Beast of Reincarnation Patch Notes 1.0.12 — Update Details

Updated September 21, 2026 · Facts cross-checked against the sources listed below

The sixth post-launch patch is live: 1.0.12 on PC and 1.010 on PS5, released Thursday, September 17, 2026, nine days after 1.0.11. The headline is the one players have asked for since launch: “almost all event scenes and cutscenes are now skippable”, with a “Skip” indicator on the scenes that allow it, and finishing animations can be skipped too. On PC the frame-generation options now change with your GPU (RTX 40 versus RTX 50) and DLSS-Dynamic gets a target frame rate on 120Hz-plus monitors; ammo slots get their own button mappings; New Game+ stops re-showing tips. The fixes are short but two matter: “progression blockers related to event and boss battles across various zones” — unnamed — and being trapped if you died at the exact moment an event battle ended. The roadmap grows again: for the first time Game Freak plans an option to bypass three mid-game zones after the Great Wall Terraces, and to rework boss patterns for Nushi variants and Shidou; the harder difficulty and NG+ options carry over, still unshipped.
Beast of Reincarnation's upscaling menu — NVIDIA DLSS 4.5 L selected, DLSS 3.7/4.0/4.5 M listed, and AMD FSR 4 greyed out as Cannot be Set on an NVIDIA card
Official media © GAME FREAK inc. / Fictions, Inc.

Current Version

PlatformVersionReleased
PC (Steam)1.0.12September 17, 2026
PS51.010September 17, 2026
Xbox Series X|SSame updateSeptember 17, 2026

Game Freak’s own notes are titled “v1.0.12 / v1.010.000” — the PC number and the PS5 number for the same patch. A correction to what everyone repeats, including us until recently: Xbox does get a published version string. The official support site maintains a current-version page listing all three platforms, and the Xbox number has matched the Steam one exactly at every patch. But that page is not maintained at patch speed: checked September 21, it still lists Xbox 1.0.8.0 / PS5 1.006.000 / Steam 1.0.8.0 — the August 15 numbers, four patches behind, and the article’s own last-modified stamp is stillAugust 15, now thirty-seven days ago no Xbox string for 1.0.9, 1.0.10, 1.0.11 or 1.0.12 has been published, so do not use it to check whether you are up to date.

This is the sixth post-launch patch, arriving nine days after 1.0.11 — the longest gap yet by a day. Six patches in forty-four days — August 9, 15, 24 and 31, September 8 and 17 — and the cadence has not slipped.

Patch 1.0.12 — Full Notes (September 17)

The Steam thread calls it Patch 6; the support-site article is titled v1.0.12 / v1.010.000. The build landed on Steam at 17:51 UTC, the notes went up on the support site an hour before and on Steam ten minutes after, and the forum thread came from a Fictions staffer rather than the usual community manager — “Filling in for Sam this week haha”. Grouped by what it means for you; the wording is theirs, and the two new roadmap items are dealt with at the end of this section.

Cutscenes: almost everything can be skipped now

  • “Almost all event scenes and cutscenes are now skippable. (Note: A very small number of cutscenes remain unskippable for now, but these will be addressed in a future update.)” That is the end of the arc this page has tracked since 1.0.9 made a first batch skippable on August 24 and 1.0.11 extended it through the Great Wall Terraces — from “select” scenes in three zones to nearly the whole game in nine days. The notes do not list which scenes remain, so a scene that will not skip is still expected behaviour, just rare now.
  • A “Skip” indicator is now shown on skippable cutscenes — the missing piece that made the earlier batches hard to judge, since you could not tell whether a scene was unskippable or you were holding the wrong button.
  • Finishing animations can now be skipped. The notes say no more than that — not which input, and not whether it applies to every finisher not independently tested.
  • Previously viewed Tips will no longer display from New Game+ onwards. Small, but it is the first NG+-specific change in any patch; see the NG+ page.
  • Fixed: skipping certain cutscenes immediately on starting them left the scene unable to end properly. This is the one skip bug players could actually trigger, and it reads like a fix to the 1.0.11 expansion rather than a new feature.

DLSS and frame generation: options now follow the GPU

  • “Frame Generation options now adjust based on your GPU (RTX 40 / RTX 50 Series).” PC only. This is the second patch running to rework the upscaling menu — 1.0.11 made the default upscaler follow the detected GPU — and the first to say anything about frame generation since 1.0.9 shipped it. Whether it changes anything for the four players who report frame generation never engaging is untested; the notes do not call it a fix, and the word “fix” is not attached to it.
  • “When using DLSS-Dynamic on a monitor with a refresh rate of 120Hz or higher, you can now set a target frame rate.” A new setting, not a fix. It is also the only place the notes touch frame rate at all: the words stutter, fps, DLAA, HDR and crash do not appear anywhere in them.
  • “Switch ammo slot 1–3” added to button mapping, “allowing alternative controls for switching ammo” — a direct-select alternative to cycling arrows and bolts; see the weapons page for what the slots hold.

The fixes — five lines, two of them wide

  • “Fixed progression blockers related to event and boss battles across various zones.” No zone, boss or symptom is named. That makes it impossible to say from the notes whether it covers the boss fight that would not start (reported since late August, resurfaced to the team on September 8, and unanswered since), the Giant Tree Zone root wall, or something nobody had posted about. If a fight that used to freeze now runs, this is the line; if it still freezes, the notes give you no way to know whether yours was on the list, and a ticket is still the route unnamed fix; no player confirmation either way.
  • “Fixed an issue where the player remained trapped if they died at the exact moment they defeated enemies in specific event battles.” A genuine softlock, and one nobody in the Steam threads we read had described — a trade-kill on the last enemy of an event battle left you stuck. Fixed before it was widely reported, which is a first for this patch series.
  • Emma’s dialogue lines did not always display correctly with English voice-over — a display fault on the English track, not new recordings; see the English dub page.
  • Physical disc versions: exploration info markers did not display correctly if playing without installing updates. Only relevant if you play a disc copy offline.

Promised in 1.0.11, Delivered in 1.0.12?

Seven items were on the 1.0.11 list. Scored the same way as every patch before it:

Promised in 1.0.11In 1.0.12?Detail
A new difficulty mode above HardNoCarried over as “a difficulty mode higher than HARD”. Second list.
Increased difficulty options for New Game+NoCarried over as “a higher difficulty mode for NEW GAME+”. Second list.
Auto-pickup for enemy dropsNoCarried over unchanged. Third list.
Finishing skippable cutscenesAlmost“Almost all” scenes; “a very small number” remain and are still listed for a future update. Fifth list, and the first time it nearly comes off it.
Dialogue-pause and cut-length adjustmentsNoCarried over as “dialogue pacing and cut lengths during events”.
Water submersion hitboxesNoCarried over as “water hazard detection”. Fifth list.
Invisible wall collisionNoCarried over as “invisible boundaries”.

On paper the weakest scorecard of the six patches — nothing delivered in full, one item almost. In practice the one item that moved is the one players have asked for since launch, and four of the five fixes were never on any list at all. The pattern this page has recorded since 1.0.9 still holds: what Game Freak lists ships in instalments, and the fixes arrive unannounced.

What 1.0.12 Does Not Mention

The words are absent, not just the fixes — we searched the full text of the notes for each of these and found zero occurrences of “stutter”, “fps”, “DLAA”, “HDR”, “crash”, “fullscreen”, “resolution”, “ultrawide”, “Deck”, “trophy” and “achievement”. So none of these is fixed, acknowledged or denied:

  • The Duty Fulfilled platinum bug — three patches since a developer said the team was aware, and asked about again the same afternoon under the 1.0.11 thread, without a reply.
  • DLAA not rendering at native resolution. Within two hours of the thread going up, the player who has reported this since launch posted on it: “DLAA remains broken. Any plans to address this issue… now that an in-game option is added it still doesn’t work?” No reply as of September 21.
  • Stuttering, which Game Freak is collecting tickets on; the fullscreen and resolution-options requests, now from five players; the NVIDIA-driver startup crash and the laptop “no text” bug; HDR plus frame generation costing frames; 32:9 cutscenes still stretched; the alt-tab hard pause; and the September 16 text-size report — all on the performance guide.
  • Koo’s skills refusing controller selection, acknowledged September 3, now two patches ago.
  • An FOV slider, 16:10 support, and Steam Deck re-certification — six patches, never listed.
  • One new report on the day: a player on the Patch 6 thread and again under the announcement says the game now throws a “UE fatal error” and crashes, and that a ticket went unanswered. No hardware, no build, no second report one player, two posts, no detail — listed so that it is on record if a second appears.

The Roadmap Grows: Skip Three Zones, and Boss Reworks

The planned list at the end of the 1.0.12 notes has eight items, and the two at the top are new. The first is a paragraph rather than a bullet, which is unusual for these notes:

“We are planning to introduce an option after clearing the mid-game Great Wall Terraces Zone that allows players to either bypass the three subsequent zones (Pilgrim’s Zone, Matsukawa Colony Zone, and Fuji Frontier Zone) or play through them normally. This will allow New Game+ players to progress more quickly through the game, as well as give new players the flexibility to reach the Capital faster if they want to focus primarily on the story. Additionally, we plan to adjust existing zones, such as revamping attack patterns for similar boss types, to make them even more enjoyable. Details will be announced once finalized.”

