- 0.8.0 Summer Update - 26 June 2026
Hello everyone!In celebration of this summer event, I introduce a relatively large-scale update.Enemy Spawning Logic & Difficulty AdjustmentsPreviously, enemies in field combat spawned randomly across designated locations throughout the map. The issue with this system was the massive variance in difficulty it created. At times, enemies would continuously spawn near the player, spiking the difficulty too high. On the other hand, they would often spawn too far away from the character, causing the pacing of combat to drag out.To avoid leaving the satisfaction of both beginners and veterans up to pure luck, and to enhance the core action elements of the game, I am shifting the spawning system. Instead of enemies spawning randomly across the entire map, they will now spawn exclusively around the playable character.Of course, dealing with sudden hordes of enemies can be challenging, so I have…
- 0.7.0 Update - 29 March 2026
Hello Again!This update includes combat balance adjustments, with a particular focus on further improvements to the Swordforce system. In addition, a new “Encouragement Chamber” has been added, where you can obtain one piece of equipment when restarting your journey.Here are the details:More Is BetterThrough multiple updates, the play experience of Swordforce builds has improved overall. However, one issue remained: unlike other types of skills, there was little benefit to assigning multiple Swordforce skills to quick slots.Due to their short cooldowns and limited resource generation, players tended to rely on only one or two Swordforce skills during combat. To encourage more diverse usage, a new system has been introduced.Now, the more Swordforce skills you assign to your quick slots, the more Swordforce gauge you gain. This effect applies starting from 3 skills, and filling all 8 slot…
- 0.6.0 Update - 9 February 2026
Hello, this is WrongTaken.Just like in a previous update where I introduced new visuals and effects, this update further improves in-game presentation to better match the game’s overall atmosphere.To help new players better understand the combat system, I’ve also added a dedicated tutorial map.Here’s what’s new:More Dynamic MapsWhile the game itself is already quite dynamic, something still felt missing. The player character and enemies move constantly, but the map itself remained static—serving more as a backdrop than a living stage.Although I considered terrain changes and interactive objects, I felt that introducing complex mechanics too early wouldn’t be ideal. Instead, I focused on making maps feel more dynamic through other means.Weather Effects AddedWeather effects have been added to better match each map’s theme. In an otherwise static environment, weather is one of the most eff…
- 0.5.0 Winter Update and Sale - 18 December 2025
Hello, this is WrongTaken.This winter update focuses on unifying the overall visual style and improving the UI. I’ve also made several changes to combat systems to provide a smoother and more enjoyable combat experience.And with the Winter Sale, the game is now available at a more affordable price—so I hope you’ll jump in and give it a try!Now, let’s take a closer look.Now a Pixel GameWhen development first began, the goal was to create a pixel art based action game. However, I later felt that cleaner, sharper graphic assets would provide a more comfortable gameplay experience, which led to the visual style used up until now.That said, overly sharp and clearly defined enemies and terrain didn’t blend well with the background tiles. Unfortunately, I also failed to realize that this visual contrast caused eye fatigue during long play sessions.After much consideration, all objects have now…
- 0.4.0 New Content Update - 30 September 2025
Hello, this is WrongTaken. With this update, you’ll now be able to face Frahm, the Keel Breaker. Frahm is both powerful and cunning—so be prepared before you take him on.In addition, I’ve made improvements to UI visibility and adjusted battle balance.Frahm, the Keel BreakerIf Frahm had displayed all the massive sea monsters he hunted, he could have built a city as vast as modern-day New York. With his skill in slaying thousands of sea beasts, he played a pivotal role in the War against Madness, later sacrificing himself alongside fellow heroes during the Omega Battle to finally end that nightmare.Now, twisted by madness and sealed away, he still retains his primal ferocity.Frahm is, as of this update, the enemy with the widest variety of techniques:From a distance, he will either rush straight into your face or throw a harpoon.Up close, he’ll kick you away or bite down with crushing jaw…
- 0.3.0 Large-scale Update - 15 July 2025
