Update log
Full Berserk High update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello, this is WrongTaken.
Extracted changes
- UI and audio
- Balance
- Gameplay
- Maps
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.
Before
After
I 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.
Difficulty
First of all, I apologize for the previously high level of difficulty.
Since I had a limited number of testers, I personally adjusted the game balance while playing it myself. However, since I’m quite familiar with the game, the difficulty settings ended up being too high for new players.
Because of this, many players couldn’t complete all the content.
I have now adjusted the overall game difficulty to ensure that new users can also enjoy the game more easily.
Stats
Previously, Bella could use stat points to increase her stats every time she leveled up.
From now on, you will only be able to allocate stat points every 4 levels (e.g., level 4, 8, 12…).
The old system contributed to the high difficulty—constantly opening menus to allocate points disrupted immersion, but ignoring it made it hard to keep up with increasingly stronger enemies.
Now, similar to how new skills are unlocked, a pop-up will appear every 4 levels allowing you to allocate stat points.
Additionally, I have reduced Bella’s base stats but tripled the scaling efficiency of each stat to increase their overall impact.
Stat Point Acquisition Timing
Before: Gained on every level up
Now: Gained every 4 levels
Stat Points per Gain: 3 → 4
Base Stats Changes
Health: 9 → 3
Strength: 12 → 4
Clarity: 7 → 2
Agility: 11 → 4
Violence: 9 → 3
Grit: 11 → Removed
(Note: While base stats have been reduced, the effectiveness per point has tripled, so the overall impact is about the same.)
Grit Stat Removed
The "Grit" stat has been removed.
Originally, it was intended to increase armor and poise, offering better HP efficiency and resistance to Dots.
However, its function overlapped too much with the Health stat, and having six different stats ended up confusing players rather than providing meaningful choices.
Items that previously boosted Grit now enhance appropriate defensive attributes (such as Health, HP, or Armor).
Additionally, increasing the Health stat will now also increase armor.
Effect of Increasing Health
Before: +11 HP
Now: +33 HP, +1 Armor
Map Structure Changes
Before facing the formidable, many of the stages had too many obstacles and terrain elements, making it hard to deal with multiple enemies.
To address this and balance difficulty, I have removed many of the obstacles that hindered Bella’s movement, allowing players to engage in combat more smoothly.
(Some maps have been completely redesigned.)
I have prioritized and updated the most critical elements first, and further UI patches are planned.
I will continue to make regular
Source
