In this update1
Full notes
Full Re:Blade update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Maps
- Fixes
- Balance
Re:Blade changes
π οΈ Day 1 Hotfix Is Live β 11 Fixes
Hello, this is the developer.
The Day 1 hotfix is now live. If you have Re:Blade installed, the update downloads automatically β just restart the game.
I originally listed three fixes for this hotfix. Once I started digging into the launch-day feedback, I found and fixed quite a few more β including two crash-level issues. Here's everything that went in.
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π΄ Crash fixes (highest priority)
Lightning sword crash β selecting the "Chain Lightning" Awakening could force-close the game to the main menu. This is fixed.
Ice build freezing β frost particle effects could cause severe frame drops, even on high-end GPUs. Particle load is now capped and optimized.
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β Bug fixes
Starting Awakening Level not applying β new weapons now correctly apply their Starting Awakening Level.
Hidden Awakening fusions not re-triggering β fusions should trigger every battle but were only firing once. They now reset properly each battle.
Skill tooltip text β merged skill descriptions were showing internal code instead of clean text. Now displays correctly.
Off-screen monster crates β crates could spawn outside the map. Their spawn area is now kept inside the battle zone.
"Aftershock of Lightning" crit buff β the buff was using a wrong fixed value instead of its proper scaling. Now applies the correct amount.
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βοΈ Balance & progression
Relic drop rate β base drop rate increased and rebalanced, so relics show up at a fair pace early on without relying on the drop-rate upgrade node.
Enlightenment β early-tier penalties were far too harsh, making investing in Enlightenment feel like a downgrade. Tier 1β2 penalties have been cut significantly. (Higher tiers keep their trade-off by design.)
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π§ Partially addressed β more coming next patch
Free last skill node β a value-overflow case has been blocked and several upgrade costs corrected. The full late-game cost curve will be finalized in the next patch.
Weapon images breaking after returning to the menu β a likely cause has been patched, but I haven't fully confirmed the root cause yet. If it still happens, please post your steps in the Discussions β it'll help me pin it down.
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π Still on the roadmap
Bigger feedback that needs proper design work, not a quick patch β but it's firmly on my list:
Late-game scaling β XP and upgrade costs past level 70
Weapon variety β giving each weapon more of its own identity
Quality-of-life options for skill allocation
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π¬ Thank you
Every fix above came from feedback posted in the Discussions and reviews on launch day. For a solo developer, that kind of detailed, specific feedback is the best thing that could happen β it told me exactly what to fix first, and fast.
Keep it coming. I'm reading everything, and it's directly shaping each patch.
See you in the Raid.
β STAGE Games
Source
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