5.1 Update — A Big Classic Mode Overhaul

major update

Re:Blade · published · build 26328881

5.1 Update — A Big Classic Mode Overhaul

Hello, this is STAGE Games.

5.1 reworks Classic Mode from start to finish. Here it is at a glance.

  • Swords that keep growing — 'Tempering' to make a completed Sword stronger again, Ascension up to T15, and the T15 Retry
  • More varied battlefields — a battlefield that changes and grows wider with every Ascension tier, and a true ending for the Hidden Boss
  • More satisfying battles — kill streak effects, loot and XP orbs for every kill, and a Battle Effects setting
  • Clearer screens — a new result screen with a next-upgrade suggestion, and a reworked menu and growth tree
  • Growth that never stalls — raid stage requirements removed from every upgrade node, a rebuilt boss HP curve, and the first-raid freeze fixed

🎉 Re:Blade is 25% off right now! (until November 7)

We also acted on your feedback. In particular, to end upgrades being blocked whenever you were stuck on a raid, we removed every raid stage requirement from the upgrade nodes. The details are below.

🔥 Tempering Awakening

  • New currency, Ember: you earn it when your Sword levels up and the first time you clear an Ascension tier. Tiers you have already cleared are paid out once after the update, and level Embers build up from the levels you gain after the update.
  • In the Armory, spend Ember to temper a Sword whose awakening is complete, and its tempering level goes up (up to +5). Your progress is not reset. The tempering cost rises with each level.
  • Each tempering makes that Sword's weapon awakening effect (the awakening exclusive to Sword, Dagger and Greatsword) stronger, from +1 to +5. Awakening cards show an orange +N and the enhanced values.
  • Temper all three Swords of one Armory and that Armory's set awakening effect grows stronger too. The set level follows the lowest of the three. (Example: Sword +1, Dagger +3, Greatsword +5 → Set +1)
  • +1 Evolution: a weapon awakening's trigger rules become more forgiving (Sword buff 4 s → 6 s, a longer Dagger combo window, and the Greatsword's "every Nth hit" trigger comes one hit sooner).
  • +3 New Awakenings: one new awakening effect opens for each weapon and each Armory, 14 in total. (List below)
  • +5 Signature Evolution: the signature awakening of each weapon and Armory evolves one step further. +5 is the last big change.
  • Each tempering gives that Sword +5% base attack power (Greatsword +7%) and +20% coin gain, while attack speed, range and critical chance rise within limits set per Sword type. Tempering past +5 keeps raising these base stats.
  • Level-up notices, battle results and the tempering window show the Embers you earned and how many you still need for the next tempering.

✨ 14 New Awakening Effects (Lv1/Lv2/Lv3/Lv4/Lv5)


Weapons

  • All-Out Flash (Sword): after a kill, your next basic attack counts as meeting the 100% HP, 50% HP or lower, and kill conditions at once, so every conditional awakening effect you own triggers together. Cooldown 6/5/4.5/4/3 s
  • Blade Dance (Dagger): land 5 hits in a row with no more than 0.8 s between them, and your next basic attack fires without delay as a guaranteed critical hit. Critical damage +50/75/100/125/150%
  • Earthsplitter (Greatsword): every 4th basic attack has double range and deals more damage for each enemy it hits (up to 10). +4/8/12/16/20% per enemy


Armories

  • Shatter Spread: when a Shattered enemy dies, Shatter jumps to nearby enemies and the 0.8 s Heavy Strike limit resets at once. Enemies it jumps to 1/2/3/4/5
  • Flurry Whirl: every 30 Additional Hits, every enemy around the cursor takes 1 Additional Hit. 100/150/200/250/300% of attack power
  • Venom King's Brand: applying Venom to an already poisoned enemy stacks up that enemy's Venom damage (up to 10 stacks). +2/4/6/8/10% per stack
  • Deep Freeze: a Chilled enemy hit 3 times by Ice Shards freezes for 2 s and fires 6 Ice Shards in all directions when it thaws. Damage taken from basic attacks while frozen +10/20/30/40/50%
  • Dragon's Breath: every set number of Fireball explosions launches a giant Fireball toward the cursor (3x blast radius, 5x damage). Explosions needed 20/18/15/12/10
  • Stigmata Descent: a critical hit during Empowerment calls down 1 Sacred Sword (0.5 s cooldown). 50/100/150/200/250% of attack power
  • Overload Scrap: when an auto turret's duration ends, it self-destructs and damages nearby enemies. 100/150/200/250/300% of attack power
  • Thunder God's Descent: every 30 lightning strikes grants 5 s of Thunder God state, in which each basic attack hit calls down 2 lightning strikes. Lightning damage +20/40/60/80/100%
  • Cluster Bomb: when a Landmine explodes it instantly scatters small mines around it (50% damage, they do not scatter again). Small mines 1/1/2/2/3
  • Binary Star: while a Gravity Field is active, a second Gravity Field with 50% radius forms at the cursor. Damage over time 30/40/50/60/70% of the main field
  • King's Command: when a Hero uses their signature skill, every other Hero's signature skill cooldown is reduced. Reduction 10/20/30/40/50%

