecture beyond all human form, between a chimera and hound. Despite its power, its name and visage bring shame and fear.
Visual Impact Award
This award is granted to the mech shining with the most individuality. Show us your one-of-a-kind creations.
Artist: REGZA Title: White Titan Comment: An Architecture modeled after the great giants of legend, this machine is a holy knight in charge of keeping peace in the virtual world. It sacrifices operating cost and maneuverability to achieve sturdy defense and high firepower. Its weapons can deal with targets at all ranges, with a large-caliber beam cannon for long range, the Iron Fist subweapon for medium range, and a foldable sword for close combat. When facing multiple opponents, it makes use of micro missiles as well.
PLAYISM Award
This award winner was chosen by PLAYISM, the publisher of BREAK ARTS III. They were looking for a yellow mech, the same as their brand color.
Arrtist: goyabrother509 Title: SUPER GIRAFFE Comment: GIRAFFE MAN, evolve!!!
People's Choice Award
This award is granted to the creation that receives the most likes from users. Attract as much attention as you can!
Artist: Yonaga Title: Grand Lancer Comment: My take on trying to design a Mech that is mostly made for offense. The first who strikes takes the win. My inspiration comes from the "Grand Lancer" unit of the game "Binary Domain", yet I tried to rebuild it using my memories, rather trying to copy/paste it.
It is mostly meant to be a walking artillery unit, but also has its ways in close combat.
Creator's Choice Award
This is a special award given by MercuryStudio. The developer would like to see mechs that go beyond his wildest imaginations.
Artist: god_bochi Title: Magical☆Ohoho Comment: Ohohohohohoho. This posh lady always wears a mask. When a truly formidable foe appears, she takes off the mask (to run away). (She switches from an offensive form to a hit-and-run form)
Kisa's Choice Award (Special Judge)
This award is given to a mech selected by the special guest judge, the VTuber Kisa. Apparently she has quirky tastes in robot design...!
Artist: kuroaru_0126 Title: Dragonic Drill's Destructor Comment: Commonly known as DDD, this machine pierces everything in sight with its high-speed, drill-shaped beam blade inspired by of deep hole drilling equipment. Its dragon-like appearance is a reflection of its uncontrollable competetive nature. It can't stop and won't stop, and only charges forward like a drill.
Special Awards
Artist: Jusotich Title: InTheDeadOfKnight Comment: InTheDeadOfKnight: A mech designed to stalk its prey through the darkness. Primarily a covert reconnaissance unit, it is not meant for direct engagement. It looms over its targets, waiting for the perfect moment to strike, and will not relent until its prey is subdued.
You never see it; you only feel the chilling realization that something is amiss. This terrifying dread is amplified by a dark truth: the remote pilot, externally linked to the machine, is mentally stripped of all empathy by an onboard suppression program. Furthermore, the link wipes the pilot's short-term memory upon disconnect, ensuring no one can ever recall the terrifying actions of InTheDeadOfKnight.
Aritst: Uninstall Title: EX-Skyline Comment: To rapidly deploy into the battlefield, it sacrifices most of its defensive armor. The jetpack and fuel tanks mounted on its back can accelerate the unit to subsonic speeds, and disintegrate at the end of its trajectory. From a ground perspective, it appears like a sudden second skyline scattered across the sky.
Artist: PipiLonCoc Title: KUROKIBA Comment: A Ronin armed with devastating Great Swords and Katanas. Once it has your scent, there's no getting away.
Diorama Category
Grand Prize
This award is granted to the artist whose diorama has the greatest artistry. A truly artistic piece.
This award will be given to the artist whose diorama has the best storytelling. One that will leave people asking for more.
Artist: gS3dGt9oxUGhlLQ Title: Allies Comment: The final battle begins.
Visual Impact Award
This award will be given to the artist whose diorama has the most originality. "How was this put together?"
Artist: Shadow8492 Title: Break Arts Space Program Comment: I've retired, but I built space shuttles in real life, so I decided to recreate a shuttle alongside all the equipment used to build it in a diorama. This includes a shuttle, rocket booster, and launchpad. Maybe this is how they explored the surface of the moon in BA3.
People's Choice Award
This award is granted to the diorama that receives the most likes from users.
Artist: 4f53411 Title: Highway Battle Comment: I imagined a battle that takes place in the real world, as well as a civilian car that got caught up in the action.