Read it for what it is: an optional bypass of Chapters 4 to 6 after Chapter 3, aimed first at NG+ and second at story-first new players — not cut content, and not a change to the default route. It is the first structural change to the campaign any official source has floated, and it lands on the walkthrough and time-to-beat pages the day it ships. Then the bullets:

  • “Revamping attack patterns for similar boss types (Nushi variants and Shidou).” New. The first time the rematch-style fights have been named for a rework; see the boss list.
  • “Adding a difficulty mode higher than HARD.” Carried over from 1.0.11, reworded.
  • “Adding a higher difficulty mode for NEW GAME+.” Carried over, reworded.
  • Auto-pickup for items dropped by enemies — carried over, third list.
  • Adjusting dialogue pacing and cut lengths during events — carried over.
  • Adjusting water hazard detection — carried over, fifth list.
  • Adjusting invisible boundaries — carried over.

Dropped from the list without shipping: nothing. Still unpromised after six patches: an FOV slider, 16:10 support, and any word on Steam Deck. And a note on who is talking: the forum thread for this patch was posted by a different Fictions account than the community manager who has answered every previous patch thread — his last post anywhere remains September 12 — so as of September 21 the questions under both the thread and the announcement (three replies and thirty-six comments: mostly thanks, four asking for more outfits or costume chests, one asking whether NG+ difficulty can be changed mid-run, one asking why chapters 4 to 6 should be skippable at all, and one repeating the resolution-slider request) have no official answer yet.

Patch 1.0.11 — Full Notes (September 8)

Game Freak calls this the fifth patch. Grouped by what it means for you; the wording is theirs, and the two roadmap items that matter most are dealt with at the end of this section.

Cutscenes: skipping reaches the end of Chapter 3

  • “Select event scenes and cutscenes up to the Great Wall Terraces zone can now be skipped.” That is the first three zones — Ogouchi, the Ancient Civilization Zone and the Great Wall Terraces, the whole of Chapters 1 to 3 — added to the batch 1.0.9 shipped. Note the word select: not every scene in those zones, and nothing is said about the zones after. Game Freak’s own caveat: they are “continuing to implement skippable cutscenes throughout the game and anticipate that this work will be complete soon.” One player’s reading of which scenes resist skipping still fits everything reported: pre-rendered scenes skip, scenes rendered live with the character models do not one player’s observation, not an official rule.
  • Dialogue pauses and cut lengths adjusted in certain event scenes “to improve overall pacing” — the item that has sat on three lists finally moves, with adjustments “moving forward” still promised.
  • Playback conditions adjusted for certain scenes — and the note attached is worth reading before you load a mid-game save: players “currently mid-playthrough may experience a very small number of event dialogue lines playing twice.” The same warning came with 1.0.8’s cutscene spacing, and a separate fix in this patch closes scenes that “unintentionally played twice” — so a repeated line after updating is expected, not a new bug.
  • Emma’s and Koo’s alternative skins and cosmetic items are now visible during cutscenes. Until now the deluxe and pre-order cosmetics dropped out of every cinematic; see the outfits guide.

Consoles get the image toggles

  • “Made the options to disable Film Grain and Chromatic Aberration available on non-PC platforms”, along with the option to disable post-processing in cutscenes. The 1.0.10 notes never said the toggles were PC-only, but this line implies PS5 and Xbox did not have them until now our reading of the two notes side by side. Console setup on the performance guide.
  • Upscaling options reorganised so that “appropriate default settings are applied based on the detected GPU” — the menu that has caused trouble in three patches gets a sensible default. It does not say whether this touches the missing-resolution reports from 1.0.10.

Progression and combat

  • “Enabled the ability to reset skills tied to the flower nodes of the skill tree.” The first partial respec — until now skill points came back only with a full attribute reset. Where the option lives and what it costs is not in the notes; see the respec guide.
  • More “Blighted Sprouts” that yield SP — the collectible 1.0.10 introduced as “Blight Sprouts”; the notes spell it both ways we assume the same item.
  • Enemy attacks now cancel when you start a revival via Regeneration — no more being hit out of the resurrection.
  • Input buffering for aiming ranged weapons during various actions, and a fix for hitstun lasting longer when you took damage while aiming — both extend 1.0.10’s ranged rework.
  • Magic Bullet skills adjusted after they penetrate enemies, and “various parameters” adjusted for Blade Arts, Finishers, Nushi Skills and ranged weapons — direction unstated, as always. This is the balance pass three lists promised, minus the Bloom Arts they named; see the build guide.
  • Attack patterns and frequencies adjusted for certain Nushi, unnamed, and Corvus gets its acid pools back — “re-enabled acid pool generation exclusively for specific attacks from Corvus.” 1.0.9 had removed acid fields from crow-type attacks entirely; this walks part of that back. Relevant to both Giant Tree Zone fights.
  • “Breakable Amber” node placement adjusted in select areas — 1.0.10 called the new nodes “Fractured Amber”; again we assume one item with two names naming inconsistency in the official notes.

The 99-Charm Cap: Fixed, With an Apology and No Refund

The most consequential fix in the notes is one nobody had reported as a bug, because it looked like a rule: “Fixed an issue where ‘Decayed Charms’ were capped at a maximum of 99, causing identified charms to be automatically converted into money if they exceeded this limit after appraisal.” In other words, if you were carrying more than 99 unidentified charms, the ones that identified at a campsite past the cap were quietly sold. Then the unusual part: “for players who have already encountered this issue prior to this fix, we are unfortunately unable to restore the lost charms even after the patch is applied. We sincerely apologize.” So the behaviour stops, but nothing comes back. If you farm charms, the charms guide has the detail.

The rest of the fixes

  • Koo no longer “detects” items you have already collected, and the number behind Koo’s Pounce Rate is now displayed.
  • Shido’s Iaido Strike now registers hits in positions where it previously whiffed — the notes say Shido, the Nue Purifier of the Malefact of Fate fight; whether this changes the fight for the player or only the boss’s own attack is not stated the wording is ambiguous.
  • Spirit Stone quantity and sell price displayed correctly — see Spirit Stones.
  • Cloud Streaming tutorials that failed to progress under specific conditions — the first cloud-specific fix in any patch. It is not the xCloud slow-motion report from 1.0.10, which goes unmentioned.
  • Ultrawide: event visual effects that were cut off are fixed. Note this is effects, not the zoomed-cutscene framing 32:9 players described after 1.0.9.
  • Duplicate status icons (status effects and build-ups with identical effects shown at once), a blank “Add Marker” window when zooming on empty map space, and terrain that did not match its invisible-wall collision in some areas.

Promised in 1.0.10, Delivered in 1.0.11?

Seven items were on the last list. Nobody else scores these:

Promised in 1.0.10In 1.0.11?Detail
Dialogue pauses and cut lengthsYesAdjusted “during certain event scenes”, with more to come.
Deluxe and pre-order cosmetics in cutscenesYesEmma’s and Koo’s alternative skins now show in cinematics.
Auto-pickup for enemy dropsNoCarried over unchanged.
Finishing skippable cutscenesPartlyUp to the Great Wall Terraces; the rest “soon”. Fourth consecutive list.
Blade Arts / Bloom Arts balancePartlyBlade Arts, Finishers, Nushi Skills and ranged weapons adjusted; Bloom Arts not named.
Water submersion detectionNoCarried over as “submersion hitboxes” — fourth list.
Invisible wall collisionPartlyTerrain-versus-collision mismatches fixed in some areas; still listed.

Two full deliveries and three partials out of seven — between 1.0.9’s four-and-a-half of five and 1.0.10’s one-and-two of six. The pattern holds: what Game Freak lists does ship, but in instalments.

What 1.0.11 Does Not Mention

Every open problem on this page that the notes pass over in silence — none of these is fixed, acknowledged or denied by 1.0.11:

  • The Duty Fulfilled platinum bug, now two weeks past a developer saying the team was aware.
  • Koo’s skills refusing controller selection, acknowledged September 3.
  • The missing resolution options after 1.0.10 — acknowledged by the community representative on September 3 (“I believe the team is aware of this already”) but not fixed; the upscaling reorganisation above sits close enough that it is worth re-testing.
  • The NVIDIA-driver startup crash and the laptop “no text” bug — both on the performance guide. Separately, Game Freak’s community representative said on September 8 that the straight-to-desktop startup failures “usually seem to be related to security/app control settings” — the first official word on that one, and not a patch item.
  • The Giant Tree Zone root wall and the xCloud slow-motion report.
  • An FOV slider, 16:10 support, and Steam Deck re-certification — five patches, never listed.

The Roadmap Changes Shape: a Harder Mode Is Officially Coming

The planned list at the end of the 1.0.11 notes has seven items, and the first two have never appeared on an official list before:

  • “Adding a new difficulty mode above Hard.”
  • “Adding increased difficulty options for New Game+.”
  • Auto-pickup for enemy item drops — carried over.
  • Further skippable cutscenes — carried over, “as detailed above”.
  • Further dialogue-pause and cut-length adjustments — carried over.
  • Further water submersion hitbox adjustments — carried over.
  • Further invisible wall collision adjustments — carried over.

