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Full Steam announcements and update articles for this title.
Hello, this is the developer.
The Day 2 hotfix is now live. If you have Re:Blade installed, the update downloads automatically — just restart the game.
Two big themes this patch: pushing through the late-game wall that some builds were hitting, and cutting down the repetitive clicking in the upgrade tree.
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⚖️ Late-game scaling — first pass
Feedback was clear: even after maxing growth nodes, certain builds couldn't push past the wall. This patch raises the late-game ceiling significantly.
- Beam Attack Up node — per level: +100% → +500%
- Awakening EXP Up node — per level: +25% → +50%
- Attack Up node — from Lv 51 onward: per level +25% → +50%
- Attack Up node (final) — Lv 100 bonus: +25% → +100%
- Time Up nodes — five new levels added. You can now extend battles by up to 40 seconds total.
This is the first pass on late-game scaling from the roadmap. More tuning will follow based on how it feels.
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🔧 Quality of life
- Auto-buy upgrade nodes — a toggle at the bottom-left of the Upgrade screen. When on, upgrade nodes are bought automatically until your gold runs out. No more click-spamming.
- Upgrade tab zoom-out — the zoom range has been extended so you can pull back far enough to see the full sword shape. This was always the intended view.
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✅ Bug fixes
- Enlightenment Tier 1/2 tooltips — the penalty values shown in the tooltip were wrong. Now displays the correct numbers.
- Mage boss teleport — teleport cooldown across all mage-type bosses unified to 2 seconds (was 1s). They reposition less often, so your attacks land more reliably.
- Relic Turret sound — the turret's attack sound has been softened.
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📋 Coming this weekend
A weekend patch is already in the works, combining more of the feedback that's been piling up in the Discussions:
- Performance & optimization improvements
- UI improvements — including red-dot markers on monsters carrying relic chests
- Damage number display toggle
- Plus more items being collected from the Discussions
Full details will come in the weekend patch announcement.
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💬 Thank you
The late-game wall feedback and the auto-buy request both came directly from the Discussions and reviews. Day 2 in, and the patches are already being shaped entirely by what you're posting.
Keep it coming.
See you in the Raid.
— STAGE Games
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
Hello, this is the developer.
Re:Blade launched today, and thanks to everyone posting in the Discussions and reviews, I have a clear picture of what needs fixing first. Here's exactly where things stand.
These are fixed and going out in a Day 1 hotfix:
- Relic drop rate — base drop rate increased so relics show up at a fair pace early on, without having to rely on the drop-rate upgrade node.
- Skill tooltip text — merged-skill descriptions were showing internal code instead of clean text. Fixed.
- Off-screen monster crates — crates spawning outside the map bounds. Fixed.
Confirmed issues I'm actively investigating. These need a bit more care, so they'll come in the next patch — I'd rather fix them properly than rush them out broken:
- Hidden Awakening fusions not re-triggering on later runs
- Starting Awakening bonus not applying
- The last skill node being free in some cases
- Weapon Armory not unlocking in certain situations
- Enlightenment tree penalties being too harsh
Bigger feedback I've heard and am taking seriously. This isn't a quick patch — it needs proper design work — 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, so builds don't all converge
- Quality-of-life options for skill allocation
For a solo title, this much detailed feedback on launch day is genuinely the best thing that could happen. Keep it coming in the Discussions — I'm reading everything, and it's directly shaping what gets patched.
The hotfix goes live within the first day. See you in the Raid.
— STAGE Games
Hello, this is the developer.
It's here. Re:Blade is now live on Steam.
What started as an experiment in cursor-driven combat — a blade that fights on its own while you control the run — is now a full game you can play start to finish.
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Re:Blade is available right now, 20% off for the first 7 days. If you wishlisted, thank you for waiting — this is the moment.
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60 Awakening effects across 6 trees — reshape how your blade fights, mid-run.
32 Hidden Awakenings — the fusions you discover by playing, including the All-Stars that rewrite a weapon entirely.
33 weapons — unlocked by discovery and by seeing builds through to the end. Every run leaves you with something.
20 boss stages — climb the Raid, get your build tested, go deeper.
And one final boss waiting at the top. No hints. You'll know it when you get there.
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Re:Blade was built by one person. Every weapon, every Awakening, every boss pattern.