Creator's Choice Award
This is a special award given by MercuryStudio to the most exciting diorama.
Artist: Cheeseburger Charles Title: The Rascal Lineage Comment: A simple diorama showing the progress of my personal Architecture, Rascal. It started off as a modified Difektiv, until becoming more its own thing.
Kisa's Choice Award (Special Judge)
This award is granted to a diorama selected by the special guest judge, the VTuber Kisa. "The scenario is the most important part, right?"
Artist: Gufucustom (@B3_GOUP) Title: Duel Comment: As I made this, I was thinking of how the best part of mech battles is when mech parts get broken... Diorama Mode is great for creating things that can't be made in the main game!
PLAYISM Award
This award will be given to a diorama chosen by PLAYISM, the publisher of BREAK ARTS III. "Just start by using yellow!" "And a whole lot of it, at that!"
Artist: ocean_ssa Title: The 3rd beginning Comment: Blockhead has returned as a turtorial unit in the 3rd envrionment. It can once again witness the birth of new artists... In that instant, its nonexistent consciousness seemed to give him a gleam of excitement.
Special Awards
Artist: Demiurge Title: KA-1J0 "BREAK ARTS - Citty Assault" Comment: It came from the virutal sea.
Artist: rentju88 Title: "Breakthrough" Comment: Carve your own path with one slash.
Artist: dawgawserdawn17 Title: Special Assault Force "Scythe" Comment: A mysterious group with unknown intentions. Nobody knows what their mission is, or whose orders they follow. However, one thing is certain. You don't want to get on their bad side.
Photographer of the Year
Awarded to the artist–or rather photographer I should say, who captures the single best shot. Show us what you’ve got.
Artist: yuki_GB4Sw Title: Time of Awakening Comment: Unleash your hidden power.
The Vtuber Kisa has also hosted a showcase of all the winners and nominees, so don't forget to check that out as well!
To all contestants,
We'll be giving out prizes to all contestants and winners, so please make sure we can contact you by following these instructions.
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.
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 p
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!
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 priz
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
[New Additions] - Added contest prizes in the game. - *The prizes will be distributed soon.
[Adjustments & Changes] - 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.
[Fixes] - Fixed a bug where emitter generation load was not reset at the start of a match. - [MACHINE DESIGNER] Fixed a bug where description text remained when moving the cursor after selecting a frame or plugin. - [MACHINE DESIGNER] Fixed a bug where the Close button did not work during data saves/loads. - [MACHINE DESIGNER] Fixed a bug where modules could be attached in Action Check Mode when Help was opened. - [MACHINE DESIGNER] Fixed a bug where Test Mode could be entered even if the unit did not meet module limits. - Fixed a bug where units could clip through the ground when colliding at high speed. - Fixed a bug where stun did not reset upon unit destruction. - Fixed a bug where charge type shots could not be unlocked properly if the player reached rank 10 before they were unlocked.
Since the launch of BA3, we have received a lot of feedback from many players. These changes will require more than just minor adjustments and as a result, we have decided to roll out major updates in multiple phases. Here are our current plans:
Version 1.1 – Mid-December - Updates to in-match UI for player unit info and lock-on markers - Add EX difficulty, with three new Grand Prix - Updates to the Shield System - Ease movement speed limits for units - Various bug fixes, balance adjustments, and quality-of-life improvements
Version 1.2 – March–April 2026 - Adjust course designs, including wider track lanes - Improve overall handling in races - Allow units that exceed module limits to be used in matches - Add more conditions for Articulating Joints - Add workshop support for machines and dioramas Note: In order to keep the studio running, MercuryStudio will continue to run side gigs, so the update will take a little longer to release. We appreciate your support and patience.
Version 1.3 – Mid-2026 - Add team battles for multiplayer - Add limited-time events and rewards - More features to be announced
We will temporarily pause minor updates to focus on the progress of Version 1.1. Thank you for your understanding.
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
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.
[Adjustments & Changes] - 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. - [MACHINE DESIGNER] 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.
