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
- Events
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 Game
When 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 been pixelated to better harmonize with the background. The art style has also been simplified, allowing players to enjoy longer play sessions more comfortably.
Ongoing UI Improvements
UI updates never truly end. While the previous update significantly expanded the field of view, some players pointed out that the left and right UI elements lacked visual symmetry, making gameplay feel uncomfortable.
To address this, I put a lot of thought into creating a more symmetrical layout while maximizing information clarity. Although design preferences vary from player to player, I adjusted the UI to reflect some minority feedback while aiming for an experience that satisfies the majority.
If you have any UI-related feedback, please feel free to share it!
Level System Adjustments
Leveling is a key part of character progression, affecting Bella’s stat growth and skill acquisition. Previously, combat would pause every 4 levels, allowing players to gain stat points and skills at the same time. This design was intended to preserve combat flow by limiting interruptions.
However, this approach didn’t align well with the roguelike genre. Many players felt disappointed when a level-up effect occurred without any actual character growth, and some wanted brief pauses to consider stat and skill choices based on the current combat situation.
To address this, I’ve reworked the system so that Bella always grows with every level-up, as outlined below:
Skill Acquisition: Every 4 levels → Every 3 levels
Stat Points:
Previously gained every 4 levels
Now gained on level-ups without skill acquisition
Stat Points per Gain: 4 → 2
Faster (Literally) Combat
Veteran players may already be cutting down enemies and formidable foes on their way to glorious battles against heroes (hero difficulty was largely inspired by first-release raid bosses from online RPGs).
However, during offline demo showcases, I noticed many players still struggling on the very first stage.
While lowering enemy stats or directly buffing Bella would have been an easy fix, I felt that approach would reduce the enjoyment for skilled players. Instead, I slightly increased Bella’s base movement speed.
In an action game where dodging enemy attacks is critical, movement speed has a major impact on balance. Still, this change helps new players adapt more easily, while experienced players can enjoy a faster, more dynamic combat tempo.
Experience a more action-packed Berserk High —right now.
In Closing
That wraps up this update! I hope you have a wonderful holiday season, and I’ll be back next year with an even better version of the game.
Thank you for your continued support!
Source