On September 3 the answer to “is a harder mode coming?” was a non-committal “we’ll see what we can do”. After this patch went live, the same community representative went back to the thread that asked: “In addition to the ‘future plans’ at the end of the patch notes, following up in this thread to let you and others know that new difficulty options are in the works. Devs are planning to implement a new base difficulty above Hard and new difficulty options for NG+.” No name, no date, no detail on what changes. But it moves both items from “never promised” — which is what this page said for five patches — to promised. The difficulty page and the NG+ page are updated accordingly.

Dropped from the list without shipping: nothing — every 1.0.10 item either shipped or carried over. Still unpromised after five patches: an FOV slider, 16:10 support, and any word on Steam Deck. Update, September 17: 1.0.12 carried both difficulty items over unshipped — see the 1.0.12 roadmap.

What the Director Told Famitsu (September 9)

One day after the patch, Famitsu published an interview with game director and scenario writer Kota Furushima — the first developer statement on the game’s reception since Game Freak’s August 5 note on X. Three things in it matter for this page (quotes via AUTOMATON’s English report of the Japanese original):

  • The roadmap in the director’s words matches the patch notes and adds three items. The immediate priority is expanding skippable events and cutscenes; after that, healing responsiveness, and a revisit of early-game tutorials, the progression flow and the UI. None of those last three is on the 1.0.11 list. On timing: “We’ll announce specific release timings once they’ve been finalized, but we’re moving forward with development so that we can deliver these improvements as quickly as possible.”
  • He names the criticism. Furushima says he is aware of the complaints about playability, controls, pacing and tutorials, and that the updates so far were made in response to them.
  • The audience is bigger than Game Freak planned for. The game “was played by far more people than imagined” for a new IP — he credits Xbox Game Pass and strong physical PS5 sales — and the volume of feedback was harder to sort through than the team expected. They read support tickets and social media, and also gameplay videos and streams. No sales figure was given.
  • The one line the English coverage left out: the patches are running ahead of the original plan. In the Japanese original Furushima says that because far more people played than expected and the volume of feedback was so large, the team is shipping updates “当初よりも前倒しで” — earlier than initially scheduled. That is the first explanation anyone has offered for the roughly weekly cadence documented on this page: it is not the planned schedule, it is an accelerated one our translation of the Japanese original.

Read together with the patch notes: the harder difficulty is on the official list, the healing and tutorial work is in the director’s mouth but not yet on a list, and nothing has a date. He also frames the near-term priority as quality of life and early-game smoothness rather than new content — and on what comes after the updates, says only that there is little he can share and that the goal is still to get Emma and Koo’s story to more people. No DLC, expansion or sequel was announced or hinted at.

Patch 1.0.10 — Full Notes (August 31)

Game Freak calls this Patch 4. Grouped by what it means for you; the wording is theirs.

The image finally has switches

  • “Added options to toggle Film Grain and Chromatic Aberration on and off.” The longest-running complaint about how this game looks, answered in the settings menu. A separate option toggles post-processing in cutscenes.
  • The engine.ini workaround is retired. If you added r.FilmGrain=0 and friends on our advice, take them out — see the performance guide. Worth recording how this went: the toggle was absent from every official roadmap for three patches while sites claimed it was coming, reached the planned list in 1.0.9, and shipped in the next patch.

New things to find, and less inventory friction

  • “Blight Sprouts” that yield SP added to each zone — a new collectible across the whole map.
  • “Fractured Amber” nodes added to select zones. More Amber income, unevenly distributed — see Amber farming.
  • Excess items now auto-convert to Amber when your inventory is full. Combined with a longer interaction range and de-prioritised pickups for maxed-out items, the pick-everything-up loop gets much less annoying.

Combat and controls

  • Knockback recovery can now also be triggered with D-Pad Up, and the invulnerability windows during knockback and recovery were adjusted — direction unstated, as usual.
  • Ranged aiming is now hold-to-aim rather than a toggle, with input buffering during slides, rolls and standard slashes.
  • Flying and ranged enemies flinch and stagger more easily.
  • “Did 1.0.10 make the game easier?” — not on purpose, says Game Freak. Forum players read the stagger change and the knockback adjustments as another softening. Asked directly on September 3, the community representative answered that the team “don’t expect that any changes in 1.0.10 will make the game significantly easier and that was not the intent, but there are a couple of changes they made for other reasons that may also make certain things slightly easier” — and that the request from hardcore players for more challenge has been passed on: “we’ll see what we can do.” No harder mode or NG+ rebalance is on any roadmap. More on the difficulty page.
  • A cluster of Nushi combat fixes: attacks clipped off-screen, attacks that failed to register, player attacks missing at the start of a downed state, and counterattacks that failed to connect.

The Chapter 3 Softlock Is Fixed — and the Fix Names the Trigger

“Fixed an issue in the The Great Wall Terraces zone where players who lost their initial boss battle prior to the patch could not progress after re-challenging the boss, even upon fulfilling the victory conditions.”

That is the Malefact of Fate softlock that 1.0.9 introduced — and the wording answers the question a week of player reports could not: why did some players hit it and others never see it? The trigger was losing that boss fight before updating. Re-challenging it on the new build is what broke. Anyone who had not lost the fight, or who arrived in Chapter 3 after patching, was never exposed.

One caveat we are keeping honest. Game Freak describes it from the developer’s side — a re-challenge that will not complete — while players described the symptom: bosses idling, music cutting, the arena sealing. Zone, fight and timing all match, so these are almost certainly the same fault seen from two angles, but we cannot prove the fix covers every reported case our mapping of the official wording onto the reports. Full detail on the Malefact of Fate guide.

Other Blockers Cleared

  • Subcity 02’s invisible wall is gone — “an invisible wall on the entry slope prevented players from moving deeper inside.” That is the blocker two players reported and which cost an achievement; see the trophy guide.
  • A save-degrading bug is fixed: acquiring certain achievements after fast travel could drop you under the terrain on respawn and “persistently degrade save data performance thereafter.” That is the most alarming line in the notes — it means some saves have been quietly deteriorating. The patch stops it happening; it does not say whether an already-degraded save recovers.
  • Invisible collision barriers in Nushi arenas fixed “under specific conditions”, along with a black sky bug, voice language resetting on restart, and resting on the Cleanse Walker becoming unavailable.
  • Koo no longer blocks your view — again. This was also listed as fixed in 1.0.9, so the first attempt did not take. Four more Koo fixes ship alongside it, covering campsite pathing, mid-air landings, a freeze after fast-travelling while downed, and Koo consuming items when leaving the Cleanse Walker.

What Is Still Not Fixed After 1.0.10

  • Not all cutscenes skip yet. Finishing the rollout is still on the roadmap, two patches after it started — 1.0.11 then extended skipping through the Great Wall Terraces, with the rest still “soon”.
  • No FOV slider, no 16:10 support, no NG+ difficulty rebalance. Four patches in, none of the three had ever appeared on an official list — and one patch later, one of them did: 1.0.11 puts harder NG+ options on the roadmap. The other two remain unpromised.
  • Steam Deck: still Unsupported. None of the patch notes mentions the Deck — five of them now.
  • The Giant Tree Zone root wall. A player posted on September 2 that “a wall of roots” still blocks them from the second Corvus fight after updating — the second report of a lockout that has never appeared in any patch notes. Details and the save-reload workaround on the Giant Tree Zone page.
  • The platinum bug. Neither 1.0.10 nor 1.0.11 mentions Duty Fulfilled, which a developer said the team was aware of. Still no fix — and the same player has now re-posted it in the 1.0.10 thread.

And What 1.0.10 Appears to Have Broken

Every patch so far has introduced something. A week in, these are the 1.0.10 reports worth knowing — the first is acknowledged by Game Freak and has a likely player-found fix, the second was also acknowledged on September 3 (we wrongly listed it as unacknowledged for a week), and the third is a single report. 1.0.11 mentions none of the three; whether its upscaling reorganisation changes the second in practice is untested.