[Fixes] - Fixed a bug where off-course detection remained in Sea of Clouds or Ocean stages. - [MACHINE DESIGNER] Fixed a bug where the UI remained visible when switching tabs while the offset setting was displayed. - [MACHINE DESIGNER] Fixed a bug where the UI remained visible when pressing the Cancel button while the overwrite confirmation window was open. - Fixed a bug where unnecessary PC memory was used when loading unit data or installing modules. - Also improved performance when installing multiple modules at once. - Fixed a bug where unit animations failed to reset correctly when returning to the main menu from the machine purchase or diorama screens. - Fixed a bug where displayed units in the machine purchase screen applied the player unit’s height offset. - [MACHINE DESIGNER] Fixed a bug where module descriptions remained visible after certain actions. - [MACHINE DESIGNER] Fixed a bug where rotating joints did not behave correctly when given a negative speed. - Fixed a bug where units would tremble upon landing at the start point due to the previous match’s unit position or camera view.
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
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!
[New Additions]
Added new poses for Diorama Mode
[Adjustments & Changes]
Improved transition from air to ground detection during high-speed movement.
Slightly reduced processing load that occurs while charging a charge shot
[Fixes]
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 destruction did not work correctly when kicking a drone.
Fixed a bug in Playtest Mode where attack drones would not target the player.
[Diorama Mode] Fixed a bug where Pallet 1 could not be selected.
[Diorama Mode] Fixed a bug where Conflict 1 could not be resized.
[Diorama Mode] Fixed a bug where certain effects on Structure 1 did not track properly.
[Diorama Mode] Fixed a bug where preset units could not be loaded.
[Diorama Mode] Fixed a bug where leg poses would not applied when loading a quadruped type units.
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 sh
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!
[Adjustments & Changes]
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.
[Fixes]
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 on multiplayer results.
Fixed an issue where a player's height offset could be incorrectly referenced from another machine after a match.
Fixed a bug where certain machine configurations could cause excessive jumping.
Fixed an issue in multiplayer where the damage falloff for explosive shots was not functioning correctly.
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.
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.
[Additions]
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.
[Changes & Adjustments]
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 firing rate).
- Burst: Reduced damage, slightly increased energy consumption, adjusted projectile speed and homing performance to improve usability at close range.
- Grenade: Slightly increased damage.
- Paradox: Increased homing drift (reducing accuracy).
- AoE Grenade: Reduced damage and slightly decreased heat generation.
- Gravity Shot: Adjusted to be effective against explosive shots.
- Piercing Shot: Increased energy consumption and heat generation.
- Explosive Shot: Adjusted effective radius and minimum damage dealt.
Adjusted the tendencies of the CPUs in Grand Prix [6-3].
Adjusted the performance of the Gatling-type barrel.
Applied a slight delay to the reduction in usage load when the effective angle of detonators changes.
Applied homing ability to the Kick and improved its accuracy.
Changed the control of pitch angle while airborne to be determined by the unit’s weight instead of its turning capabilities.
Reworked the overall ground interaction system to improve handling over uneven terrain.
Adjusted the turning speed of the module that faces locked-on targets to be determined by the drive speed (improving accuracy).
Holding down the detonator key no longer causes ground-based legs to perform continuous jumps.
Adjusted the number of poles in multiple corners in a row in Ocean (Day) stage.
Removed poles from the Ocean, Wilderness, and Plains stages during battle mode.
Removed collision handling for guardrails in the Plains course.
Added objects on the surface of the Moon.
Reduced underwater drag.
Slightly increased the maximum weight of the four-legged type lower frame and improved the ability to jump forward.
Changed to automatically set plugins when modules capable of detaching and fusing are attached.
- These plugins cannot be set unless the corresponding modules are attached.
[Fixes]
Fixed an issue causing the charge status of various plugins to reset when the unit is heavily damaged.
Fixed an issue where the unit became unstable at high pitch angles while airborne.
Fixed an issue where the camera movement became unexpectedly intense when kicking.
Fixed an issue where the score for destroying drones using a specific method in Score Attack mode was duplicated.
Fixed some warning messages related to collision handling.
Fixed an issue where unnecessary objects were displayed on the main menu after completing the machine design.
Fixed an issue in the laser shot offset.
Addressed an issue where the frame rate dropped significantly in the main menu on certain environments.
Fixed an issue where machines failed to load due to data inconsistencies by removing the inconsistent data.
- This resolves an issue where the game could not launch if there was a problem with the machine data.
Fixed an issue where module weight was not displayed in Casual Design Mode.
