This article is a stub
It lacks sufficient information and needs to be expanded. You can help by adding more content.
Getting stronger in Sword Sage: Awakening does not work the way a souls-like normally does. There is no currency dropped on death and carried back to a bonfire, and levelling is not something the player triggers. Experience accumulates, the character level rises on its own, and what that level hands over is a pool of merit points to spend at leisure. Every figure below comes from hands-on accounts of the preview build shown in mid-2026 and can still change.
Sword Sage: Awakening has not released yet. It is listed as "Coming soon" with no confirmed date, so every detail below reflects pre-launch material and is subject to change before launch.
Levels and Merit Points
A level does not raise base statistics. It grants merit points (功德点), and those are spent through a study screen that can be opened at any time rather than only at a rest point. The four things they go into are the sword, the prosthetic hardware, the artifacts and the talismans, which is to say every branch of the toolkit a Yaoguai Vanquisher fights with rather than a single stat line.
Where merit points go | What it covers |
|---|---|
Weapons | The swords themselves, including the upgrades that turn a reforged blade's draw into an attack. |
Prosthetics | The mechanical limb that delivers the heavy kick and breaks an enemy's guard. |
Artifacts | The celestial artifacts the vanquisher brings to bear against supernatural enemies. |
Talismans | The charms and spell-work that sit alongside the sword. |
Because the points are not consumed at a checkpoint and nothing is dropped on death, the loop that most games in the genre build around risking a currency is simply absent here. Accounts of the preview build describe the upgrades as changing how the game feels rather than nudging numbers: one passive makes the attack that finally exhausts a blade's durability a guaranteed critical hit, and several combo finishers gain a heavy blow that staggers a boss outright.
Weapon Drops and Affixes
Weapons arrive as loot as well as by choice. Enemies drop them and chests hold them, and the same weapon can turn up in better or worse condition. Two weapons that share a name share the same signature skill, but their quality, values and affixes differ, so a familiar blade can still be an upgrade. Some affixes stack a protective effect, and stacking it far enough pairs with matching charms for a set bonus, which is where a build starts to take a shape rather than just a level.
Each sword also carries its own ultimate skill, its own action style and its own Five Elements attribute, which is the studio's stated answer to a game with no ranged weapon and nothing but swords. The signature skills draw on a resource, and a well-timed counter refills it quickly, so the Evade Cyan, Strike Red loop feeds the weapon skills rather than sitting apart from them.
The Forging System
One system is named but unseen. The game director has said a Forging System unlocks partway through the full campaign, letting the player craft their own weapons, and that it was not present in the build shown to the public because that build was assembled from the game's opening and closing stretches with the middle left out. Nothing has been published about its inputs, its costs or its outputs.
Rest Points

Progression has a place attached to it. The checkpoints of Guannandao are tea posts rather than campfires, each tended by a red panda who pours a cup to restore health and helps prepare consumables that grant temporary combat buffs. Unlike a bonfire in the games this structure borrows from, it is not where levelling happens; that has already taken care of itself.
What Is Confirmed
Character levels arrive automatically as experience accumulates and do not raise base statistics.
Levels grant merit points, spent at will through a study screen on weapons, prosthetics, artifacts and talismans.
Enemies and chests drop weapons; same-named weapons share a signature skill but vary in quality, values and affixes.
Some affixes stack a protective effect that combines with matching charms for a set bonus.
Each weapon carries its own ultimate skill, action style and Five Elements attribute.
A Forging System for crafting weapons is planned to unlock partway through the full campaign and was absent from the public build.
Specific point costs, upgrade trees, affix names, quality tiers and crafting recipes have not been published, and are deliberately not guessed at here. See combat system for how the weapons behave in a fight and development and public showings for which builds these systems were seen in.