  • Koo’s skills cannot be selected with a controller — and moving the mouse fixes it. A player calls it game-breaking: none of Koo’s skills can be selected on a pad, but “if I move my mouse I’m suddenly able to select the skills”. That detail points at input-device detection rather than the skill menu itself. A second player hit it and reports it cleared after progressing to the next area; a third says they do not have it at all, so it is conditional rather than universal two reports plus one non-reproduction.
    Acknowledged, September 3. Game Freak’s community representative replied to both reporters — “thank you for reporting this and sorry for the issues. We’ll make sure the team is aware” — and asked anyone affected to file a support ticket describing their setup, when it started and, if it went away, when. That is an acknowledgement, not a fix, and no patch has mentioned it.
    Why it is plausibly 1.0.10: this patch reworked input handling — ranged aiming became hold-to-aim, input buffering was added, interaction inputs were re-prioritised over the Resupply screen, and knockback recovery gained a D-Pad binding. An input-detection regression sits squarely in that blast radius our inference; Game Freak has not commented.
    A likely cause — and a fix — from a third affected player (September 4): “Make sure that the top slot is assigned to a power. I had this same problem and it turned out that I hadn’t assigned a power to the first slot. Once I did, it worked again.” Confirmed on September 14 by the player who first reported it: “That’s a weird thing to have happened but this 100% fixed the problem!” — so this is now a confirmed workaround rather than a suggestion, though the underlying bug is unfixed and has never been officially acknowledged. That fits every detail: the pad has no first entry to land on, while the mouse can point at any slot, and a player who later fills the slot sees it “go away on its own” one player’s fix; not yet confirmed by the original reporters.
    What to try, in order: open Koo’s skill menu and put a Bloom Art in the first slot (and fill any gap below it); if that is not it, nudge the mouse to restore selection. Do not count on progress fixing it — one player beat the second boss and fast-travelled repeatedly on a 40-hour save and still had it.
  • Resolution options went missing for some displays. Three separate signals in two days: a super ultrawide user gets “no options for scaling… it defaults to 1080 and offers no options for 1440p”; a 4K user reports the game forcing 4K with 2K no longer selectable; and a third thread is titled simply “can’t change resolution in game” three separate reports, none corroborated in detail. Given 1.0.9 is the patch that added ultrawide support, display handling is clearly still settling. Acknowledged on September 3: the community representative replied “I believe the team is aware of this already” and asked for tickets — so it is on the list, just not in a patch yet. See the performance guide.
  • Slow motion in crowded fights on xCloud. One player streaming the PC version through xCloud reports severe frame drops whenever several enemies and heavy effects are on screen — “the game actually feels like it’s running in slow motion” — and says it started with 1.0.10 one report, streaming platform only. Worth noting because 1.0.10’s own notes claim optimised performance in boss battles and a reduced rendering load for effects, and because on xCloud there is nothing a player can change on their side — if it is real, only Game Freak or Microsoft can move it.

Patch 1.0.9 — Full Notes (August 24)

These are the changes Game Freak published, grouped by what they mean for you; the wording is theirs.

Display and performance

  • Ultrawide monitor support added. The notes say most ultrawide and super ultrawide monitors should now be supported, and ask players to report problems. This was listed as “final stages of testing” in 1.0.8 — it shipped nine days later.
  • Frame generation options (DLSS/FSR) implemented, enabled from the settings menu. Also a 1.0.8 promise, also delivered.
  • Upscaling restored on the Microsoft Store / Xbox PC build. See below — Game Freak states outright that the previous patch caused it.
  • Three optimisation passes: boss attack effects, Bloom Arts command processing, and status effect visuals.

Cutscenes — skippable, but not all of them

  • Events and cutscenes can now be skipped by holding the interact button, with a “skip” indicator in the bottom right showing when it is available. Certain cutscenes before the final boss fight are included.
  • Read the caveat, because it will look like a bug otherwise: the notes state this is shipping in batches. Only some cutscenes are skippable today; the rest are coming “in the near future”. A scene that refuses to skip is not broken — it just has not been converted yet.
  • The skip button follows your keybind, which is why fixed-key advice can be wrong. Game Freak’s wording is “holding down the interact button” — and interact has been remappable since 1.0.7, then assignable to any button or key at all since 1.0.8. So guides that tell you to hold a specific key are describing the default binding, not the rule. If you rebound interact, the skip prompt moved with it. Check your controls before concluding skipping is broken on your machine.
  • Ignore the “cutscenes are secretly loading screens” theory. An explanation is circulating that the unskippable scenes are UE5 streaming data and therefore can never be skipped. No official source says this, and Game Freak’s own notes contradict the conclusion — they state the remaining cutscenes are being converted. Treat it as speculation unsourced community theory; contradicted by the official roadmap.
  • Boss battle camera presentation adjusted, continuing the camera work from the previous two patches.

Combat and balance

  • Healing is more responsive: healing items can be used immediately upon taking damage, and the movement slowdown while Emma heals is shorter. Promised in 1.0.8, delivered here.
  • “Helm Splitter” is now usable by default and can still be upgraded through the skill tree — a skill that previously had to be unlocked is now baseline. Worth re-checking against your build route.
  • Attacks from behind now damage shield-bearing enemies. A real tactical change, not a tuning tweak.
  • Counterattack execution timing adjusted, direction unstated — the same silence Game Freak kept on 1.0.7’s parry window.
  • Elite enemies no longer recover full health so quickly after losing sight of Emma. Note the attached clarification: full recovery after a set period undetected is intended. Only the speed was wrong.
  • Crow-type enemy attacks no longer generate acid damage fields, and certain Nushi attacks that failed to connect now do.
  • The boss battle in The Great Wall Terraces is now an event battle. Game Freak does not say what that means in practice — the same phrasing they used for the Fuji Frontier change in 1.0.8, which turned a fight into a scripted encounter. See our boss list for which encounter sits there.

Quality of life

  • Charms can now be sold. One line in the notes, but it retires a real complaint: until today there was no way to sell, scrap or drop an unwanted charm, so every duplicate sat in your inventory forever. Details on the charms guide.
  • The equipment screen now shows which Spirit Stone effects are active — see the Spirit Stones guide.
  • “Set to Max” and “Reset” options added to shop quantity selection, and the “Set Maximum Number” button now responds for items stacked at 99 in the Wandering Merchant and Brad sell menus.
  • Koo no longer obstructs your field of view — another 1.0.8 promise cleared — and Koo-exclusive item icons got unique visuals so you can tell them apart.
  • Controller vibration intensity adjusted (PS5), and vibration added to Execution Kills and Assassinations.

World and fixes

  • Invisible wall collision adjusted across various areas, with the notes stating that collision work continues in future updates.
  • Emma’s landing position after jumping no longer misaligns, and text that appeared shrunken in certain areas is fixed — both carried over from the 1.0.8 promise list.
  • Koo’s “Emergency Medicine” desync fixed — specific inputs let the inventory count drift from the UI and allowed L2 spamming.
  • Spirit Stone re-equip bug fixed — re-equipping a stone to the same slot when owned count matched equipped count could silently unequip stones in other slots.
  • Several PC input fixes: the confirm key on the Return Results screen, alt-tabbing during Cleanse Walker fast travel, mouse clicks on the Bed Menu triggering “Rest Until Morning”, and a keyboard/controller soft lock on the New Game+ data transfer screen.
  • Parry icon flicker fixed when parrying during a continuous enemy attack sequence at maximum Koo FP.

The Fuji Frontier Elite Bug — Fixed, Nine Days After It Appeared

The headline fix for anyone chasing the platinum: “Fixed an issue where elite enemies failed to spawn in the Fuji Frontier Zone.” That is the bug that arrived with 1.0.8 and left the Headless Golem in the cave near the Defense Outpost: Wall campfire and the elite Malefact in the shrine room permanently absent, with map icons pointing at empty rooms.

It also closes a loop worth noting, because forward-looking developer statements usually evaporate: on August 20 a developer-badged Game Freak account replied in the Steam thread that they expected enemy spawning fixed in the next update, with no exact time, but that it was “very close”. That was the only timing signal anyone had on patch three. It landed four days later.

Why it mattered: the Headless Golem counts toward Wandering Duelist, the trophy for defeating every Elite Golem, so an unspawnable one could strand the platinum. Full roadmap on the trophy guide.

The Question the Notes Do Not Answer: Does It Repair an Already-Broken Save?

This is the part to be careful about, and no source has published an answer yet. The bug was demonstrably save-resident, not build-resident. One player reinstalled v1.0.7 and then v1.0.6 and loaded the same save — the Headless Golem and the elite Malefact still refused to appear on those older builds. A second player confirmed the same thing on 1.0.5 and put it plainly: it “affects the whole save file” two detailed player tests.

That matters because fixing the spawn logic and repairing corrupted save state are two different jobs. Game Freak’s note says the first happened. It says nothing about the second, and there is no wording in the notes about restoring affected saves.

So the honest answer is still: nobody knows. We re-checked the Steam bug thread and the official patch-three thread on September 1, and 1.0.10 does not mention it either, and there is still no confirmation either way — not one affected player has posted back. Anyone telling you definitively that your save is fixed, or definitively that it is not, is guessing.

What to do: load your save, fast-travel to the Defense Outpost: Wall campfire and check the cave, then the shrine room. That is a two-minute test and it beats any guide. Until you have looked, keep the pre-New-Game-Plus save you were told to hold — do not spend it yet. We will update this section the moment first-hand reports land.

The Game Pass Upscaling Blackout — Fixed, and Officially Owned

Patch 1.0.8 added DLSS 4/4.5 for everyone and simultaneously removed upscaling entirely on the PC Xbox (Game Pass) build. Players on RTX 4070 and 5060 Ti cards opened the menu and found nothing there. 1.0.9 fixes it, and the notes are unusually direct about fault: “This issue was introduced in the previous patch and should now be resolved.” They also ask Xbox PC players to report any remaining upscaling problems.

The TSR workaround is no longer needed — that was the stopgap for nine days and it can be retired. See the performance guide for the current setup.