Greetings, this is WrongTaken.Originally, I planned to release a small patch as a follow-up to the previous update. However, due to several core system changes and the resulting balance adjustments, this has evolved into a large-scale patch.Here are the key changes:Overkill SystemOverkill, a core mechanic of the game, is a system that grants players a chance to face the boss—aka the formidable—if they eliminate additional enemies even after meeting the stage’s kill quota.This gave players two options:If you wanted to challenge the formidable, you'd push past the quota and trigger an Overkill.If not, you could simply meet the quota and move on to the next stage.However, I noticed some players were going for Overkill without intending to fight the formidable. Why? Likely for the bonus EXP. Once the quota was met, enemies would continue to spawn until Overkill was triggered, allowing playe…
- 0.2.0 Patch Notes - 27 June 2025
Hello, this is WrongTaken.This patch includes significantly more changes compared to previous updates, so I’m reaching out with this detailed announcement.I have incorporated as much of your valuable feedback as possible from past exhibitions and online surveys.UI (User Interface)The game's UI has been completely redesigned.There was a lot of feedback stating that the visibility of elements like HP, stamina, mana, and swordforce gauges in the old UI was poor.So I have updated it as shown in the following screenshots.BeforeAfterI have reduced the amount of screen space the UI takes up and widened the field of view, allowing players to enjoy a more open and expansive combat experience.This change is intended to provide a more comfortable and immersive play environment.If you have any feedback on the new UI, I’ll do my best to reflect it in the game.DifficultyFirst of all, I apologize for…
- Berserk High is now eligible to play through Steam Deck! - 11 March 2025
- SteamOS can run this game - All content can be accessed by using the default controller configuration - Interface text is legible - 1280 x 800 resolution
- Balance Patch 2 - 17 February 2025
I adjusted ratio of skills for balance. Thanks for your feedback! -Buff- Arts - Head Splitter
- Demo is re-activated - 10 February 2025
I used to launch demo 7 months ago, and now is re-activated. Feel free to play this free demo game and enjoy! Thank you!
- Balance Patch - 2 February 2025
1. Some enemy's attacks and move speed are adjusted. 2. Character's HP is increased. Thank you for playing and I am still eyes on feedback!
- Berserk High is now released! - 30 January 2025
Please have fun by playing Berserk High! I put a 20% launch discount on this game for 10 days. All feedback is welcome in X or Steam Community. I appreciate your waiting and I hope you get good experience from Berserk High. Thank you!
- Thank you for your attention on 'Berserk High' during Steam Next Fest - 19 June 2024
First of all, I'd like to thank you whose wishlist or played my first game. Despite there being thousands of well-made games during Steam Next Fest, choosing my game makes me happy. Honestly, I'm introverted, so I used to hesitate to register my game on Steam Next Fest. However, promoting to SNSs or communities like Reddit is extremely hard for me, so I registered the 'Berserk High' on Fest rather than social network promotion. Thanks to all dearest players, my wishlist numbers luckily soared more than I expected after Steam Fest, which makes me confident. The 'Berserk High' will be upgraded every day, and I hope to watch you enjoy the completed game in the future. Also, I will use Discord and YouTube soon to share my work progress or communicate with players. If you want to give me any feedback, please let me know through this page. Thank you!
- Berserk High - 12 June 2024
From Beginning to main boss, I hope you get interest in my game.
- The Previous title 'Overkill' is now changed into 'Berserk High' - 11 June 2024
The 'Overkill' is gone, and 'Berserk High' has come. (Only title has changed, not game systems) There are major graphical upgrades, so landscape in map now looks better. (Enemies who confront Bella also become fancy!) Now players can fight with the bosses called The Formidable. You must take care of yourself and check your equipment or consumable items for battle with powerful enemy. There are 2 of the formidable and a hero in Demo. I don't want to suggest you to fight with the hero, however if you are eager to challenge or get thrill, it is up to you. You can download Demo and play during Steam Next Fest and if you feel difficult with the game, I recommend you to watch Steam streaming service in Steam Next Fest page. Thank you!
- Berserk High - 11 June 2024
From Beginning to main boss, I hope you get interest in my game.