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 de
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 III
1. Player.log
[Caution] 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 game fails to launch or actions which worked before no longer function.
3. .es3 files within the Machine or SubAssembly folders
Please provide the relevant save data if specific designs behave abnormally or fail to load.
* For security reasons, we can't accept compressed files.
* Each file may be obtained by other players if shared publically. Exercise particular caution when handling important data.
Please submit your data to the Steam thread, or community Discord server where BA3 testers are present.
Version 1.0.3:
[Additions]
- Added a launch option to force windowed mode
- Added a Sea of Clouds like track to Test Drive
[Changes & Adjustments]
- Resolution is now automatically reverted if the screen size is smaller than the saved resolution upon launching
- Temporary save data can no longer be copied and used locally in mmultiplayer
- Prevented loading of craft with locked parts
- Sea of Clouds checkpoints have been made larger
- Extended some slopes in Wilderness (Night)
- Adjusted difficulty for Grand Prix 7-1
[Fixes]
- Removed potentially sensitive content from player.log
- Fixed a bug where units equipped with Diffractor would cause infinite loading if a match ended without Diffractors ever being used
- Fixed a bug where duplicating barrels could enhance attack power
- Fixed an issue with plugin initialization on destruction
- Fixed an issue where using the plugin Sentry Mode would cause higher than normal Emitter load upon firing
- Fixed an issue where CPU names weren't displayed in online matches
- Fixed a bug where cancelling the attachment of a subassembly with specific configurations softlocked the Machine Designer
- Fixed an issue where only one purchase condition was considered when multiple conditions applied to a preset Architecture
- Fixed an issue where ground offsets for certain presets were incorrect
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
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:
[Additions]
Added explanation for lock-on fixation to the basic controls tutorial,
Added pop-up keyboard support on Steam Deck,
[Changes & Adjustments]
Added Ocean graphics settings, decreased base setting from High to Normal,
Lowered default settings when launching on Steam Deck
It'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,
[Fixes]
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 assistance malfunctioning due to Course-Out specification changes
Version 1.0.2.2:
[Additions]
Added invincibility period immediately after respawning,
[Fixes]
Fixed an issue where Save Thumbnails prioritized older images (e.g. demo version data),
Fixed an issue where initial DIFFRACTOR activation failed after the Architecture using them is destroyed with them active,
Fixed an issue where left click or the A button on controller couldn't be assigned in key configuration,
Fixed an issue in 1.0.2 where the Multiplayer menu couldn't be selected,
Fixed missing Bougainvillea description,
Fixed an issue where loading failed when:
A subassembly only contained a barrel,
The subassembly included an amplifier connected to an emitter not part of the subassembly
I will continue to work on further improvements and refinements.
BREAK ARTS III has finally launched! To celebrate the release, we’re holding a two week limited-time launch sale. During this period, both the base game and the original soundtrack featuring 9 tracks from the game will be available at 10% off! In addition, a special bundle that i
BREAK ARTS III has finally launched!
To celebrate the release, we’re holding a two week limited-time launch sale. During this period, both the base game and the original soundtrack featuring 9 tracks from the game will be available at 10% off! In addition, a special bundle that includes both the game and soundtrack will receive an extra additional 5% discount. Don’t miss this chance to enjoy not only the game itself but also the music that brings it to life.
On Steam News, we’re also running a series of guide articles that go beyond introducing the basics of the game, offering deeper insights such as advanced techniques for mecha customization. These guides will continue to be updated regularly, so be sure to check back for the latest tips and strategies.
We’re also excited to announce a Mecha Customization Contest honoring player creativity!
The most outstanding entries will be featured on the official PLAYISM website, Steam News, and in a special livestream hosted by mecha-loving VTuber Kisa. Plus participants will receive in-game items that can’t be obtained anywhere else. Show off your best mecha or diorama creation!
Known Bugs:
We have identified the following issue occurring in Multiplayer PvP sessions:
If either the host or guest disconnects during the sortie sequence, the remaining player will be stuck on the loading screen and unable to proceed.
We sincerely apologize for the inconvenience this may cause to our players.
We are currently investigating the cause and working on a fix, which will be addressed in a future update once the issue has been fixed.
