Whilst not strictly a blur, the current in-game menus overlay a semi-transparent layer over the current image before displaying whatever it is they are displaying. The end result being that the current image is darkened and largely pushing into the background.
Usually (unless it's been customized), that means it shows the image
.\gui\overlay\game_menu.png
.
That image is a mostly black image, with a colored vertical bar. The black is transparent. When used as a background to a screen, the screen bleeds through the previous underlying image being displayed before the screen was overlaid.
Again, it's not a blur - and maybe the blur is important to you. But, to my mind, it serves the same purpose.
I'm also trying to imagine what that same black transparency might look like with pixelated areas of shades of dark grays. Done well (and I can't being to guess how), I can see it giving a blur(ish) effect.
All that said, there's always the
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pixeleffect transform. Honestly, I've no idea how to use it - and I'd probably just use the deprecated
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instead. But it's a good way of creating a second copy of a displayable without creating two separate images. If one is your background image and the second is a blurred version of that same image - would that work?
Python:
image pic2 = "pic2.webp"
image blur_pic2 = im.Blur("pic2.webp", 1.5)
Although the first image statement isn't needed, since RenPy automatically generates displayables for all images.