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Berserk High

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Berserk High screenshot 1
Berserk High Trailer trailerWatch trailer on Steam ↗

Berserk High

WrongTaken · Published by WrongTaken

1 user reviews — 100% positive (1 reviews)

Last updated 28 Sept 2026

A hardcore action roguelike where you can feel the thrill of battle. Explore unknown worlds and bring eternal rest to ancient heroes. Depending on your choices, you may become a Swordmaster who dominates in one-on-one combat, or an Archmage who sweeps away enemies. Or discover a third path.

Early AccessDJCTQ 10Full Controller Support

£13.75

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £13.75 · Highest: £13.758 Oct 2026

Action, Adventure, Indie, RPG, Early Access · 2025 · More £5 - £15 games

Embark on a hardcore journey as Berserk High challenges you to choose your path—Swordmaster, Archmage, or something entirely new. Explore vast realms and shape your destiny in this intense indie RPG from WrongTaken.

About this game

Meet 60 skills in 3 types

  • Art

A system of techniques for subduing enemies passed down through generations in long-established armed groups such as clans, knight orders, and monastic orders.

These skills are for close combat, characterized by various mobility techniques and high knockback damage.

Evade enemy attacks and swiftly exploit openings to deliver unexpected critical blows to your opponents.

  • Magic

A phenomenon involves temporarily materializing the properties of nature in a direction intended by the caster using mana as a medium.

These skills are for long-range combat, characterized by wide-area high magic damage and various enchanting effects.

Sweep away enemies who charge at you in numbers with ultimate force.

  • Swordforce

An illusionary sword projected Bella's psychology and mind.

These skills are for various situations, characterized by the ability used while moving without casting motions and having very short cooldown times.

Take down all those who stand in your way with relentless attacks.

Face overwhelming boss

Experience the thrill of the hunt as you battle a formidable boss.

Which skills should you use? Art, Magic, or Swordforce?

Is it better to burst down the boss or stagger it first?

You must choose the proper tactic for each boss if you want to be the last one standing at the end of the battle.

Annihilate the swarm of enemies

Your character outmatches the minions in the dungeon. So go ahead and rock & roll.

However, stay focused. If you get distracted and your character falls in battle, you will face permadeath and have to start the journey again.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit
  • Processor: Intel Core i3
  • Memory: 1 GB RAM
  • Graphics: Intel HD Graphics
  • DirectX: Version 11
  • Storage: 1 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit
  • Processor: Intel Core i5
  • Memory: 2 GB RAM
  • Graphics: Intel HD Graphics
  • DirectX: Version 11
  • Storage: 1 GB available space

Supported Languages

English, Korean, Japanese, Simplified Chinese, Traditional Chinese

Latest news

  • Patch NotesOfficial

    0.8.0 Summer Update

    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 buffed character stats and lowered enemy HP accordingly. Additionally, most character skills have been buffed or reworked, which I will cover in detail below.Initial Character StatsStrength : 4 ▶ 6Clarity : 2 ▶ 4Agility : 4 ▶ 3Violence : 3 ▶ 5HP Growth per Level : 7 ▶ 13That should've hitThe Swordforce gauge used to only charge when performing auto attacks with your sword. However, some players were left wondering why hitting enemies with sword-based Art skills didn't charge the gauge. Starting with this update, sword-based Art skills will now also charge the Swordforce gauge!...While this adds a nice touch of detail that fits the game's lore, the biggest reason for this change is combat balance. Swordforce should synergize well with both Art and Magic, but until now, it favored Magic builds. Magic builds had a clear, distinct synergy. They could use "Enchant" to buff auto attacks while filling long cooldown windows with Swordforce. On the other hand, Art builds lacked direct synergy with Swordforce outside of powerful auto attacks.Therefore, while the Swordforce-Magic combination ai...
    Read full article on Community Announcements (WrongTaken)
  • Patch NotesOfficial

    0.7.0 Update

    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 slots with Swordforce skills will provide a significant boost. This should offer a completely new gameplay experience.Number of Swordforce Skills in Quick Slots | Gauge Gain Multiplier (Auto Attacks)0–2 | 1.0x3 | 1.15x4 | 1.3x5 | 1.45x6 | 1.6x7 | 1.75x8 | 1.9xAdditionally, when the Swordforce gauge exceeds its maximum, it will no longer reset to zero. Instead, the excess amount will be reapplied to refill the gauge and generate Swordforce Orbs. This removes the need to account for gauge loss during orb conversion.However, the Swordforce gauge multiplier gained from basic attacks against the Formidable has been slightly reduced. While this change will have little impact on Art or Magic-focused playstyles, it is intended to balance Swordforce builds.Swordforce gauge multiplier vs. the Formidable 1.5x → 1.35xOther Balance AdjustmentsTier 1 Art skills were designed to maximize efficiency under specific conditions, which resulted in relatively low damage compared to their cooldowns. To make them more accessible for players unfamiliar with their optimal use, their damage has been slightly incre...
    Read full article on Community Announcements (WrongTaken)
  • Patch NotesOfficial

    0.6.0 Update

    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 effective ways to bring life and motion to the stage.Step into battle while feeling the cool breeze.Improved Lighting and ContrastPreviously, lighting was not explicitly defined, resulting in flat and uniform brightness across sprites and maps.Now, lighting dynamically changes based on character distance. Bright skills—such as fire magic, lightning magic, and Swordforce—will illuminate their surroundings, creating clearer contrast and atmosphere.New Visual Effects for Key Combat MomentsNew visual effects have been added when:Slaying elite enemiesSuccessfully staggering the FormidableTo add a bit of excitement to repeated combat encounters, these flashy effects trigger when notable achievements are reached. If something good happens, it deserves to be celebrated—visually, at least!To better showcase these effects, the overall background has been darkened slightly. Like watching a bright screen in a dark theater, we believe this enhances immersion rather than detracts from it.Tutorial Map AddedWhile the game did include system explanations, there was no dedicated tutorial map. Given that t...
    Read full article on Community Announcements (WrongTaken)
  • Patch NotesOfficial

    0.5.0 Winter Update and Sale

    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 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 ImprovementsUI 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 AdjustmentsLeveling 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 ...
    Read full article on Community Announcements (WrongTaken)
  • Patch NotesOfficial

    0.4.0 New Content Update

    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 jaws.And for the first time, you’ll face an opponent that uses an Ultimate Skill.A deeper strategy will be required—good luck, challengers!UI Updates ContinueAfter the last UI update, many praised the improved visibility. However, some felt the information layout was cluttered. Looking back, I agreed—too much information was concentrated in one area.I carefully studied other games’ in-game UI layouts and, after much analysis, reworked the design to distribute information more clearly. BeforeAfterAlong with this, I’ve slightly expanded the field of view to match the new layout.As always, please share your feedback.Balance AdjustmentsLast update focused heavily on Swordforce skills, but that doesn’t mean other skill types were perfect. To highlight each skill’s strengths and encourage meaningful choices, I’ve implemented another round of balance tweaks.ArtsTurbulence : Cost 60 → 50Head Splitter : Knockback Damage 40 → 30Surface Slicer : Knockback Damage 12 → 24Kastian Diplomacy : Damage 220% → 300%X - Cross Saber : Damage 3860% → 3680%Ascending Dragon : Damage 660% → 690% / Cost 90 → 60Ber...
    Read full article on Community Announcements (WrongTaken)

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