
The First Berserker: Khazan is a hardcore action role-playing game. The player will become Khazan, the great general of the Pell Los Empire, who overcame death, and sets out to reveal the incidents that led to his downfall and seek vengeance on his enemies.
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About
[About this Game Section]
Experience the brutal action of The First Berserker: Khazan, a hardcore Action RPG adventure set 800 years before the events of the Dungeon Fighter Online (DNF) Universe. You will experience the vast universe and journey to the continent of Arad and discover the untold story of General Khazan. Master deep and immersive combat mechanics while you engage in strategic battles against a diverse array of foes and bosses. Will you embrace the path of the First Berserker and embark on Khazan's path of revenge?
[BERSERKER BARRAGE]

Unlock a variety of unique skills by utilizing Skill Points, unleash Khazan’s inner berserker and harness his full potential in battle. Want to change things up? Reset and respec Khazan’s skills at any time and from anywhere. Find the ultimate attack combo or improve your survivability during intense boss encounters by stacking various skills.
[EMBRACE DEATH/BATTLE-HARDENED GENERAL]

Don’t let death hold you back! For Khazan, falling in battle is one step on the path towards revenge. Return to the place where Khazan was defeated to recover lost Lacrima to regain experience to continue leveling up. Focus on mastering combat, instead of grinding! Forge ahead in your quest, ready to face whatever challenges lie ahead.
[GEAR UP, FIGHT ON!]
Collect an armory of weapons and gear on Khazan's quest for revenge. Equip a complete set of gear to unlock unique attributes and skills that can turn the tide of battle or mix and match different sets to create a personalized loadout that perfectly aligns with your playstyle.
[LEGENDARY BOSSES]

Khazan engages in unforgettable boss battles, where each foe presents distinct attack patterns, exploitable weaknesses, and unique abilities. These battles require strategic thinking, precise timing, and a deep understanding of the combat system, encouraging players to adapt and learn quickly. By mastering Khazan's versatile weapons and skills, players can effectively customize their tactics to conquer various boss types and navigate diverse combat scenarios.
[ANIME MEETS AAA]

The First Berserker: Khazan’s striking 3D cel-shaded graphics bring the world of Arad to life with the vibrant look of animated films. The essence of the Dungeon and Fighter Universe is captured and reimagined with a unique blend of bold, cel-shaded art and realistic textures, creating an immersive visual experience.
[TOMORROW NEVER DIES]