One live caveat on the same build. A player on Game Pass reports that after 1.0.9 frame generation does not work for them, along with bad screen tearing when capping to 60fps, and a separate player on xCloud reports texture pop-in single reports each, hours after release, not yet corroborated. Given 1.0.8’s history on this exact build, it is worth watching rather than dismissing — but one report is not a confirmed bug, and we are not going to call it one.

What 1.0.9 Broke

Every patch so far has introduced something, and this one is no exception — 1.0.8 gave us the Fuji Frontier spawn bug and the Game Pass upscaling blackout. Two days in, these are the 1.0.9 reports worth knowing about. Two of them stop the game dead, and one already has an official acknowledgement.

The Malefact of Fate Fight Freezes — and the Patch Note Explains Why

This is the one to know about before you play. Players report that the Malefact of Fate boss fight now locks up: you enter the arena, the fight against the Malefact and the Purifier starts, and about a minute in the bosses freeze — idle animations keep playing, but they stop moving and attacking, you clip straight through them, and the music cuts out. You can fast-travel away, but the arena stays sealed, so the only reset is quitting to desktop — and then it happens again.

That is a hard story-progression blocker, and one reporter states it plainly: “all of this is since 1.0.9.0.” Three players now describe it independently in Game Freak’s own bug thread, all on 1.0.9.0, plus a fourth case seen on the Discord running on PS5 — so this is an established pattern, not one player’s bad luck.

The third report is useful for a second reason: they filed it under “Shido & Nue”, not Malefact of Fate. Reports of this bug are scattered across the fight’s three different names, which is why no single search turns them all up — our Malefact of Fate guide maps the names to each other.

The fourth report rules out the obvious suspects. It comes from a player on Linux with a Radeon card, so the freeze hits AMD as well as NVIDIA, and Linux as well as Windows and PS5. That kills any GPU or driver explanation and leaves game logic — which is what a patch that rebuilt this encounter would affect. The same report adds that it appears to fire on a cutscene trigger the reporter’s supposition, which is precisely where an event battle conversion would be expected to go wrong, and that the game refuses to autosave while it thinks the fight is still running — which is why the softlock sticks.

A fix may be days away. The player who filed the original report says Game Freak has responded to him and hopes to ship a patch “sometime this week” secondhand — a player relaying a private support reply, not a public statement. Worth weighing against precedent: the last such signal, a developer saying a fix was “very close” on August 20, delivered in four days.

Here is the part nobody else has joined up. The Malefact of Fate is the Chapter 3 finale in The Great Wall Terraces — the duo fight against the Nue Malefact and the Nue Purifier (Shidou), both weak to Poison. Now read the 1.0.9 note again:

“The boss battle in The Great Wall Terraces has been changed to an event battle.”

That is the same fight. There is exactly one boss battle in that region, 1.0.9 rebuilt it into an event battle, and the fight is now reported freezing. We are calling that a likely cause, not a confirmed one — Game Freak has not linked the two and nobody has posted a before/after test our inference from the patch note and the location; not officially confirmed. But if you are about to finish Chapter 3 on 1.0.9, that connection is worth knowing.

What to do: there is no published workaround. Keep a save from before you enter the arena rather than one inside it, and if you hit this, file a ticket on the official support site — the developer replying in that thread has been explicitly asking for tickets on progression blockers. Full breakdown of the fight, the naming mess and this bug is on our Malefact of Fate guide.

The Platinum Will Not Unlock — Officially Acknowledged

A player reported unlocking 45 of 46 achievements with the final one, Duty Fulfilled, refusing to pop. A developer-badged Game Freak account replied directly: “Team is aware of this. Hoping it’s resolved soon. Sorry for the trouble!”

So the platinum trophy itself is a known, acknowledged bug rather than something you did wrong. If you are at 45/46, that is the answer — see the trophy guide for the full roadmap. There is no fix date.

The Rest of the 1.0.9 Fallout

  • Subcity 02 is blocked — now reported twice. One post-game player returning for a missed document is dragged into the geometry and stuck, every time, on version 1.0.9.0; another reports “an invisible wall glitch preventing entry into Underground City 02”. Two descriptions of the same area being impassable. The developer asked for a support ticket and called it a progression blocker. It costs an achievement, so see the trophy guide.
  • “Snack Time” will not unlock — but this one has a fix. Feeding Koo from the camp menu does not count; a player found it only registers when you do it out on a map, opening the pack with d-pad down one player’s working fix. Details on the trophy guide.
  • Crashing on startup since the patch — and this one now has a confirmed fix. Three players independently report the game crashing after 1.0.9 having been fine on 1.0.8, on NVIDIA hardware. The answer is to roll back your NVIDIA driver: the first reporter was told to try it and came back with “Thx that worked.” Note the two name different problem drivers (616.56 and 615.56), so treat it as “a recent driver” rather than one magic number. Full detail, including why -dx11 is a diagnostic rather than a fix, on the performance guide.
  • A Chapter 9 cutscene white-screens and cannot be skipped. A player reports that after the boss fight in Chapter 9 the cutscene plays halfway, goes to a white screen, and will not skip — leaving the run stuck one player report, posted in Chinese; they did not attribute it to a patch. Worth knowing alongside the point above: because skipping is still a partial rollout, a cutscene that breaks and has not been made skippable yet leaves you no way out.
  • PS5: the “all swords +3” trophy will not unlock one player report. Relevant if you are chasing the weapon upgrades for the platinum.
  • Frame generation reportedly not working on PC Game Pass, with screen tearing at a 60fps cap — still a single report, still uncorroborated a week later (and unmentioned in 1.0.10) one player report. See the performance guide.

Version Check: the Official Page Has Not Caught Up

Checked again on September 1: Game Freak’s own current-version page still lists Xbox Series 1.0.8.0, PS5 1.006.000, Steam 1.0.8.0 — the pre-patch numbers, unchanged since August 15. Meanwhile a player filing a bug report on Steam gives their client version as 1.0.9.0. So the build is out and the reference page simply lags; do not use that page to check whether you are up to date.

“They Deleted Content” — What Actually Happened

Between the two patches a theory took hold in the Steam forums that Game Freak had deliberately cut content. The threads are emphatic: one player catalogued the bridge-control-room fight in Fuji Frontier going away, the elite Malefact at the previous camp gone, the elite at Matsukawa Colony gone, and read the whole thing as “they messed up big this time”. Another reported inter-chapter cutscenes disappearing.

1.0.9 settles the biggest part of it: the missing elites were a bug, not a decision. Game Freak fixed them, which they would not do to a deliberate design change. The community read the same evidence and concluded the opposite — a useful reminder that “removed content” and “broken content” look identical from the player side.

Two threads are still loose, and we are not going to tie them off with a guess:

  • The official fix names the Fuji Frontier Zone only. The elite reported missing at Matsukawa Colony is outside that zone, and nobody has said whether it came back unresolved; single player report. If you are hunting elites for Wandering Duelist, check that one yourself.
  • The bridge-control-room encounter was a deliberate change and remains one. Players call this boss Erica or Erika; guides call her the Nue Malefact community naming; we have not matched it to an in-game name screen. Either way she is not gone — one player confirms she is still fought later, alongside Shidou, at the end of the map, which matches our boss list.

Promised vs Shipped — Game Freak’s Best Patch Yet

The 1.0.8 notes carried five forward commitments. Nobody else scores these, so here is how 1.0.9 did against them:

Promised in 1.0.8In 1.0.9?Detail
Ultrawide monitor supportYesUltrawide and super ultrawide. No FOV slider, no 16:10.
Frame generationYesDLSS and FSR options in the settings menu.
Skippable events and cutscenesPartlyShipped in batches exactly as the notes warned. Some scenes skip, the rest are still queued.
Healing changesYesBoth halves: instant use on damage, shorter movement slowdown.
Smaller items (shrunken text, Koo blocking view, landing positions, collision, water)MostlyText, Koo’s view, landing and collision all shipped. Water submersion detection slipped to the next list.

That is four of five delivered inside nine days, with the fifth explicitly staged rather than dropped. Two patches ago this page was documenting features that outlets claimed existed and did not. The pattern has reversed: the 1.0.8 roadmap was accurate, which is a reason to give the 1.0.9 roadmap more weight than a typical “coming soon” list.

Still Not Fixed After 1.0.9

  • No film grain or chromatic aberration toggle — but this is the patch where it finally reached an official roadmap. “Implementing the ability to toggle post-processing effects on and off” is now on Game Freak’s planned list for the first time in three patches. It shipped in 1.0.10, and 1.0.11 extended it to consoles; the engine.ini edit on our performance guide is retired.
  • No FOV slider. Ultrawide shipped without one, and an FOV slider has still never been promised by anyone official — three patches in, this remains the single most-requested thing with zero commitment behind it.
  • Not all cutscenes skip yet. The staged rollout means the feature is real but incomplete.
  • No 16:10 support was announced alongside ultrawide, and players have already asked for it.
  • No NG+ difficulty rebalance. Players calling Reincarnation+ too easy had no official response at this point, and it was absent from the 1.0.9 roadmap — it reached one only with 1.0.11, two patches later.
  • Steam Deck: still Unsupported. The rating is unchanged and none of the three patches mention the Deck.

