Hello, this is the developer.
I've read your comments and reviews following the major update.
This update focuses on late-game stutter and the overhead from dagger additional hits.
It also gives attack speed and range builds more room to grow, and lets you choose the size of damage numbers.
I'm sorry for the severe slowdown and achievement problems some of you have experienced.
I've also checked your questions about shared progress and corrected the information we got wrong below.
If you have Re:Blade installed, the update downloads automatically — please restart the game.
This was the first priority for the update.
We've reduced enemy buildup from splitting and the display overhead when dagger additional hits pile up.
▶ Regular battle splitting removed
Regular monsters no longer split in normal battles at Ascension Tier 6 and above.
This reduces the enemy buildup caused by splitting combined with regrowth. Boss splitting mechanics remain.
The base reward multiplier for each regular monster is unchanged.
With split children removed, the extra XP and rewards previously earned from those children are reduced.
▶ Dagger additional hit displays optimized
Repeated effect labels and hit effects have been reduced, and rapid damage numbers are combined
to ease combat overhead and screen clutter.
Actual damage from dagger additional hits and spreading hits is preserved, along with follow-up checks such as Bleed and chains of additional hits.
▶ Additional hit delays fixed
Fixed unnecessary delays to the next dagger additional hits and follow-up checks
while hits were spreading to nearby enemies.
The caps have been adjusted to give builds that keep investing in attack speed and range more room to grow.
▶ Basic attacks — up to 20 per second
The cap on attack speed bonuses has been removed, and maximum basic attack speed has been raised to 20 attacks per second.
▶ Basic attack range — final cap removed
Range gained through progression is no longer stopped by the previous final cap.
Individual Awakening effects still follow their own trigger conditions and separate limits.
Choose smaller numbers for a clearer view, or larger ones to make each hit easier to see.
▶ Damage text size setting
Settings now offers 50%, 75%, 100%, 125%, or 150%.
This applies to damage numbers and related combat text. Existing saves default to 100%.
The option to hide damage numbers is still available.
▶ A stronger pop when numbers appear
The brief enlargement when a number first appears has been strengthened.
Numbers pop larger for a moment before settling to your selected size.
▶ Rapid damage combined for display
When many hits arrive together, their damage numbers are combined.
If an enemy dies before accumulated damage has been displayed, that amount is included in its final number.
Fixed an issue where synchronization could fail to start depending on when Steam's achievement data became ready.
Data that is already available is now handled, and delayed data is checked again.
If an achievement still doesn't unlock after the update, please share its name and what you completed.
I'll keep investigating the remaining cases.
▶ Awakening save recovery
Fixed cases where play could continue after saving failed during an awakening data update.
When recovery is needed, a message lets you retry.
▶ Point refunds for older awakening data
Fixed an issue that could prevent Awakening Point refunds from completing for some older saves.
Several comments asked how Chronicle, Relic, and Jewel progress is shared.
Our major update announcement said that Jewels build permanent stat bonuses across your account.
That explanation did not match how the bonuses are actually applied.
I'm sorry for the confusion this caused when planning your progression. The original announcement has also been corrected.
▶ Chronicle and Relics — by weapon and Ascension tier
Each weapon and tier combination has its own progress.
Even at Tier 1, switching weapons uses that weapon's progress. Your original combination's records remain saved.
▶ Jewel counts and effects — by weapon
These carry across Ascension tiers for the same weapon.
Switching weapons uses the Jewels collected by that weapon and their effects.
▶ Unlocking the Jewel tab — across your account
Once your first Jewel unlocks the tab, it stays available when you switch weapons.
This corrects the announcement's explanation; it does not change the actual sharing rules.
Thank you for the detailed reports about what went wrong after the update.
I'll keep checking and improving late-game performance and readability.
If you notice anything unusual while playing, please let me know on Discord or in the community Discussions. I read every report.
See you in the Raid.
— STAGE Games