If you played the demo, followed the devlogs, or left feedback during Next Fest — this release exists because of that. Thank you, genuinely.
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Reviews matter more than anything for a solo title. If Re:Blade clicks for you, a review on the store page — even a short one — helps more than you'd think.
And if you hit a bug or have a thought, the Discussions are open. I'm reading.
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See you in the Raid.
— STAGE Games
🗡️ Devlog #3 — Weapon Armory & Boss Raid
1 day until launch · May 19
Hello, this is the developer.
Last time we covered Hidden Awakenings — the fusions you discover mid-run.
This is the final devlog before launch, so let's cover the two things that frame an entire run: where your discoveries go, and what you're climbing toward.
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🗡️ The Armory
Every weapon you unlock lives in the Armory.
You start with one. By the end, there are 32 — swords, daggers, two-handers, and the trees that come with them. Each one changes how a run opens, which Awakenings show up, and which builds are even possible.
The Armory isn't a shop. It's a record of what you've found.
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🔓 How weapons unlock
Here's the part that ties it all together.
You don't buy weapons — you earn them two ways:
1. Discover a Hidden Awakening for the first time → the next weapon unlocks.
2. Defeat the final boss and see a weapon's ending → the next weapon unlocks.
One rewards discovery mid-run. The other rewards seeing a build all the way through. Either way, the thing you do in a run becomes a permanent option for every run after.
So a run is never just a run. Even a failed one can leave you with progress you didn't have an hour ago.
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⚔️ Boss & Raid
While the Armory grows between runs, the Raid is what you climb during one.
20 boss stages. Each boss has its own patterns and weak points — even in a game where the blade fights on its own, a boss is the moment you lean in, position carefully, and watch the build you've assembled get tested.
Clear a stage, move up. The deeper you go, the more the run demands of your build.
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👁️ And one more at the top
Reach the end of the Raid, and there's one final boss waiting — a hidden one.
No hints on this devlog. You'll know it when you get there.
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📅 What's Next
That's everything.
Tomorrow — May 19, 1:00 AM KST — Re:Blade launches.
60 Awakening effects. 32 Hidden fusions. 32 weapons. 20 boss stages and one secret.
Thank you for following along through these devlogs. See you at launch.
Wishlist Re:Blade so you don't miss it.
— STAGE Games
8 days until launch · May 19
Hello, this is the developer.
Last time I mentioned there's one more layer on top of the Awakening trees.
This is it.
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🌌 Hidden Awakenings
Regular Awakenings reshape your blade. Hidden Awakenings reshape what a regular Awakening even means.
Pick the right two on the same tree — they fuse.
Lightning hit + crit lightning → something a lot bigger arrives. Ice pierce + speed boost → frozen enemies stop being a problem. Fireball damage + explosion radius → the screen catches fire.
32 hidden combinations in total, one for almost every meaningful pairing across the trees.
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⚡ And then there's the All-Stars
Collect all 5 Hidden Awakenings from a single weapon tree, and a final Hidden Awakening unlocks.
Dagger All-Star. Two-Handed All-Star.
These aren't tuning passes — they rewrite the weapon. +400% attack, every hit triggers 25 follow-up daggers, 50% crit, 50% attack speed. That kind of rewrite.
It's the build payoff. The thing you chase a run for.
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🔍 Why hidden?
Because finding them is part of it.
The game doesn't list which two Awakenings fuse. You figure it out by playing — by noticing that two icons on your bar suddenly belong together, or by chasing a synergy that just feels right.
There's a reveal pop-up when one fires. That's the moment.
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📅 What's Next
May 13 — Devlog #3: Weapon Armory 🗡️
May 15 — Devlog #4: Boss & Raid
May 16–18 — Daily countdown
May 19 — 🎉 Launch
Wishlist Re:Blade to follow along.
— STAGE Games
# 🌿 Devlog #1 — Awakening Trees
**11 days until launch · May 19**
Hello, this is the developer.
If you played the demo, you know the loop — you pick Awakenings
mid-run, and they reshape how your blade fights.
The full release leans into that hard.
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🌳 **Awakening Trees**
Each tree has its own flavor. Some chain between enemies. Some
explode, then explode again. Some freeze, some bleed, some just
hit really, really hard.
Pick a path. Or don't. Mix two trees and watch what happens.
