
Phantom Blade Zero received its first patch — the game was simplified and shader compilation sped up
Translated with AI from the Russian original.
The developers responded to player feedback.
In late October, Phantom Blade Zero was released on PlayStation 5 and PC. Many players praised the new project from S-GAME Studio, but some found the game too difficult.
A few days later, the first patch for Phantom Blade Zero was released. It includes not only technical fixes, but also balance adjustments: “the combat behavior of certain enemies and bosses has been adjusted.” Additionally, the grab frequency of Hua (Deadly Betrothed) was reduced on the Wayfarer and Pathbreaker difficulty levels—other difficulty levels remain unchanged.
In addition, the developers announced updates to weapon descriptions and certain skills.
On PC, the shader compilation process was updated, which helped “significantly reduce the game launch time.” The developers noted that ray tracing shaders will no longer be compiled by default at launch:
Players who previously had ray tracing disabled will need to recompile shaders on the first launch after installing this patch. This is a one-time process that will take very little time. Players who previously had ray tracing enabled can start playing without recompiling shaders. If you enable ray tracing in the settings, the required ray tracing shaders will be compiled separately upon the next game restart.
The full description of the first patch for Phantom Blade Zero is available at the following link.
Earlier, an enthusiast decided to turn the game into a full-fledged soulslike—he added mechanics typical of FromSoftware titles to the game, such as enemy respawns upon the protagonist's death or rest. Boss phases will also reset.
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