Hello, this is the developer of Re:Blade.
This update is the result of taking a step back to re-evaluate the game’s core progression and growth structure.
Several recent changes introduced friction that went against the spirit of an incremental action game, so this patch focuses on correcting those issues and reinforcing long-term play satisfaction.
Below are the full details of the February 4 update.
Setting a maximum level for weapons was ultimately a design mistake for an incremental-style game.
The armory no longer has a maximum weapon level limit.
While implementing the Enlightenment system, I underestimated how much this restriction would hurt the core growth loop. Once that became clear through playtesting, the change was rolled back immediately.
Enlightenment Points are no longer tied to reaching a weapon’s max level.
They are now earned through Chronicle progression:
Defeat 1 boss → +1 Enlightenment Point
Defeat 100 normal enemies → +1 Enlightenment Point
Additionally:
Unlocking 3 weapons in the Armory grants an extra Enlightenment Point.
This change ties Enlightenment progression directly to combat experience and cumulative play rather than hard progression caps.
The Enlightenment system now unlocks as soon as you obtain your first Enlightenment Point.
Enlightenment Point rewards for defeating 100 normal enemies are now clearly displayed
Higher Chronicle milestones grant additional resources gained per second
Chronicle progression should now feel more readable, rewarding, and purposeful.
The “Monster Enhancement” Sanctuary node has been updated:
Before: Increased monster HP & increased gold gain
After: Increased monster HP & increased gold gain + increased experience gain
This reduces unnecessary stress while keeping risk–reward choices meaningful.
Fixed issues where some Enlightenment nodes were applying stats incorrectly or inconsistently.
Multiple tooltip issues have been resolved, including incorrect values and missing condition descriptions.
Some Sanctuary node costs and requirements have been eased to reduce early- and mid-game friction.
This update prioritizes getting the feel of progression right, rather than simply adding more options.
Thank you to everyone who has played the demo and shared feedback.
Your input directly shapes how Re:Blade evolves, and I’ll continue refining the game step by step.
— Re:Blade Developer