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Honestly, the best way to explain it is to just show it.
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And there's one more layer on top of all this — but that's
for next time.
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📅 **What's Next on the Community Page**
- **May 11 — Devlog #2: Hidden Awakenings** 🌌
- May 13 — Devlog #3: Weapon Armory
- May 15 — Devlog #4: Boss & Raid
- May 16–18 — Daily countdown
- May 19 — 🎉 Launch
Wishlist Re:Blade to follow along.
— STAGE Games
📢 Final Stretch — 13 Days Until Launch
Hello, this is the developer.
13 days out. Currently in the final stretch of optimization and balance.
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🔧 Optimization — Late-game runs spawn 200–300 enemies on screen at
once. Squeezing every frame I can to keep the feel stable at full chaos.
⚖️ Balance — Full version uses different EXP curves than the demo.
Tuning Awakening levels, Hidden Awakening thresholds, weapon unlocks,
and raid boss HP for a satisfying full-playthrough pace.
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📅 Coming on the Community Page
• May 8 — Devlog #1: Awakening Trees
• May 11 — Devlog #2: Hidden Awakenings (32 total)
• May 13 — Devlog #3: Weapon Armory
• May 15 — Devlog #4: Boss & Raid System
• May 16–18 — Daily countdown
• May 19 — Launch
Wishlist Re:Blade to follow along.
Thank you.
— STAGE Games
📢 Final Demo Update & Full Release Information
Hello, this is the developer.
The final update for the demo version is now live.
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🎮 Demo Changes
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- Playable up to Raid Stage 5 (same as before)
- Limited to selecting only 1 weapon
- Only basic awakening effects are available
Additionally,
Chronicle, Relics, and Armory systems have been shifted to meta progression.
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🔮 Full Release Content
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The full version will include:
- Hidden Awakening system based on awakening combinations
- Raid expanded up to 20 stages
- 8 Relic sets (including Goblin set)
- Total of 6 Awakening trees
(Fireball / Lightning / Ice Shard + 2 new trees + base tree)
Also,
discovering a Hidden Awakening for the first time will unlock a new weapon,
making future runs easier to start.
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⚖️ Balance Notice
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The demo version has significantly reduced EXP requirements
to allow faster progression.
Balance values will differ in the full release.
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📅 Release Date
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- KST: May 19, 2026 – 01:00 AM
- PDT: May 18, 2026 – 09:00 AM
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We are working toward the release schedule,
and any issues or changes will be announced separately.
Thank you.
As a solo developer, this moment means a lot to me.
The demo has been updated with several improvements based on player feedback:
• Refined combat for all three weapon types • New boss invasion system • Expanded Armory progression • Badge system based on total damage milestones • Improved battle result screen
Re:Blade is a cursor-driven action roguelike.
Attacks are automatic — you control positioning and timing. Build evolves. Power grows. Every run feels different.
If you enjoy experimental combat systems and long-term progression loops, I would truly appreciate your feedback.
👉 Play the demo and consider wishlisting to support development.
Thank you for being here.
This is the final major update for the demo. During Steam Next Fest, we’ll focus on bug fixes and stability improvements.
Fast-paced cursor-based combat with a living blade
Awakening-driven progression
Armory upgrades and build experimentation
A boss fight showcasing the core gameplay loop
Combat pacing and balance adjustments
UI clarity improvements
Boss behavior and AI refinements
Overall performance and gameplay polish
If you run into any bugs or have suggestions, feel free to post in the Discussions. Your feedback will directly help shape the full release.
If you enjoy the demo, please consider adding Re:Blade to your wishlist. It truly helps support development. Thank you!
Hello, this is the developer of Re:Blade.
This update is the result of taking a step back to re-evaluate the game’s core progression and growth structure. Several recent changes introduced friction that went against the spirit of an incremental action game, so this patch focuses on correcting those issues and reinforcing long-term play satisfaction.
Below are the full details of the February 4 update.
Setting a maximum level for weapons was ultimately a design mistake for an incremental-style game. The armory no longer has a maximum weapon level limit.
While implementing the Enlightenment system, I underestimated how much this restriction would hurt the core growth loop. Once that became clear through playtesting, the change was rolled back immediately.
Enlightenment Points are no longer tied to reaching a weapon’s max level.
