Wednesday, April 8th 2026

The First Berserker: Khazan Loses Support Development Team Over Poor Commercial Performance

Nexon subsidiary, Neople, launched The First Berserker: Khazan on 27 March, 2025, and despite the game's impressive critical reception, it seems as though the ARPG never quite managed to reach the commercial heights expected by Nexon. According to a recent report by Korean news outlet, Yonhap News, the development team that was responsible for supporting The First Berserker: Khazan has been reassigned by Neople, due to the game's poor commercial performance. The development company says the project is in "completion stage" and the reallocation of workers is in the name of efficiency. The workers previously responsible for the ARPG will be working on other projects that require additional human resources.

According to SteamDB, The First Berserker: Khazan peaked at 32,929 concurrent players on Steam around the game's initial launch, but that number quickly fell to around 2,000 daily concurrent players, dipping to as little as 1,013 concurrent daily players more recently. Despite the low player counts, The First Berserker: Khazan still has a "Very Positive" 90% rating on Steam, and it generally scored well with critics, with a 78 Metacritic score and a user score of 7.9 on the same site.
Source: Yonhap News
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10 Comments on The First Berserker: Khazan Loses Support Development Team Over Poor Commercial Performance

#1
ZoneDymo
Just too many games and also millions of gamers only playing 1 or 2 games (life service).

This is why luck is also a big factor.of succes
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#2
FreedomEclipse
~Technological Technocrat~
ZoneDymoJust too many games and also millions of gamers only playing 1 or 2 games (life service).

This is why luck is also a big factor.of succes
Its more to do with the game chasing the 'souls like' trend and without anything more redeeming that kept players invested in it or bringing in new players.

The game looks great, It plays great, Story is great/well written but maybe it was lacking in content to keep players hooked?
Posted on Reply
#3
Vayra86
Sorry but when you make an ARPG with linearity and low replay value, its gonna die rapidly. This wants to mix Diablo with Souls but lacks everything that makes Diablo and its loot + systems shine, while not being as good as a real soulslike in the gameplay department either. Jack of all trades, failure at all of them.
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#4
TheDeeGee
Never heard of the game until i read it here.

There are like 1000 games a month releasing on Steam, ain't no one got time for that in their life.
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#5
ObscureAngelPT
Honestly, it's sad.
I've played a little bit of the demo for benchmarking porpouses and I really really enjoyed the game and the level of polish the game have.

But like many already replied, it's just too many games, MOST (not all) of the kids these days focus on Live service games, and many old school gamers are the ones that continue to buy games, but AAA is very lacking recently and AA games like this don't have the necessary marketing to penetrate the market and sell the quantity that it should and needs.

Also, I have a backlog of more than 300 games, I don't even buy more than 1 or 2 games per year, and I'm giving prefference even to DLC or small games that I know that I finish quick to get rid of the backlog, I don't accept all the games being offered everywhere and even so, given I'm a very low subscriber count content creator, I still have more games to play than what I can actually finish. (36 Male here with 2 kids and a job). So it's hard for me to get a sale at the moment.
Posted on Reply
#6
Vayra86
ObscureAngelPTHonestly, it's sad.
I've played a little bit of the demo for benchmarking porpouses and I really really enjoyed the game and the level of polish the game have.

But like many already replied, it's just too many games, MOST (not all) of the kids these days focus on Live service games, and many old school gamers are the ones that continue to buy games, but AAA is very lacking recently and AA games like this don't have the necessary marketing to penetrate the market and sell the quantity that it should and needs.

Also, I have a backlog of more than 300 games, I don't even buy more than 1 or 2 games per year, and I'm giving prefference even to DLC or small games that I know that I finish quick to get rid of the backlog, I don't accept all the games being offered everywhere and even so, given I'm a very low subscriber count content creator, I still have more games to play than what I can actually finish. (36 Male here with 2 kids and a job). So it's hard for me to get a sale at the moment.
In the end while it might be sad for one studio, what we can really conclude here is that the market for gaming is so vibrant, there's just too much of it. Apparently, its very easy to make a game and even to make a pretty decent game that sells, and it attracts way too many people on the development side.

Its only healthy studios die off and supply and demand balance each other out, really. There being too much content benefits no one, in the end, and its also clear that really great games still get the attention they deserve. There's just no real place for all the B-movie class spin off junk that doesn't excel in much.
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#7
NoneRain
Man, this game looks cool.
I still plan to buy it.
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#8
rattlehead99
That's why AAA games should have budgets where 1-2 million units sold is very profitable.
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#9
starfals
NoneRainMan, this game looks cool.
I still plan to buy it.
Same, but i guess thats the problem. We are soo late... that the company is having issues. Still remember the game awards and the 1 time i saw this game. It was cool... but i still got 5000 other games to play.
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#10
CornyOC
I enjoyed playing that game, I think the boss fights were superb (especially at launch before they nerfed boss fights for casuls). The problem with sales was mainly due to poor marketing and next to zero hype. This game came out of nowhere, nobody knowing anything about it, totally new title from a previously mobile game developer, it didn't matter that the game was like solid 8/10 ARPG.
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Nov 13th, 2026 22:12 CST change timezone

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