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Re:BladeNewsDay 1 Hotfix Is Live β€” 11 Fixes
In-game event

Day 1 Hotfix Is Live β€” 11 Fixes

Re:Blade Β· published 19 May 2026, 16:29 UTC

All newsPlayers around this dateRead on Steam

πŸ› 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.

━━━━━━━━━━

πŸ”΄ 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.

━━━━━━━━━━

βœ… 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.

━━━━━━━━━━

βš–οΈ 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 1–2 penalties have been cut significantly. (Higher tiers keep their trade-off by design.)

━━━━━━━━━━

πŸ”§ 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.

━━━━━━━━━━

πŸ“‹ 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

━━━━━━━━━━

πŸ’¬ 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

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