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.
Hello, this is WrongTaken.
This winter update focuses on unifying the overall visual style and improving the UI.
Ive 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 priceso I hope youll jump in and give it a try!
Now, lets 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 didnt 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.\nWhile 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!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44820697/f9cfe79462999af71f15e838d467e7b8a74abe89.png\"][/img]
Level System Adjustments
Leveling is a key part of character progression, affecting Bellas stat growth and skill acquisition.\nPreviously, 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 didnt 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, Ive 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:
[list]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 Bellas 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 Highright now.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44820697/8c666eb23a576f6caf26ccde1ca539ac2b11156d.gif\"][/img]
In Closing
That wraps up this update!\nI hope you have a wonderful holiday season, and Ill be back next year with an even better version of the game.
Thank you for your continued support!
Minimum Setup
- Processor: AMD Zen2 4CoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 8x RDNA 2
- Storage: 1 GB available space
Recommended Setup
- Processor: AMD Zen2 4CoreMemory: 2 GB RAM
- Graphics: 8x RDNA 2
- Storage: 1 GB available space
[ 6372 ]
[ 5870 ]
[ 1265 ]
[ 1943 ]
[ 986 ]















