🛠️ Day 1 Hotfix Is Live — 11 Fixes
Hello, this is the developer.
The Day 1 hotfix is now live. If you have Re:Blade installed, the update downloads automatically — 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 — including two crash-level issues. Here's everything that went in.
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🔴 Crash fixes (highest priority)
- Lightning sword crash — selecting the "Chain Lightning" Awakening could force-close the game to the main menu. This is fixed.
- Ice build freezing — frost particle effects could cause severe frame drops, even on high-end GPUs. Particle load is now capped and optimized.
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✅ Bug fixes
- Starting Awakening Level not applying — new weapons now correctly apply their Starting Awakening Level.
- Hidden Awakening fusions not re-triggering — fusions should trigger every battle but were only firing once. They now reset properly each battle.
- Skill tooltip text — merged skill descriptions were showing internal code instead of clean text. Now displays correctly.
- Off-screen monster crates — crates could spawn outside the map. Their spawn area is now kept inside the battle zone.
- "Aftershock of Lightning" crit buff — the buff was using a wrong fixed value instead of its proper scaling. Now applies the correct amount.
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⚖️ Balance & progression
- Relic drop rate — 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 — 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.)
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🔧 Partially addressed — more coming next patch
- Free last skill node — 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 — 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 — it'll help me pin it down.
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📋 Still on the roadmap
Bigger feedback that needs proper design work, not a quick patch — but it's firmly on my list:
- Late-game scaling — XP and upgrade costs past level 70
- Weapon variety — giving each weapon more of its own identity
- Quality-of-life options for skill allocation
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💬 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 — 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.
— STAGE Games
