Beast of Reincarnation Update 1.0.9: Official Patch 3 Notes
Official Beast of Reincarnation v1.0.9 patch notes: ultrawide support, DLSS/FSR frame generation, skippable cutscenes, healing changes, and the Fuji Frontier fix.
Fictions and Game Freak published Beast of Reincarnation PC Patch Notes: v1.0.9 on August 24, 2026, and the post calls it the game’s third patch. It is the patch that fixed the things people were loudest about, and three of its entries changed the game more than the whole of v1.0.8 did:
- Ultrawide monitor support was added — including super ultrawide. This was missing at launch.
- Frame generation (DLSS/FSR) was added as a settings-menu option.
- Cutscenes became skippable by holding the interact button — but only some of them, deliberately.
This page summarises the official announcement, checked on September 3, 2026. It is not a claim that every line has been independently tested here, and the notes are titled PC patch notes — see the caveat at the end.
Display: the two additions people were waiting for
- Ultrawide monitor support. The note says most ultrawide and super ultrawide monitors should now be supported, and asks players to report remaining problems. “Most” is the developer’s word, not a guarantee for every aspect ratio.
- Frame generation options (DLSS/FSR), enabled from the settings menu.
Read that alongside v1.0.8, which added DLSS 4/4.5 and FSR 4 upscaling: upscaling came in Patch 2 and frame generation came in Patch 3. They are different features and the settings menu treats them separately, which matters if you are following an older settings recommendation that only knew about upscaling. The PC performance settings guide covers what each option costs.
One fix belongs to this group as well: upscaling features were unavailable on the Microsoft Store / Xbox PC version, a regression the notes admit was introduced in the previous patch and is now resolved. If you play through Game Pass and lost your upscaling options in mid-August, that was the cause — see the Xbox Play Anywhere guide and the Game Pass guide.
Skippable cutscenes, in batches
Holding the interact button now skips events and cutscenes that support it, with a “skip” indicator in the bottom right telling you when it is available. Two details are easy to miss:
- Only some cutscenes are skippable. The notes state that technical complications forced the studio to ship this in batches, and that the rest are expected “in the near future.” As of v1.0.10 that work is still listed as unfinished.
- Certain cutscenes before the final boss fight were made skippable, which is called out specifically. That is the pain point for anyone retrying the ending or running New Game Plus — see the New Game Plus guide.
So if a cutscene will not skip, the correct conclusion is that it is not in a shipped batch yet, not that the feature is broken.
Healing and combat feel
The healing change is the one that alters moment-to-moment play:
- Healing items can be used immediately upon taking damage. No enforced delay after a hit.
- Movement slowdown while Emma heals was reduced in duration.
Together those make healing a viable in-combat action rather than something you retreat to do. The rest of the combat list:
| Change | Effect |
|---|---|
| “Helm Splitter” usable by default | No longer needs to be unlocked; can still be upgraded in the skill tree. |
| Counterattack execution timing adjusted | No direction or frame data given. |
| Attacks from behind damage shield-bearing enemies | Flanking now works against shields. |
| Crow-type attacks no longer generate acid damage fields | Removes the lingering hazard from airborne enemies. |
| Certain Nushi attacks failed to connect | Hit-registration fix, continued in v1.0.10. |
| Boss battle camera presentation adjusted | Presentation only; also revisited in v1.0.10. |
| Controller vibration added to Execution Kills and Assassinations | Feedback, not balance. |
| Controller vibration intensity adjusted (PS5) | The only PS5-specific line in the post. |
The Crow change is worth singling out. Acid fields from flying enemies were punishing exactly because you could not reliably reach the source; removing the field addresses the complaint without changing the enemy’s damage. v1.0.10 then made flying and ranged enemies easier to stagger, so the two patches attack the same problem from both ends. For the inputs themselves see the parry, guard and dodge controls guide and the elements, weakness and stagger guide.
Elite enemies: two separate fixes
These two lines are the ones that resolve a quest-blocking report, and they are easy to conflate:
- Elite enemies failed to spawn in the Fuji Frontier Zone. That is a spawn bug, and it is fixed. If you were hunting an elite target there and finding nothing, this patch is the answer — see the Fuji Frontier quest bug page.
- Elite enemies recovered full health too quickly after losing sight of Emma. The recovery speed was the bug. The notes are explicit that fully recovering health after being undetected for a set period is intended behaviour, so do not expect to whittle an elite down across repeated disengages.
That second note is the sort of line worth reading carefully: it fixes a bug and simultaneously confirms a design decision that players had assumed was also a bug.
