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Re:BladeNewsPatch Notes — Awakening Effect Fixes & Balance
Game update

Patch Notes — Awakening Effect Fixes & Balance

Re:Blade · published 31 May 2026, 16:43 UTC

All newsPlayers around this dateRead on Steam

🛠️ Patch Notes — Awakening Effect Fixes & Balance

Hello, this is the developer.

This update fixes several Awakening effects so they work exactly as described, and adjusts some balance.

If you have Re:Blade installed, the update downloads automatically — just restart the game.


🔧 Effect Fixes — Buffs

▶ Shadow Touch


Fixed an issue where the crit damage increase was only applying at about 1/100 of the stated value.

  • The stated values (+10 / 20 / 30 / 40 / 50% per level) now apply in full.
  • Dagger back-attack builds are significantly stronger.

▶ Opening Lightning


Fixed an issue where only 4 lightning bolts always struck at the start of battle regardless of level.

  • Now generates 4 / 8 / 12 / 16 / 20 bolts by level.

▶ Battle Frenzy


Fixed an issue where the "+2 stacks on crit" effect, which adds extra stacks on a critical hit, wasn't working.


🔧 Effect Fixes — Nerfs

▶ Crushing Heavy Strike


Fixed an issue where the crush-apply chance was being rolled twice per heavy strike, applying higher than stated. It now applies at the stated chance.

▶ Death's Edge / Steady Will


There was a bug where the bonus damage against low-HP enemies was being applied twice per attack. This has been fixed to apply only once per attack.

▶ Effect residue on weapon swap


Fixed an issue where, after swapping weapons, the bonus damage and heavy-strike bonuses from some of the previous weapon's Awakenings (Blood Chase / Heavy Strike Prep / Crushing Heavy Strike, etc.) were abnormally carrying over to the new weapon.


⚖️ Balance Adjustment

▶ Assassination


Matched the crit chance increase to the attack speed increase. (30 / 45 / 60 / 75 / 90% per level)


✨ Newly Working Effect

▶ Flame Proliferation


An effect that wasn't applying until now works correctly.

  • Fireballs have a 20% chance to split into 2.
  • Each fireball's damage is reduced by 40 / 30 / 20 / 10 / 0% by level. (At max level, no reduction — both deal full damage.)

🎯 Quality of Life

▶ Damage number display


The bonus damage on a critical hit (HP-execution / Head Attack bonuses, etc.) used to pop up as a separate number from the main hit — it's now combined into a single number.


💬 Thank you

Genuine thanks to every player who reported the Awakening effect issues in detail and shared per-build data — that's what made it possible to catch the gaps between the stated and actual behavior so quickly.

If you notice anything else off, please leave a comment / post in the Discussions / drop a message in Discord — anywhere works. I'm reading everything.

See you in the Raid.

— STAGE Games

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