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Emma facing a Nushi boss in Beast of Reincarnation, used for the v1.0.10 patch notes guide
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Beast of Reincarnation Update 1.0.10: Official Patch 4 Notes

Official Beast of Reincarnation v1.0.10 patch notes: film grain and chromatic aberration toggles, auto-Amber conversion, aim-hold controls, and a save-data fix.

Confirmed game info

Fictions and Game Freak published Beast of Reincarnation PC Patch Notes: v1.0.10 on August 31, 2026, and the post calls it Patch 4. It is the current version as of September 3, 2026. Three changes in it will matter to most players:

  1. Film Grain and Chromatic Aberration can now be turned off, along with post-processing in cutscenes. This was the most-requested visual setting since launch.
  2. Excess items are converted to Amber automatically when your inventory is full, instead of being lost or blocking pickups.
  3. A save-data bug is fixed that was permanently degrading performance — not just causing a one-off glitch.
Emma facing a Nushi boss in Beast of Reincarnation, used for the v1.0.10 patch notes guide
Official Beast of Reincarnation artwork. Patch 4 includes a long list of Nushi hit-registration and camera fixes.

This page summarises the official announcement. It does not claim that this site has independently tested every line of it, and the notes are titled PC patch notes — see the platform caveat at the end.

Visual settings, at last

  • Film Grain toggle — on/off.
  • Chromatic Aberration toggle — on/off.
  • Post-processing toggle for cutscenes — separate from the two above.

The v1.0.9 notes had listed post-processing toggles as “planned for future updates,” and this is the patch that delivered them. If you have been using external workarounds to suppress grain, the in-game options make those unnecessary on PC. The console picture is not addressed by these notes; that is covered on the PS5 film grain page.

Resources and inventory

This is the section that changes how you play rather than how the game looks.

ChangeWhat it means at the pickup
Blight Sprouts added to every zoneA new source of SP, placed in each zone rather than concentrated in one.
Fractured Amber nodes added to select zonesNew Amber gathering points, in some zones only.
Excess items auto-convert to Amber at full inventoryHitting your cap no longer means walking away from drops.
Increased interaction range for standard itemsFewer missed pickups from standing slightly wrong.
Lower interaction priority for items already at max capacityThe prompt stops fighting you over something you cannot carry.

Read together, those five lines target the same complaint: inventory management was interrupting exploration. For where Amber and SP actually go, see the Amber and technique point farm and the Cleanse Walker upgrade materials guide.

Controls and combat

The control changes are small in wording and large in feel:

  • Knockback recovery can now be triggered with D-Pad Up, in addition to the existing input.
  • Invulnerability windows during knockback and recovery were adjusted. The notes do not say in which direction, and this page will not guess.
  • Aiming ranged weapons is now a hold input — the aim stays active while you hold the button instead of toggling.
  • Input buffering added for ranged aiming during Sliding, Rolling Evasion, and standard Slash attacks. You can queue the aim during those animations rather than waiting them out.
  • Interaction inputs now take priority over the Resupply screen when both sit on the same button.
  • Flying and ranged enemies flinch and stagger more easily.

That last one is the closest thing to a difficulty change in the patch. Crow-type and airborne enemies were the ones players complained about most, and v1.0.9 had already removed the acid damage fields from Crow attacks. For the inputs themselves see the parry, guard and dodge controls guide and the controller settings guide.

Nushi fixes

Boss fights got a cluster of hit-registration and camera corrections rather than balance changes:

  • Certain Nushi attacks were clipped off-screen — camera adjusted during certain encounters.
  • Certain Nushi attacks failed to register hits on the player.
  • Player attacks failed to hit a Nushi at the start of its downed state — that one was costing you damage on every knockdown.
  • Certain Nushi counterattacks failed to connect.
  • Invisible collision barriers in Nushi arenas under specific conditions.
  • Performance optimised during certain boss battles.

If a Nushi fight felt inconsistent before this patch, the third item is the likeliest explanation: the downed state is exactly when you commit to a punish. See the Nushi boss guides.