How 1.0.10 Scored Against the 1.0.9 List

Kept for the record — the current scorecard and roadmap are in the 1.0.11 section. The 1.0.10 notes ended with a seven-item planned list; here is how the list before it did:

Promised in 1.0.9In 1.0.10?Detail
Post-processing on/off togglesYesFilm grain and chromatic aberration toggles, plus a separate cutscene post-processing toggle.
Expanding skippable cutscenesNoNot in the notes; carried to the new list as “finishing the process”.
Event and cutscene presentationNoAppears on the new list made specific: “dialogue pauses and cut lengths”.
Blade Arts / Bloom Arts balanceNoCarried over unchanged. One Bloom Art bug fix (Erica: Strangle after Higanbana: Roots) is not a balance pass.
Water submersion detectionPartly“Fixed areas where water submersion hitboxes were set to be too shallow” — with a note that adjustments continue.
Invisible wall collisionPartlyMisaligned collisions fixed in some areas, plus the Subcity 02 wall; still listed as ongoing.

One full delivery and two partials out of six — a weaker score than 1.0.9’s four-and-a-half out of five, though the one full delivery was the item players cared about most. The seven items 1.0.10 listed in turn are scored against 1.0.11 above: two delivered, three in part, two carried over.

Still not confirmed for any patch: an FOV slider, 16:10 support, and Steam Deck re-certification. If a site tells you those are “coming in the next update”, ask where that came from — they are absent from every official list six patches in. (A harder mode and NG+ difficulty options were in that sentence until September 8; they are now officially planned.)

“Should I Wait for 1.1?” — There Is No 1.1

A question doing the rounds in the Steam forums is whether to buy now or wait for the 1.1 update. Worth stating plainly: Game Freak has never announced a version 1.1. No official channel — the patch notes, the support site, the announcements feed — mentions one. The number appears to have been invented by players as shorthand for “whatever comes after the current patch”.

What is actually known is the eight-item list in the 1.0.12 section, with no version number and no date attached to it. So if you are timing a purchase around 1.1, you are timing it around something that does not exist yet. The reasonable read: patches have come on August 9, 15, 24 and 31 and September 8 — roughly weekly — and the team says more are planned, including a harder difficulty. But nobody, including us, knows what the next one is called or when it lands.

Patch 1.0.8 — Full Notes (August 15)

The second post-launch patch, kept here for reference. Its two biggest items — the upscaler implementation and the Fuji Frontier scripted-event change — are still the ones people search for.

Graphics and upscaling

  • “Implemented DLSS 4/4.5 (L/M) and FSR 4 support.” This is the feature several outlets wrongly credited to 1.0.7. We verified the menu itself — see the image above: the “(L/M)” means two separate entries, DLSS 4.5 L and DLSS 4.5 M, alongside DLSS 3.7, DLSS 4.0, FSR 1/3/4, TAAU and TSR. One catch nobody else wrote up: the new upscalers are hardware-gated — on an NVIDIA card, FSR 4 is listed but greyed out “(Cannot be Set)”. If an option is greyed for you, that is vendor locking, not a bug.

Camera, UI and traversal

  • Camera distance options: Close, Medium, and Far — the first real player control over the game’s most-complained-about system.
  • Cutscene triggers were spaced out to stop back-to-back cutscene chains when moving between areas. Caveat from the notes: mid-playthrough saves may see “duplicate playback for a very small number of event lines.”
  • Subtitle size options: Extra Small through Extra Large, with gameplay subtitles capped at Medium to avoid overlapping the HUD.
  • The Interact action can be bound to any button or key, and mouse side buttons are supported.
  • Auto-Target (Attack), (Parry) and (Switch) now default to OFF for fresh configurations. Existing settings are untouched.
  • Emma no longer takes fall or shallow-water damage, and the Pilgrim’s Zone main route was shortened — you can go straight to the Belfry without the Cave or Stone Chamber.

Combat and balance

  • Bloom Arts deal more damage and recover more HP, and Executions and Assassinations now interrupt attacks from surrounding enemies.
  • “Adjusted enemy placement in certain areas” — the word the notes use is adjusted; players who know the routes say what actually happened is removal player observation, no side-by-side published. Nobody has posted a before/after count, so treat the scale as unmeasured.

The 1.0.8 Fuji Frontier Change, Identified — and Why It Looks Like a Bug

Game Freak changed “one battle midway through the Fuji Frontier Zone” into a scripted event without saying which. Players hit it constantly and file it as a bug. It is the Nue Malefact fight in Chapter 6 — the Lv 32 encounter past the bridge control room, on the approach to the camp.

What you see: the Nue Malefact is standing there waiting, you close to combat range, and it turns and flees instead of fighting. The giveaway that this is intended rather than broken is what happens next — you are given the abilities the fight was supposed to reward, with no announcement. Guides written before August 15 tell you those abilities unlock after the Nue fight, which is exactly why players notice something is off matched from player reports; the notes never name the fight. So: not a bug, and nothing is missing from your save.

And the reports keep coming — with one that needs care. A player filed exactly this as a bug: they lowered the bridge in the Fuji Frontier Zone, walked up to the fight, and “he just stands there motionless” with no battle starting. They have since updated the report to say it persists on 1.0.10, posted video, and quit the game over it.

We are not going to call that one either way. The location and the behaviour match the deliberate 1.0.8 change exactly — but a player convinced they are blocked is not what an intended change should produce unresolved: matches the scripted change, but the reporter believes they are stuck.

Here is the check that tells them apart. If the encounter is the 1.0.8 scripted change, the real fight still happens later — you meet this boss again alongside Shidou at the end of the Fuji Frontier map, and you should have been handed the abilities the skipped fight used to reward. If you can carry on and reach that later fight, nothing is broken. If the zone genuinely will not let you progress, that is a different problem and worth a support ticket.

The same pattern repeated in 1.0.9. The Great Wall Terraces boss battle became an “event battle” under identical phrasing, the notes again declined to say what changes — and this time it did break. Two zones, two unnamed conversions, two waves of confused players; only one of them is an actual bug. Telling them apart is what the section above is for.

Patch 1.0.7 — Full Notes (August 9)

The first post-launch patch, kept for the record.

  • Fixed the bug that could cause upscaling settings to reset when restarting the game — the notorious reset-to-FSR-1-every-launch bug. This is why the “DLSS Startup Fix” mod is obsolete.
  • The default cutscene setting changed from Cinematic to Performance, so cutscenes no longer play at 24fps by default. If you had already chosen Cinematic, you must change it manually.
  • Fixed a V-Sync bug where changing V-Sync also altered your resolution.
  • Various player camera adjustments in and out of combat, and text size adjustments throughout the game.
  • Adjustments to the parry window when Emma is taking damage. The notes never said which direction it moved — treat any site giving you a frame count as making it up.
  • Balance adjustments to bosses across all difficulties, and to enemy encounters on Normal. No specifics given — if your boss attempts feel different, this is why.
  • Repeat affinity conversations capped at once per day — see the rapport guide.
  • Fixed the 6th golem in Subcity 01 being unreasonably hard to find, and an interact-lock after cancelling a Bloom Art.

A Note on “Stability and Crash Fixes”

Several patch-aggregator sites list these updates as fixing “multiple game crashes” and improving “overall stability and performance”. Those lines are not in the official notes for 1.0.7, 1.0.8 or 1.0.9. They are the same generic template those sites applied to the day-one 1.004 build — for which Game Freak never published a changelog. 1.0.9’s performance work is specific and named: boss attack effects, Bloom Arts command processing, and status effect visuals. Nothing about crashes.

