
Hello, this is the developer.
Based on the huge amount of feedback you've sent since launch, this patch fully reworks the two core systems of the game — Awakening and Enlightenment.
If you have Re:Blade installed, the update downloads automatically — just restart the game.
This patch reaches deep into the core of how the game plays. It's the first update of this scale since launch.
Feedback was clear: the EXP / point curve past Awakening Level 61 was way too steep. The curve has been eased so you keep feeling progression even deep into the late game.
Many of you said "there are just too many monsters on screen — it's overwhelming." The simultaneous active monster cap has been reduced, and kill rewards have been raised across the board.
Each kill is worth more, and late-game performance load eases at the same time.
Feedback consistently said the Lightning tree felt weaker in DPS than the other weapon trees (Fireball / Ice / Dagger / Greatsword). Three core nodes have been buffed.
The old Enlightenment nodes were all built on a "+bonus / -penalty" structure, which made every choice feel heavy. A lot of you said it felt more like a downgrade than a real upgrade.
The 32 nodes across the 4 trees (Attack Power / Attack Speed / Attack Range / Critical Hit) have now been split into two clear paths — No-Penalty and Trade-off.
◇ No-Penalty (odd slots) — pure bonus, no downside
→ Efficiency per point improves as tiers go up (5 → 6 → 7 → 8% per pt).
◇ Trade-off (even slots) — bigger bonus + a single stat penalty
→ The bonus/penalty ratio gets more favorable at higher tiers.
◇ Critical Hit tree uses a different structure
Since Crit Chance caps at 100%, the bonus is split between Crit Chance and Crit Damage.
No-Penalty
Trade-off
→ Even with every Crit tree node learned, total Crit Chance is capped at 40%.
◇ Special nodes (Tier 4 No-Penalty on Awakening / Attack Speed trees)
Where all weapons used to share a single Awakening pool, the system has been fully restructured into dedicated pools per weapon type.
Each pool contains effects that fit that weapon class's identity.
The previous shared Awakening pool no longer appears.
Because of this system overhaul, any Awakening effects you currently have will be automatically reset after the patch.
A new "Awakening Compendium" button has been added to the Awakening menu.
◇ Any Awakening effect you've ever obtained is permanently recorded in the Compendium.
◇ Unacquired effects are shown as "?".
◇ Hover over a Hidden Awakening to see its required ingredient Awakenings.
◇ Existing player migration
On your first launch after the patch, all Awakening effects across every weapon you currently own are automatically registered in the Compendium.
A "Show Damage" checkbox has been added to the Settings window.
A "Reset Awakening Points" button in the Awakening menu lets you remove all learned Awakening effects and get a full point refund.
A red-dot indicator has been added to the monster buttons in the Relic tab.
This update was shaped directly by the feedback you've posted since launch — in Discussions, in chat, in reviews. Thank you to everyone who took the time to share your thoughts.
Special thanks to those whose detailed feedback helped set the direction of this patch:
Every line you posted fed straight into this patch. The Discussions, reviews, and Discord stay open — keep them coming. I'm reading everything.
Thank you.
See you in the Raid.
— STAGE Games