They are now earned through Chronicle progression:
Defeat 1 boss → +1 Enlightenment Point
Defeat 100 normal enemies → +1 Enlightenment Point
Additionally:
Unlocking 3 weapons in the Armory grants an extra Enlightenment Point.
This change ties Enlightenment progression directly to combat experience and cumulative play rather than hard progression caps.
The Enlightenment system now unlocks as soon as you obtain your first Enlightenment Point.
Enlightenment Point rewards for defeating 100 normal enemies are now clearly displayed
Higher Chronicle milestones grant additional resources gained per second
Chronicle progression should now feel more readable, rewarding, and purposeful.
The “Monster Enhancement” Sanctuary node has been updated:
Before: Increased monster HP & increased gold gain
After: Increased monster HP & increased gold gain + increased experience gain
This reduces unnecessary stress while keeping risk–reward choices meaningful.
Fixed issues where some Enlightenment nodes were applying stats incorrectly or inconsistently.
Multiple tooltip issues have been resolved, including incorrect values and missing condition descriptions.
Some Sanctuary node costs and requirements have been eased to reduce early- and mid-game friction.
This update prioritizes getting the feel of progression right, rather than simply adding more options.
Thank you to everyone who has played the demo and shared feedback. Your input directly shapes how Re:Blade evolves, and I’ll continue refining the game step by step.
— Re:Blade Developer
Re:Blade Demo has been updated.
This update introduces a new progression system and focuses on improving combat clarity, feedback, and overall stability.
Patch Notes
New Enlightenment System
Added a new long-term progression system, Enlightenment.
Players can earn and spend Enlightenment Points to unlock persistent upgrades.
Added toast-style UI notifications for point usage, shortages, and preset actions.
Awakening Balance Adjustments
Adjusted values and activation conditions of several Awakening effects.
Fixed issues where certain effects could trigger unintentionally multiple times.
Combat Visual Enhancements
Added post-processing effects during combat to improve impact and immersion.
Improved visibility and performance of several combat effects.
Bug Fixes & Stability Improvements
Fixed various minor bugs encountered during gameplay.
Improved overall game stability and consistency.
The demo will continue to be refined based on player feedback. Thank you for playing and sharing your thoughts.
The localization update is now complete!
A total of 8 new languages have been added, making the game more accessible to players around the world.
In addition, the drop rate for relics from Relic Chests has been increased by 500%, making relic hunting significantly more rewarding.
Thank you for all the feedback and support.
More improvements and updates are on the way!
- Reduced difficulty for some moving raid bosses (Stage 2, Stage 5)
- Reduced boss movement
- Added an option to immediately end a battle during combat
- Improved monster color visibility for better distinction
- Fixed an issue where some tutorials were not displayed
Re:Blade is a fast-paced action roguelike focused on high-speed combat loops, constant growth, and surviving as long as you can in an ever-tightening arena. For the past 6 months, I’ve been focused on one thing: refining the rhythm of combat until it feels right. Now, it’s your turn to jump in and experience the flow of the blade.
High-speed, addictive combat loops
Core mechanics of an action roguelike
A first glimpse of the challenges that await in the full release
Note: This demo is an early slice of the game. Content, balance, and features may change as development continues.
🎮 Play the Demo now on the Steam store page ✨ Wishlist Re:Blade — every wishlist truly helps a solo developer 📝 Feedback welcome! Found a bug or have a suggestion? Head over to the Steam Discussions and let me know
Gear up, sharpen your blade, and see how long you can survive the loop.
Thank you for playing — and for being part of Re:Blade’s journey.
Hello everyone,
Today is a very special day for me. After countless nights spent in front of my monitor, Re:Blade has finally found its home here on Steam.
To be honest, seeing the 'Live' status on the store page feels a bit surreal. What started as a small idea has grown into a world I can finally show to you. Rather than talking about features or numbers today, I just wanted to take a moment to share this joy with those who have discovered this page.
Re:Blade is a project built with passion and a deep love for the genre. There is still a long road ahead, but opening this store page is the first step of that journey.
I am currently working on the demo version to give you a first taste of the world I've been building. I hope to share it with you very soon.
Thank you for stopping by and taking an interest in this small project. It truly means the world to me.
Warm regards,
The Developer of Re:Blade
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Re:Blade, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Re:Blade statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.