Progression blockers that are now fixed

Two of these could end a run, and they are the reason to install the patch even if you do not care about film grain.

  • Save-data degradation. Acquiring certain achievements after using fast travel could drop the player beneath the terrain on respawn, and the notes say this persistently degraded save data performance thereafter. That is a fault that got worse the longer you played on the affected save.
  • The Great Wall Terraces boss. Players who lost that fight before the patch could not progress after re-challenging it, even when they met the victory conditions. v1.0.9 had changed that encounter into an event battle; v1.0.10 repairs the saves caught in between.
  • Subcity 02 had an invisible wall on the entry slope that blocked deeper access.
  • Resting on the Cleanse Walker became unavailable under specific conditions.
  • Talking to NPCs failed under specific conditions.
  • Voice language settings reset every time the game restarted.
  • The title launch logo now skips itself if loading takes too long.

Koo got six separate fixes

Koo is the other half of the game, and Patch 4 lists more fixes for the dog than for any other single subject:

  • Koo no longer blocks your field of view. v1.0.9 listed the same fix, so this is a second pass at it.
  • Koo now moves toward you when you interact at campsites.
  • Koo no longer lands mid-air briefly after specific attacks on airborne enemies.
  • Fast travelling while Koo was downed no longer leaves him frozen after standing up.
  • Koo no longer consumes items when departing from the Cleanse Walker.
  • Koo-exclusive item icons were given unique visuals in v1.0.9, which is worth knowing if you are reading both sets of notes.

For what Koo actually does in a fight, see the Koo Bloom Arts and QTE guide.

Everything else in the list

  • Combat animation fixes: Emma no longer tilts forward when a leap is activated during a Leaping Slash, and entering Guard immediately after a Step Evade no longer causes an unintended rotation.
  • Ability fix: “Erica: Strangle” now re-triggers its restraint effect when used after “Higanbana: Roots”.
  • Interface fixes: HP bar changes now show immediately when Charms alter maximum HP, maximum parameter values displayed incorrectly, and certain tutorials were missing from the Data menu.
  • World fixes: the sky rendered black under specific conditions, water submersion hitboxes were too shallow in places, and invisible wall collisions were misaligned with visible terrain. The notes state that submersion depth and invisible walls will continue to be adjusted in future updates, so treat both as work in progress.
  • Responsiveness: interacting with strongboxes and other objects, plus enemies that failed to react when attacked from long range.
  • Performance: reduced rendering load for certain visual effects, on top of the boss-battle optimisation above.

What is confirmed as still coming

The post names six things as planned for future updates. They are not in the game now:

  • Adjustments to dialogue pauses and cut lengths in cutscenes.
  • An option to show Emma and Koo’s deluxe and pre-order cosmetics during cutscenes.
  • Auto-pickup for enemy item drops — separate from the auto-Amber conversion that shipped here.
  • Finishing skippable cutscenes. v1.0.9 introduced them in batches and this is still incomplete.
  • Further balance adjustments to Blade Arts, Bloom Arts and related abilities.
  • Further work on submersion detection and invisible wall collision.

What this page does not claim

  • No console confirmation. The announcement is titled PC Patch Notes. It does not state when PlayStation 5 or Xbox receive Patch 4, and this page does not assume parity. The launch support status page tracks what is known per platform.
  • No direction for the invulnerability change. “Adjusted invulnerability windows during knockback and recovery” does not say longer or shorter, and no frame data is published.
  • No numbers. No damage values, spawn rates, or drop rates are given for Blight Sprouts, Fractured Amber, or the enemy flinch change.
  • No independent testing. This is a summary of the official post, checked on September 3, 2026, not a verification that each fix behaves as described.

The earlier patches are covered on the v1.0.7 notes, the v1.0.7 PC fixes page, the v1.0.8 notes and the v1.0.9 notes.

Need confirmed facts instead?

For release date, combat pillars, pricing, and PC specs, start with the official game info page. Editorial rules are on the disclaimer.

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