Update History

DateEvent
Sep 17, 2026Patch 1.0.12 (PS5 1.010) released — almost all cutscenes skippable with a Skip indicator, finishing animations skippable, frame-generation options by GPU, DLSS-Dynamic target frame rate, ammo-slot button mapping, unnamed progression blockers in event and boss battles fixed. The roadmap adds an optional bypass of three mid-game zones and boss pattern reworks; the harder mode carries over.
Sep 9, 2026Famitsu interview with director Kota Furushima: the audience “far more people than imagined” via Game Pass and physical PS5 sales; criticism of controls, pacing and tutorials acknowledged; next up more skippable cutscenes, then healing responsiveness, early-game tutorials, flow and UI — timings “once they’ve been finalized”.
Sep 8, 2026Patch 1.0.11 (PS5 1.009) released — cutscene skipping extended through the Great Wall Terraces, dialogue pauses trimmed, cosmetics visible in cutscenes, console film grain toggles, flower-node skill reset, the 99-charm cap fixed, Corvus acid pools re-enabled. The roadmap adds a difficulty above Hard and NG+ difficulty options, confirmed the same day in the forums.
Sep 3, 2026Community representative on the forums: 1.0.10 was not meant to make the game easier, hardcore feedback passed on (“we’ll see what we can do”); Koo’s controller skill-selection bug acknowledged.
Aug 31, 2026Patch 1.0.10 (PS5 1.008) released — film grain and chromatic aberration toggles, Blight Sprouts and Fractured Amber nodes, inventory overflow auto-converts to Amber, hold-to-aim, the Chapter 3 softlock and Subcity 02 wall fixed.
Aug 26, 2026First 1.0.9 fallout in the official bug thread: the Malefact of Fate fight freezing (two reports plus a PS5 case), a Subcity 02 wall trap, and a developer confirming the Duty Fulfilled platinum bug is known.
Aug 24, 2026Patch 1.0.9 (PS5 1.007) released — ultrawide support, frame generation, partial cutscene skipping, the Fuji Frontier elite spawn fix, Game Pass upscaling restored, charms sellable, faster healing, Helm Splitter by default, Great Wall Terraces boss becomes an event battle.
Aug 20, 2026Developer reply in the Steam forums: the enemy spawn fix is expected in the next update, no exact time, but “very close”. It arrived four days later.
Aug 15, 2026Patch 1.0.8 (PS5 1.006) released — DLSS 4/4.5 and FSR 4 implemented, camera distance options, subtitle sizes, fall and shallow-water damage removed, auto-target defaults off, Pilgrim’s Zone route shortened. Introduced the Fuji Frontier elite spawn bug and the Game Pass upscaling blackout.
Aug 9, 2026Patch 1.0.7 (PS5 1.005) released — upscaler reset bug fixed, camera and text adjusted, Performance default for cutscenes, parry window adjusted, boss and enemy balance passes.
Aug 5, 2026Game Freak statement on X: first patch confirmed “within a week”, five changes listed. Steam announcement: missing pre-order DLC entitlements fixed.
Aug 4, 2026Launch, with day-one update 1.004 (PS5) / 1.0.6 (PC). No official changelog published, then or since.

Last checked for a newer build: September 21, 2026 — 1.0.12 / 1.010 is current, released September 17, and no hotfix has followed it. The “Patch 6 is Now Live” thread was opened by a Fictions staffer standing in for the community manager, who has not posted anywhere since September 12; as of September 21 the thread has three replies, none answered — the DLAA reporter restating that “DLAA remains broken”, one thank-you, and one player reporting a “UE fatal error” crash and an unanswered ticket. The previous patch’s thread picked up a fifth unanswered complaint on September 17, asking about the Duty Fulfilled trophy; the four before it — the DualSense vibration problem on Game Pass, crashes during cutscenes, the “where is true full screen or windowed 2K options?!” ask, and an RTX 5080 owner’s frame rate going “from 200 to 43 while in combat” — still have no reply. The bug-report thread stands at 368 replies as of September 21 (no new post since September 19), every post since September 12 player-to-player. Under the 1.0.11 announcement, the player whose boss fight will not start asked on September 15 for a way to reset the Fuji map; 1.0.12’s unnamed “progression blockers” line may or may not be his fix, and he has not posted since. The frame-generation complaints of September 10 to 12 — four players, answered on September 12 with a request for tickets and nothing acknowledged as a bug — now sit next to a patch that reworks the frame-generation options without calling anything a fix; whether it helps is untested. Details on the performance guide. We re-check daily and this page is the first thing we update when that changes; there will be no separate page for the next patch, so this URL is the one to bookmark.

We have not yet been able to hands-on verify which scenes 1.0.12 leaves unskippable, how skipping a finishing animation is triggered, what the RTX 40 and RTX 50 frame-generation options actually differ in, or whether the unnamed progression-blocker fix repairs a save that was already stuck notes not independently tested — when we do, the practical read lands here, starting with the broken-save question that matters most.

Frequently Asked Questions

What is the current version of Beast of Reincarnation?

1.0.12 on PC (Steam) and 1.010 on PS5, both released September 17, 2026. Game Freak titles the official notes "v1.0.12 / v1.010.000" and its Steam thread calls it Patch 6. Xbox Series X|S receives the same update, and contrary to what is often repeated, Microsoft does get a published version string — the official support site lists an Xbox number that has matched the Steam one exactly at every patch so far. That page lags badly, though: on September 18 it still showed the 1.0.8-era numbers, four patches behind.

What did patch 1.0.12 change?

Cutscenes, mostly: "almost all event scenes and cutscenes are now skippable", a "Skip" indicator now shows on scenes that allow it, and finishing animations can be skipped — Game Freak says "a very small number of cutscenes remain unskippable for now" and will be handled in a future update. On PC, frame-generation options now adjust to your GPU (RTX 40 versus RTX 50), and DLSS-Dynamic gains a target frame rate on monitors of 120Hz or higher. "Switch ammo slot 1-3" can be mapped to buttons, and tips you have already seen stop appearing from New Game+ onwards. Fixes: skipping certain cutscenes immediately on start left them unable to end; Emma's dialogue lines not always displaying correctly with English voice-over; being trapped if you died at the exact moment you won specific event battles; "progression blockers related to event and boss battles across various zones", unnamed; and exploration markers on physical disc versions played without updates. Nothing on stutter, DLAA, HDR, crashes, fullscreen, resolution options, ultrawide or the Steam Deck — the notes contain none of those words.

What did patch 1.0.11 change?

Mostly cutscenes: select event scenes and cutscenes up to the Great Wall Terraces zone can now be skipped, dialogue pauses and cut lengths were trimmed, and Emma's and Koo's alternative skins now show during cutscenes. Consoles get the Film Grain, Chromatic Aberration and cutscene post-processing toggles that arrived on PC in 1.0.10. Skills tied to the flower nodes of the skill tree can be reset, more SP-yielding "Blighted Sprouts" were placed, enemy attacks now cancel when you revive via Regeneration, and Corvus gets its acid pools back for specific attacks. Fixes: the 99-cap on Decayed Charms that converted extras into money, Koo re-detecting collected items, the missing Pounce Rate number, Shido's Iaido Strike whiffing in certain positions, Spirit Stone quantity and sell-price display, a blank "Add Marker" window on the map, duplicate status icons, extra hitstun while aiming, and cloud-streaming tutorials that would not progress.

What did patch 1.0.10 change?

The headline is options to toggle Film Grain and Chromatic Aberration on and off, plus a separate toggle for post-processing in cutscenes — the longest-running complaint about the game's image, answered four patches in. It also adds "Blight Sprouts" that yield SP to every zone and "Fractured Amber" nodes to some, auto-converts excess items into Amber when your inventory is full, makes ranged aiming hold-to-aim, lets you recover from knockback with D-Pad Up, and makes flying and ranged enemies easier to stagger. On the fix side it clears the Chapter 3 softlock in The Great Wall Terraces, the Subcity 02 invisible wall, and a bug where achievements acquired after fast travel could persistently degrade save data.

What did patch 1.0.9 change?

The headliners: ultrawide and super ultrawide monitor support, frame generation options (DLSS/FSR), and skippable events and cutscenes via a held interact button — though only some cutscenes are skippable today, with the rest coming in batches. It also fixes the Fuji Frontier elite enemies that would not spawn, restores upscaling on the Microsoft Store/Xbox PC build that 1.0.8 broke, lets you sell charms for the first time, makes healing items usable the instant you take damage, and turns the Great Wall Terraces boss battle into an event battle.

Why is the Malefact of Fate boss fight frozen after the update?

It was a 1.0.9 bug and patch 1.0.10 fixes it, so update first. The official fix also names the trigger, which no player report had worked out: it hit players who had lost that boss battle before patching and then re-challenged it, which is why some players saw it and others never did. On 1.0.9 the Malefact of Fate fight — the Chapter 3 finale in The Great Wall Terraces against the Nue Malefact and the Nue Purifier — locks up partway through: the bosses keep their idle animations but stop moving and attacking, you clip through them, the music stops, and the arena stays sealed so you cannot progress. The game also refuses to autosave while it thinks the fight is running, which is why the softlock sticks. Four players have reported it independently, on Windows, PS5 and Linux, and on both NVIDIA and AMD — so it is not a driver or GPU problem. Note what the patch notes say: "The boss battle in The Great Wall Terraces has been changed to an event battle" — that is this exact fight, and 1.0.9 rebuilt it. We think that is the likely cause, but Game Freak has not confirmed a link. Verifying files, changing difficulty and changing graphics settings do not help. Keep a save from before you enter the arena if you are still on the old build. If you are on 1.0.10 and still stuck, that would be a different fault and worth a support ticket.

Why won't the Duty Fulfilled platinum trophy unlock?

Because it is a known bug, not something you missed. A player reported having 45 of 46 achievements with Duty Fulfilled refusing to pop, and a developer-badged Game Freak account replied in the official bug thread: "Team is aware of this. Hoping it's resolved soon. Sorry for the trouble!" No fix date has been given, and none of 1.0.10, 1.0.11 or 1.0.12 mentions it — on September 17, the day 1.0.12 shipped, a player asked under the previous patch thread "No fix for achievement Duty fulfilled not popping?" and had no answer. Separately, a PS5 player reports the "all swords +3" trophy also failing to unlock.

Why does Beast of Reincarnation crash on startup after patch 1.0.9?