The Great Wall Terraces boss became an event battle
The boss battle in The Great Wall Terraces has been changed to an event battle. The post does not explain what that means mechanically, and this page will not guess at it.
What is documented is the consequence. v1.0.10 had to fix a case where players who lost that fight before v1.0.9 could not progress after re-challenging it, even when they met the victory conditions. If you are on a save that touched that encounter in mid-August, you want Patch 4, not just Patch 3. Details on the v1.0.10 notes page.
Quality of life
- Charms can now be sold.
- Spirit Stone active effects are shown on the equipment screen, so you can see which are live rather than tracking them yourself.
- “Set to Max” and “Reset” options when choosing quantities in the Shop.
- Koo-exclusive item icons got unique visuals, which removes a real source of inventory confusion.
- Koo no longer obstructs your field of view — a fix v1.0.10 lists again, so treat Patch 3 as the first pass.
- Text appeared shrunken in certain areas — fixed.
For where the sellable and upgradeable material actually goes, see the Amber and technique point farm and the Cleanse Walker upgrade materials guide.
Soft locks and input bugs, mostly PC
This section is the reason to be on at least v1.0.9 if you play with mixed inputs:
- New Game Plus data transfer soft lock (PC). Pressing confirm with keyboard or mouse and then moving the cursor with a controller locked the screen. A full soft lock at the point where you start NG+.
- Return Results screen ignored the confirm key for keyboard players (PC).
- Cleanse Walker fast travel broke if you alt-tabbed while switching areas from the “Choose Destination” option (PC).
- Bed Menu misfires (PC): clicking “Save Game” or “Special Content” immediately after opening it triggered “Rest Until Morning” instead.
- “Emergency Medicine” desync. Using Koo’s ability via specific inputs desynced the real inventory count from the UI and let the L2 button be spammed. That is an item-duplication-shaped bug and it is closed.
- “Set Maximum Number” failed at quantity 99 in the Wandering Merchant and Brad sell menus.
- Re-equipping a Spirit Stone into the same slot unequipped stones in other slots when the owned count matched the equipped count.
- Parry icon and gauge flickered in the bottom right when parrying during a continuous enemy attack sequence after Koo’s FP hit maximum.
- Emma’s landing position after jumping was misaligned.
- Invisible wall collision was adjusted across various areas, with the notes saying adjustments would continue in future updates. They did — v1.0.10 lists the same work again.
Performance
Three optimisations, all named:
- Boss attack effects.
- Bloom Arts command processing. This one is input latency, not frame rate, and it affects the Koo Bloom Arts and QTE timing windows.
- Status effect visuals.
What v1.0.9 promised, and what happened next
The post listed seven items as planned. It is now possible to check them against the following patch, which is the useful thing to do with a two-week-old roadmap:
| Promised in v1.0.9 | Status as of v1.0.10 |
|---|---|
| Toggle post-processing effects on and off | Delivered. Film grain, chromatic aberration and cutscene post-processing toggles shipped in v1.0.10. |
| Expanding skippable events and cutscenes | Still listed as planned. |
| Improvements to event and cutscene presentation | Still listed as planned, now specified as dialogue pauses and cut lengths. |
| Balance adjustments for Blade Arts, Bloom Arts, etc. | Still listed as planned. |
| Adjustments to water submersion detection | Partially done — v1.0.10 fixed shallow submersion hitboxes and says work continues. |
| Further invisible wall collision adjustment | Partially done — v1.0.10 fixed misaligned collisions and says work continues. |
| “And more” | Not a commitment. |
One promise kept in a week, two started, three still open. That is a useful yardstick when reading the next roadmap.
What this page does not claim
- No console confirmation. The announcement is titled PC Patch Notes. The only console-specific line is PS5 vibration intensity; nothing here states when PlayStation 5 or Xbox builds receive Patch 3. The launch support status page tracks what is known per platform, and the PS5 film grain page covers the console picture on post-processing specifically.
- No definition of “event battle.” The Great Wall Terraces change is quoted, not interpreted.
- No direction for the counterattack timing change. “Adjusted” is all the post says, and no frame data is published.
- No numbers. No frame rates, no healing durations, no damage values for the shield or Crow changes.
- No ultrawide compatibility list. “Most ultrawide and super ultrawide monitors” is the developer’s wording, and the post asks for reports of remaining issues.
The rest of the series: the v1.0.7 notes, the v1.0.7 PC fixes checklist, the v1.0.8 notes and the current v1.0.10 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.