▼Contest Overview
Submission Period:September 19, 2025 – October 20, 2025 How to Enter:Choose one of the following methods:
① Post a screenshot along with the title of your work and a short message in the dedicated thread on the Steam Community. ② Post a screenshot on X(formerly Twitter)with both hashtags #BreakArts and #BA3Customs, including the title of your work and a short message.
Results Announcement:November 2025
Winners will be announced on the official PLAYISM Website, Steam News, and during Kisa’s livestream. In addition to the winning entries, many unique nominated works that didn’t make the final cut will also be showcased in Kisa’s program, your creation could be among them…!
▼Judging Criteria
Entries will be judged based on the following points:
Clarity of theme or message
Creativity and overall design quality
Composition and presentation of the screenshot
Awards will be primarily selected by MercuryStudio (developer), PLAYISM (publisher), and special guest judge VTuber Kisa. Some prizes, however, will be determined by community voting (based on “likes”), so we encourage everyone to participate and support their favorite entries.
Special Judge: VTuber Kisa
Greetings! I’m Kisa, a chill tea-party VTuber who loves mechas and delicious food! In my streams, I aim to provide a cozy, fun, and tasty haven, sprinkled with a touch of Kansai Dialect.
To celebrate the launch of BREAK ARTS III, I’ll be serving as a special judge for the Mecha Customization Contest! I’ll also be streaming gameplay, including commentary sessions and online battle matches where players can join in, so feel free to stop by and watch!
And above all, I’m looking forward to seeing all the machines packed with your quirks and passions!
When submitting your entry, please be sure to include a message describing the concept or theme behind your work.
For the Mecha Design Category, entries must include a screenshot showing the entire machine, (video submissions are also accepted).
Multiple entries are allowed; however, duplicate awards within the same category will not be given.
▼Prizes
Grand Prize (2 winners per category): Your winning design will be featured on the Steam Store page! In addition, a custom wallpaper of your machine will be created and distributed.
Category Award Winners: Special plugins with unique effects are currently being planned.
Participation prizes (all entrants): Special decorative module.
▼Additional Notes
For entries submitted via X(Formerly Twitter), please ensure your account is set to public.
Winners will be contacted via DM or similar means to confirm your personal information required for prize delivery (information will not be used outside of this campaign).
Prizes may be made publicly available at a later date.
Submitted works may be used in future promotional activities.
▼Submission Example:
Submission Name:SIXPACK
Message:This Muscle is Art #BreakArts #BA3Customs
▼Contest Categories & Awards
[A: Mech Design Category]
Grand Prize
This award will be given to the most outstanding mech. We're looking for an overall sense of design and creativity.
Role-Playing Award
This award will be given to the mech that best conveys your design and scene intentions.
Visual Impact Award (For Impressive/Unique Mechs)
This award will be given to the mech shining with the most individuality. Show us your one-of-a-kind creations.
Creator's Choice Award
This is a special award given by MercuryStudio. The developers would like to see mechs that go beyond their wildest imaginations.
Kisa's Choice Award (Special Judge)
This award will be given to a mech selected by the special guest judge, the VTuber Kisa. Apparently she has quirky tastes in robot design...!
PLAYISM Award
This award will be given to a mech selected by PLAYISM, the publisher of BREAK ARTS III. They are looking for a yellow mech, the same as their brand color.
People's Choice Award
This award will be given to the creation that receives the most likes from users. Attract as much attention as you can!
[B: Diorama Category]
Grand Prize
This award will be given to the artist whose diorama has the greatest artistry. A truly artistic piece.
Storytelling Award
This award will be given to the artist whose diorama has the best storytelling. One that will leave people asking for more.
Visual Impact Award
This award will be given to the artist whose diorama has the most originality. "How was this put together?"
Creator's Choice Award
This is a special award given by MercuryStudio. This award will be given to the most exciting diorama.
Kisa's Choice Award (Special Judge)
This award will be given to a diorama selected by the special guest judge, the VTuber Kisa. "The scenario is the most important part, right?"
PLAYISM Award
This award will be given to a diorama chosen by PLAYISM, the publisher of BREAK ARTS III. "Just start by using yellow!" "And a whole lot of it, at that!"
People's Choice Award
This award will be given to the diorama that receives the most likes from users. Aim for ten thousand likes.
[C: Photographer Category]
Photographer of the Year
Awarded to the artist–or rather photographer I should say, who captures the single best shot. Show us what you’ve got.