The journey continues after your first playthrough! Unlock the Ultimate Challenge along with New Game+, hone your skills and continue your path to mastery. Battle against Khazan’s formidable bosses in two modes – Great General’s Crucible and Berserker’s Bloodshed. In the Ultimate Challenge, your stats and equipment are reset, and in each mode you will experience a new progression system. Fight against a gauntlet of themed boss groups in the Great General’s Crucible or take on all 16 bosses in a row in Berserker’s Bloodshed to become a true champion. Claim battle tokens to earn special gears, powerful new weapons, and the ultimate badge of honor to be amongst the best of the best!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Russian, Japanese*, Simplified Chinese*, Traditional Chinese, Portuguese - Brazil, Korean*, Spanish - Latin America*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 644 reviews with recorded playtime.
Reviews
Themes across 643 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Çok bayat, oyunun başında neysem sonunda oyum amk kestiğim şeyler bile aynı az emek vereydiniz bari
Entertaining even for someone who doesn't really play Soul-like games. I'm more of a casual game enjoyer -- Not much competitive play or sweaty games. However, this is the first "sweaty" type of game I picked up and I'm enjoying it. I'm not very good at the game (yet) but it's definitely entertaining. Definitely easier entry vs. Dark Souls, etc where... I quite the game after a few hours because I was so bad.
*This review was machine translated from Korean to English. The First Berserker: Khazan One Major Flaw Keeps It from an A+ Full disclosure: this review leans heavily into subjective territory. I don't praise a game just because it's from a Korean studio—to be blunt, I detest the Korean gaming industry. This is about nostalgia. Back in school, I lived and breathed the original Dungeon & Fighter as a Greatsword Berserker. Think about the odds: I’m playing the exact character from my best childhood memories, but transplanted into my favorite genre, the Soulslike. While I tried to remain objective, the nostalgia and the game's genuine strengths blinded me. Consider this a fair warning before diving in—especially if you’re on the fence about buying it. However, if there's one thing that lends this review some credibility, it's this: I conquered my first playthrough on Hard difficulty completely solo, without ever once relying on the Spirit of Advocacy. ⏳ Dissonance Dominates the Game: Infested by Delayed Attacks The game's overreliance on unnaturally delayed attacks is undeniably frustrating. Enemies frequently freeze mid-swing, defying all laws of momentum solely to disrupt your parry and dodge timings. The way these enemies act is past the point of being challenging; it's just downright ridiculous and absurd. Whether it's a trash mob or a boss, a jarring dissonance dominates the whole game, making it feel like you and the enemy are completely out of sync. It’s deeply irritating, dragging the gameplay as far away from 'pure action bliss' as possible. As for the bosses? Don't even get me started—it’s significantly worse. At least trash mobs go down quickly, and elite enemies can be deleted by chaining basic attacks into skills. Now imagine a boss with a massive health pool and terrifying damage rushing you with patterns that defy intuition. The real issue is that you KNOW the attack is coming and you are PREPARED to react, yet you keep getting caught by these infuriatingly delayed strikes, leaving you feeling cheated rather than outplayed. Delayed attacks should be used sparingly, as a tool to catch players off guard—a seasoning that adds variety rather than the main ingredient of combat. They should never become the foundation of the entire system, with every encounter built around them as this game does. A great game should make you feel in sync with its bosses—that every encounter is a challenge you can overcome through understanding and mastery. The intense immersion that comes from successfully parrying and dodging is only the beginning. It should then surprise you with clever twists that push you to learn, adapt, and return stronger, fueled by the desire for revenge. That’s the real formula for a masterpiece. Unfortunately, this game misses the mark. 💪 Those Who Persevere Will Prevail Yet, the developers knew where to draw the line. The game follows a core Soulslike golden rule: Perseverance Guarantees Triumph. Enemies rarely spam these erratic combos without room to breathe. Instead, they leave clear punish windows after a heavy swing, allowing you to study the rhythm and retaliate. Keep pushing, and those seemingly unfair delayed strikes will finally make sense. It doesn't suffocate the player; it gives you space to adapt. Every death feeds into the learning curve, and once the counterplay clicks, the rhythmic flow and tactile payoff hook you instantly. This is where my bias creeps back in. Normally, I would slam a game for such arbitrary difficulty. Yet, the urge to step back into the shoes of my childhood Greatsword Berserker granted me the patience to push past the irritation. See? I told you this review is subjective. 