🗺️ Ascension T15, a Battlefield That Changes and Grows Wider Every Tier

  • Ascension now goes up to T15. From T11 to T15, monster HP and rewards rise step by step (balance tables below).
  • Each Ascension tier changes the battlefield's ground, cliffs and background colors.
  • The higher the tier, the wider the battlefield grows and the farther back you see it (about 1.4x at T15). Hit ranges and speeds stay the same.
  • Each tier also changes the ambient effects drifting on the wind, such as petals, seeds, snow, ash and embers, along with the lighting.

🔁 T15 Retry

  • A Sword that has cleared T15 can use the Retry button in the Armory to climb that Sword's T15 progress again from the start.
  • Your clear and ending records stay, and you earn Embers again for the levels you regain while climbing. The confirmation window shows what is reset and what stays, and you hold the button to start.
  • When you first enter a new Ascension tier, monster HP in stages 1–3 starts at a lower multiplier and rises to the tier's normal multiplier stage by stage.

👑 Hidden Boss

  • Once your account has defeated the Hidden Boss, stage 20 raids from then on pit you against the Hidden Boss instead of the usual final boss.
  • Clearing it then plays the true ending. Unlocking the next Armory and continuing work the same as before.
  • The normal ending's subtitle and final line now change to match the Ascension tier you just cleared and Retry clears.

⚔️ Battle Effects

  • Killing many monsters at once shakes the screen and pauses it for a beat, then leaves a Kill Streak count and slash marks along with rising hit sounds. Screen Shake, Hit Stop, Mass Kill Sound, Kill Streak Counter and Slash Marks can each be turned off in Settings, and the amount of loot and hit effects can be adjusted with Battle Effects.
  • Your best kill streak of the battle adds an exchange bonus at the end of the battle, shown on the Kill Streak panel and on the result screen.
  • Kill loot bursts out and flies into the tally, and every kill sends a colored XP orb flying.
  • Settings now have Battle Effects levels to adjust how many hit effects appear. The Settings screen is split into tabs, and you can turn on an FPS counter.
  • The battle timer moves into a gold frame at the top center of the screen and turns red in the last 10 seconds.
  • Your current Ascension tier now shows to the right of the XP bar (hidden at T1). Hover over it to see the same tier description as in the Armory.
  • Fixed the Lucky Strike and Lucky Insight popups always appearing in English; they now show in your selected language.
  • Classic monsters show an HP bar above their heads again. It flashes white on hit, a trail follows the lost health down, and it fades after 2 seconds. When many monsters are hit at once, the oldest bars hide first to keep the load down; bosses keep their HP bar at the top of the screen.
  • Monsters now flash white the instant they are hit and then fade, so hits read more clearly.
  • Plain damage numbers are white with a dark outline so they stay readable on light ground, and Back Attack and Head Attack labels are now smaller than the damage numbers.
  • The raid boss name moved below the left end of its HP bar with an outline, so it no longer overlaps the timer.

🎁 Battle Result Screen

  • The result screen is rebuilt as a three-column scoreboard. Coin value per item, damage-source bars (by awakening type), a Sword level bar, owned awakenings and total income are all visible at a glance.
  • Beating a personal best shows a NEW mark, and the screen suggests the next upgrade worth buying with the coins you have.
  • Repeated battles show results quickly, while moments such as your first battle, a new best, a hidden awakening or an Ascension unlock get a highlight. Click during the animation to skip to the final result.
  • Hovering an owned Awakening icon shows that Awakening effect's description.
  • Fixed the combat stats on the right showing '-' while the result screen is open.

🌳 Growth Tree

  • Every raid stage requirement has been removed from the upgrade nodes. With enough coins you can buy any node, so your growth never stops even when a raid has you stuck.
  • 5 new nodes are added throughout the early and middle parts of the tree.
    • Awakening Resonance (10 levels): increases damage dealt by awakening effects. +10% per level (up to +100%)
    • Boss Slayer (10 levels): increases damage dealt to boss-class monsters. +15% per level (up to +150%)
    • Awakening Head Start (5 levels): your first kill in a battle grants Awakening EXP in advance. 5/10/15/20/25% of the EXP needed for the next awakening level
    • +1 Awakening Choice (1 level): you get 4 awakening effect choices instead of 3.
    • Mastery Milestones: the attack power node adds Attack Range +5% at levels 80/100/120/140 and Crit Chance +2%p at levels 90/110/130/150.

  • We fixed the late attack power levels that were stuck at the same price. Each level now keeps getting pricier and grants more attack power too (+800% at max level).
  • We fixed price inversions where a node's next level cost less than the previous one.
  • The lines between nodes now glow softly, with light flowing toward the nodes you can buy next.
  • Every upgrade node icon has been redrawn in one gold style, and the tree background gains mist, drifting light motes and a glow around the cursor.

