Full notes
Full Re:Blade update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Balance
- Fixes
- UI and audio
- Maps
🛠️ Patch Notes — Performance Stabilization & Additional Fixes
Hello, this is the developer.
This update is centered on performance stabilization. The spawn lag at the start of battle, and the stutter that built up the longer you played, are both greatly improved.
If you have Re:Blade installed, the update downloads automatically — please restart the game.
⚡ Performance & Stability
▶ Battle-start spawn lag greatly improved
Removed the hitch at the start of every battle where monsters all appeared at once.
Now up to 300 monsters appear almost simultaneously and smoothly.
▶ Low-framerate movement stabilized
Fixed the movement breaking up at low frame rates and the stutter that got worse the more monsters were on screen.
▶ Shader pre-compilation during loading
Removed the brief freeze the moment monsters first appeared on the first entry into battle.
▶ Long-session memory leak removed
Changed it to clear the internal cache at the end of battle. The stutter that built up the longer you played is gone.
▶ First-wave duplicate spawn bug fixed
Fixed an issue where the first wave spawned double the monsters when its creation was slow.
⚔️ Additional Awakening Effect Fixes
The main Awakening effect fixes and adjustments were covered in the previous announcement. Here we've only gathered the additional fixes that weren't included then.
▶ Death's Edge / Steady Will — duplicate trigger fixed
Fixed an issue where the bonus damage against low-HP enemies was triggering twice per hit. It now triggers only once per hit.
▶ Effect residue on weapon swap fixed
Fixed a bug where, after swapping weapons or resetting a run, the bonus damage and heavy-strike bonuses from some of the previous weapon's Awakenings (Blood Chase / Heavy Strike Prep, etc.) abnormally lingered on the new weapon and inflated damage.
▶ Crush damage-taken increase leak fixed
Fixed a bug where a fresh, healthy monster spawning in the spot of a monster that died under Crush was incorrectly given Crush's increased damage-taken.
🎯 Combat Feedback & Effects
▶ Crush / Frost status colors (new)
Monsters under Crush appear purple (semi-transparent, shape still visible), and monsters under Frost appear cyan.
On being hit, they flash white, then return to the status color.
▶ White hit-flash fixed
Fixed a bug where some monsters didn't flash white on hit or got stuck on white, normalizing the hit feel.
▶ Crush terminology unified across 14 languages
Unified the Crush-related wording across all 14 supported languages.
▶ Effects options cleaned up (default OFF)
Changed monster squash on hit, hit-UI shake, and stat-panel shake to off by default.
Camera shake is kept.
🖱️ Quality of Life
▶ Stat hover tooltip (new)
Hovering over a stat now breaks it down into base + bonus ("90 (57+33)" format).
🔧 Other
▶ Armory weapon unlock unified
Weapon unlocks were unified to Awakening Coin (star) purchases, but clearing even-numbered boss stages was still auto-unlocking Armory sections — that bug has been removed.
💬 Thank you
Thanks to those who reported the stutter and lag in detail, the causes were quick to track down. If you spot anything off, leave a message on Discord or in the community Discussions. I'm reading everything.
See you in the Raid.
— STAGE Games
Source
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