On NVIDIA hardware this looks like a driver interaction rather than a plain game bug, and there is a confirmed fix: roll back your NVIDIA driver. Three players independently report the game crashing at launch after 1.0.9 while being fine on 1.0.8 — one was told to revert their driver, did, and replied "Thx that worked." Do not fixate on a version number: reporters name different problem drivers (616.56 and 615.56), so at least one is a typo and the real advice is to revert a recent driver; the successful rollback target was 610.88. If you would rather not roll back — the third reporter said exactly that — you can play on -dx11 at reduced performance, and send Game Freak a ticket with your crash dump from C:\Users\YourUsername\AppData\Local\CrashDumps, which is the route their support site asks for. Game Freak has not acknowledged this crash yet. One more distinction: if rolling back does nothing and the game never opens a window at all — the launcher error reads "Couldn't start ... CreateProcess() returned 11C7", reported by two players so far — that is not this crash. Check Windows Security's Smart App Control before anything else; see the performance guide.

Is the Fuji Frontier elite spawn bug fixed?

The code fix is official — 1.0.9 lists "Fixed an issue where elite enemies failed to spawn in the Fuji Frontier Zone". What is not yet established is whether it repairs a save that was already affected. That distinction matters here more than usual, because players proved the bug travelled with the save file rather than the installed build: one reinstalled v1.0.7 and v1.0.6 and the elites still refused to appear on the same save. So a fix to spawn logic is not automatically a repair of existing save state. As of our last check nobody had posted a confirmation either way. If you were affected, load the zone and look before assuming.

Can you skip cutscenes in Beast of Reincarnation now?

Almost all of them, as of 1.0.12 (September 17): "Almost all event scenes and cutscenes are now skippable", a "Skip" indicator is shown on the scenes that allow it, and finishing animations can be skipped as well. Game Freak's own caveat: "a very small number of cutscenes remain unskippable for now, but these will be addressed in a future update" — so a scene that will not skip is still expected rather than broken, but it should now be rare. That closes a four-patch arc: 1.0.9 (August 24) made a first batch skippable, 1.0.11 (September 8) extended it through the Great Wall Terraces, and 1.0.12 covers nearly everything. Hold the interact button; interact has been freely remappable since 1.0.8, so if a guide names a specific key, that is only the default. One related fix in 1.0.12: skipping certain cutscenes the instant they started could leave them unable to end — that is fixed.

Does Beast of Reincarnation support ultrawide now?

Yes — 1.0.9 adds it, and Game Freak says most ultrawide and super ultrawide monitors should now be supported. That retires the Nexus ultrawide fix as a requirement. One early caveat from a player running super ultrawide: cutscenes appear to be zoomed to fill the screen rather than reframed, which is not the same as native composition. There is still no FOV slider, and no 16:10 support was announced.

Does patch 1.0.9 add frame generation?

Yes. Frame generation options (DLSS/FSR) are implemented and can be enabled in the settings menu — this was the item 1.0.8 listed as "planned to be implemented soon", so it landed one patch later as promised. Community frame-gen mods are now redundant on the Steam build. One early report says frame generation does not work on the PC Game Pass version specifically; that is a single unconfirmed report so far, but it is worth knowing given 1.0.8 broke upscaling on that same build.

Did 1.0.9 fix the missing DLSS on PC Game Pass?

Yes, officially: "Fixed an issue where upscaling features were unavailable (Microsoft Store/Xbox PC version)." Game Freak also states plainly that the issue was introduced in the previous patch, and asks players to report any remaining upscaling problems on the Xbox PC build. So the TSR stopgap we recommended for nine days is no longer necessary.

Can you sell charms in Beast of Reincarnation?

Yes, as of patch 1.0.9 — the notes say simply "Charms can now be sold." Before this patch there was no way to sell, scrap or drop an unwanted charm, so duplicates piled up in your inventory permanently. If you farmed Decayed Charms and ended up with a list you had to scroll past, this is the patch that clears it out. Every guide written before August 24 still tells you charms cannot be sold.

Should I wait for the Beast of Reincarnation 1.1 update?

There is no 1.1. Game Freak has never announced a version 1.1 — it appears in player discussion as shorthand for "whatever comes next", but no patch notes, support article or announcement mentions it. What is real is the eight-item planned list at the end of the 1.0.12 notes, with no version number and no date: an option to bypass the Pilgrim's, Matsukawa Colony and Fuji Frontier zones after the Great Wall Terraces, reworked attack patterns for Nushi variants and Shidou, a difficulty mode higher than Hard, a higher difficulty mode for New Game+, auto-pickup for enemy drops, dialogue pacing and cut lengths, water hazard detection, and invisible boundaries. Patches landed on August 9, 15, 24 and 31 and September 8 and 17, so the cadence is roughly weekly, but nobody knows what the next one is called or when it ships.

When is the next Beast of Reincarnation update?

No date, and no version number. 1.0.12 (September 17) is current, and its notes end with eight planned items — two of them new: an option, after clearing the Great Wall Terraces, to bypass the Pilgrim's, Matsukawa Colony and Fuji Frontier zones or play them normally, and reworked attack patterns for "similar boss types (Nushi variants and Shidou)". The other six carry over: a difficulty mode higher than Hard, a higher difficulty mode for New Game+, auto-pickup for enemy item drops, dialogue pacing and cut lengths, water hazard detection, and invisible boundaries. Track record: 1.0.9 delivered four and a half of the five things 1.0.8 promised; 1.0.10 one fully and two partly of six; 1.0.11 two fully and three partly of seven; 1.0.12 none of 1.0.11's seven in full, and one — the cutscenes — almost entirely. Patches have landed on August 9, 15, 24 and 31 and September 8 and 17.

Has the Beast of Reincarnation patch come out yet?

Six have. 1.0.7 (PS5 1.005) on August 9, 1.0.8 (PS5 1.006) on August 15, 1.0.9 (PS5 1.007) on August 24, 1.0.10 (PS5 1.008) on August 31, 1.0.11 (PS5 1.009) on September 8, and 1.0.12 (PS5 1.010) on September 17, with Xbox receiving each of them. Do not read a weekend rhythm into it: the first two landed on weekends, the third on a Monday nine days later, the fourth on the following Monday, the fifth on a Tuesday eight days after that, and the sixth on a Thursday nine days later.

Does the patch fix the film grain and blurry image?

Yes. As of 1.0.10 (August 31) film grain and chromatic aberration each have an on/off toggle in the settings menu, plus a separate toggle for post-processing in cutscenes — and 1.0.11 (September 8) states those options are now "available on non-PC platforms", so PS5 and Xbox players have them too. 1.0.9 did not — it only put the toggle on the planned list, the first official acknowledgement after three patches of silence. If you applied the engine.ini edit from our performance guide, remove it now; stacked on top of the new options it can only conflict.

Does patch 1.0.7 add DLSS 4.5 and FSR 4?

No — several outlets got this wrong at the time. 1.0.7 only listed them as planned; the only upscaling change it shipped was the settings-reset fix. Patch 1.0.8 (August 15) actually implemented DLSS 4/4.5 (L/M) and FSR 4, so the misreported feature became real one patch later than reported.

Is Steam Deck supported after the patch?

No. The Steam Deck compatibility rating is unchanged — still Unsupported for graphics performance. None of the six patch notes through 1.0.12 mention the Deck, and Valve's rating has not been revisited.

Will Beast of Reincarnation keep getting updates?

Yes. Game Freak's statement says: "We take your feedback to heart and are currently planning a series of continuous updates," and the 1.0.12 notes open with "Additional patches will continue to be released in the future" while listing eight more planned items. Six patches in forty-four days is the pace so far — and on September 9 the director told Famitsu the team is working on more skippable cutscenes, healing responsiveness, early-game tutorials, progression flow and the UI, with release timings to be announced once finalised.

Is a harder difficulty coming to Beast of Reincarnation?

Yes — officially planned, as of September 8, and still planned rather than shipped after 1.0.12 on September 17. The 1.0.11 notes listed "Adding a new difficulty mode above Hard" and "Adding increased difficulty options for New Game+" as the first two items for future updates, and Game Freak's community representative followed up in the Steam forums after that patch: "Devs are planning to implement a new base difficulty above Hard and new difficulty options for NG+." The 1.0.12 notes carry both over, reworded — "Adding a difficulty mode higher than HARD" and "Adding a higher difficulty mode for NEW GAME+" — with no name, no date and no detail on what changes. Until 1.0.11 neither item had ever appeared on an official list; the only earlier signal was a September 3 "we'll see what we can do".

Why did my charms turn into money?

A bug, now fixed in 1.0.11. "Decayed Charms" were capped at 99, and once you were over the limit, charms identified after appraisal were automatically converted into money instead of landing in your inventory. The patch removes that behaviour — but Game Freak is explicit that charms already lost this way cannot be restored, and apologises for it. If you farmed charms heavily on 1.0.10 or earlier and wondered where they went, that is the answer.

Can you reset skills without resetting attributes?

Partly, as of 1.0.11: the notes say the patch "enabled the ability to reset skills tied to the flower nodes of the skill tree". Before this, a respec through Mikoto refunded skill points only as part of a full attribute reset. The notes do not say where the new option lives, whether it costs Amber, or whether it covers anything beyond the flower nodes — see the respec guide for what is confirmed.

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