🧭 Menu

  • The menu tabs now share one background and dark panel style, and the tab you are viewing is highlighted.
  • The Relics and Chronicle tabs are reorganized to be easier to read. The Chronicle shows a kill progress bar and the next bonus, and jewel sockets name their effect.
  • The start menu shows the Sword and tier you last played and your next goal.
  • Awakening buttons show their cost, and owned awakenings show their level.
  • The upgrade purchase sound is now a short, clean chime, and failure alerts such as not enough coins have their own sound.

⚖️ Balance


We rebuilt the raid boss HP curve around the new growth tree. HP now rises evenly from stage to stage, so you are less likely to skip several stages through growth alone or get stuck on one stage for a long time. Upgrade node power and prices rose as well, so the time it takes to beat a boss stays about the same at each point of progress.

Raid boss HP (Ascension T1; higher tiers multiply by the tier multipliers below)

StageBoss5.0.015.1
1Goblin Guard180120
2Goblin Rider600300
3Skeleton Knight3,0003,500
4Skeleton Mage2,5009,000
5Skeleton Rider12,00018,000
6Orc Shaman10,00025,000
7Orc Assault Trooper22,000110,000
8Forest Hunter35,000180,000
9Forest Druid50,000290,000
10Forest Centaur200,000450,000
11Rockland Archer250,000680,000
12Giant Stone Golem400,0001,300,000
13Mine Guard600,0002,300,000
14Mine Mage650,0004,000,000
15Mine Tank1,000,0006,300,000
16Owl1,500,0009,900,000
17Griffin2,000,00015,000,000
18Golden Cannon2,500,00023,000,000
19Golden Chariot3,000,00030,000,000
20Golden Gargoyle5,000,00040,000,000
HiddenHidden Boss25,000,00050,000,000

※ Saves already in progress may need a few more upgrades than before for some raids (especially later stages). We tuned it so that growing through normal battles gets you past them.

Named monsters

  • HP of the 16 named monsters is unchanged.

Monster HP multiplier per Ascension tier (T11–T15 are new)

TierT11T12T13T14T15
HP multiplier×40×44×48×52×56
Reward multiplier×3.75×4×4.25×4.5×4.75

The T1–T10 multipliers are unchanged. Stages 1–3 of a new tier start at a lower multiplier, as described under T15 Retry above.

  • Early growth tree node prices and the node price curve from stage 6 on were adjusted to the new boss HP.
  • Instead of summoning trees, the Treant relic set now shows a growing 'Relic effect +N%' below the battle timer. As before, the effect accumulates and applies at the end of the battle.

🚀 Performance

  • Fixed a 1–3 second freeze when entering the first raid of a stage (background music now streams, and the next raid boss is preloaded).
  • Reduced stutter in late battles where monsters die in large numbers (about 21% better 5% low frame times with 1,000 monsters).
  • The white hit flash is now cheaper to draw.

🔧 Awakening Effect Fixes

  • Hidden fusions and Masterpiece awakenings of a tempered Armory now inherit its set level too. Fusing no longer weakens them or removes the +5 evolution.
  • Tempering applies right away, without swapping weapons.
  • Fixed trigger errors in several awakening effects and late-battle load.
  • Corrected 96 awakening effect descriptions that did not match actual behavior, in all 14 languages.
  • Descriptions of the Heavy Strike set and of awakenings with Head Attack or Back Attack conditions are now more detailed (what they apply to, duration, stacking and limits).
  • The Landmine set has caps on damage and range, so tempering only raises it up to those caps.

🛠️ Roguelike

  • On the ladder, you now have 10 seconds instead of 3 to cut a bridge.
  • Fixed the monster HP bar's trailing bar snapping back to its old position under rapid hits.
  • Added visuals matching the area size to damage areas that had none, and fixed radial beams so every ray is drawn.
  • Polished translations and number formatting in several languages.

※ The demo is updated as well. Upgrades the demo cannot unlock show "Continue in the full version".

💛 Special Thanks


Many of the changes in 5.1 started with your feedback. A heartfelt thank you to 세진 (Sejin) for the detailed feedback sent by email, and to everyone who told us about bugs and rough edges on the Steam discussion board, in reviews and in announcement comments. Re:Blade keeps getting better because of you.

⭐ 세진 (Sejin) · Mr. Moyer · birch1984 · cruxy · forbid3uu · Mazinkaizer · zlzl2677 · kyuzou · 사군자 · Voodoo86
They reported bugs and suggested improvements more often and in more detail than anyone. Many of Re:Blade's fixes came from their reports.

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Thank you as well to everyone we missed here and to everyone who shared feedback on Stove.

Please fully close and restart the game to apply the update.
We will keep reading your feedback and reports on the Steam discussion board and the Stove community.

Thank you.
STAGE Games