🎮 Where Flawless Control Meets Tactile Payoff At this point, you're probably asking how anyone is supposed to navigate these deliberate timing traps. Rest assured, the game's tight controls have your back. Input precision for dodging and parrying is sharp. With zero clunkiness or input delay, the character responds instantly, making the steep learning curve manageable. This responsiveness is matched by a heavy sense of impact. Parrying offers great sensory feedback, blending sharp visuals with crunchy sound design. This peaks with the 'Counter Attack' system, triggered at the final frame of an enemy's attack. The window is generous, yet execution never loses its punch. Nailing it opens up a punish window, and chaining charged attacks delivers an unmatched rush. ⛓️ Unleash the Onslaught: The Relentless Flow of Skill Chains Modern Soulslikes often try to put a unique twist on the established formula. While it backfires for some, others successfully set themselves apart from the crowd. This game is one of the success stories. While traditional Soulslikes usually boil down to rolling, light attacks, and the occasional weapon skill, the thrill of relentlessly slamming down skill combos here is a blast. Better yet, resource management is highly forgiving. Whether you're attacking, taking hits, dodging, or parrying—essentially as long as you aren't running away in circles—your Spirit Charge constantly builds. This generous resource loop allows you seamlessly weave skills into devastating chains. It's spectacular execution. Let me give you a quick tip. If you wait until the enemy enters a staggered state to begin your skill chain, the execution window will feel impossibly tight. The secret is to trigger that stagger mid-combo. You should dynamically track the enemy's stagger gauge within your combo string and initiate the chain right before the break. Once this clicks, even bloated health bars on Hard feel surmountable. Needless to say, this is excellent game design, actively prioritizing analytical and tactical play over mindless button mashing. ⚖️ The Verdict Without a doubt, this game harbors one major flaw. The highly erratic timing traps can easily leave players feeling cheated, breaking your spirit even when you anticipate the incoming strike and are ready for it. I know exactly how infuriating that feels. Yet, if you push through, you will realize the developers stopped just short of crossing the line, keeping the hurdle challenging but surmountable. Once you overcome this barrier, which sits a bit higher than in standard Soulslikes, you unlock the pure euphoria of parrying and the thrill of obliterating enemies with your skills. Deciphering the patterns of these formidable bosses to finally get in sync with them, alongside a 'punish window' that you truly earned through mastery after countless deaths, is more rewarding than anything else. By the time the boss finally falls, your skills are elevated, letting you truly feel your own growth. Ultimately, this is why the game gets my recommendation. However, if you plan to purchase and actually enjoy this title, you must steel yourself for a brutal ride. On the bright side, the crisp controls and exceptional sense of impact hold up beautifully, while the visuals, audio, and overall polish are flawless. It remains an excellent game that narrowly misses 'Masterpiece' status. Because the rest of the package is so phenomenal, I highly recommend picking it up during a 20% sale to test your mettle against its frustrating timing traps. "Love this game? Great. Just never touch the original MMO—its notoriously scummy business practices make EA look like a charity."
Okay i REALLY tried to love this game, as the combat is very satisfying. the problem is the people in charge of the satisfying combat are being overridden by soulless cucks who just want to torture the people playing their game. To be clear, my issue is not the difficulty. Im at Trokka and the tedious, un-enojoyable nature of this fight just proves how little the devs care about the enjoyment factor of their game. so much so that the dev team will go on my list of do-not-support devs. its made all the more tragic by how almost perfect this game is, only to by defiled by one douche who hates his own creation and the people who enjoy it. DO NOT get sucked in by the same trap of thinking this game might be for you. if this game hits 10 bucks, buy it. otherwise, its not worth the wasted hours of your life.
These dudes gay as hell
Best souls like. Better than lies of P imo. Extremely fun
perfect
爱来自Lilith,感谢Lilith送的《卡赞》,下次别给我送这么好玩的游戏了,害我想辞职,回家全职打卡赞。 我分不清它到底是魂游,还是act,越打越爽,越到后面越爽,而且是像《鬼泣》,《战神》那样的爽。 第一次玩一口气打了五个半小时,早上一直打到下午一点半,中途不想停,简直太爽了,爽到停不下来,符合我对Berserker的第一印象。开头还适应了一会儿按键,经常以为右键是防御(只狼带出来的兵)。这游戏很缺精力,精力耗得快但也回得快,站着不动就开始蹭蹭往上回。一直打到鹿头人才卡了关,感觉打太久状态不行了,才强制下的线。我只想吐槽一点就是,角色这么强了不会跳是何意味呢? 打的时候脑子里有《只狼》和《鬼泣5》这两款游戏,因为上一款打的魂游就是《只狼》,但《卡赞》毕竟只是类魂,所以难度上并没有《只狼》那样高,也因为是类魂所以相对应带来的是:拥有更高的机动性,拥有更好更爽的打击感,与其说是类魂在,没卡关前我甚至觉得它是《鬼泣5》那样的act游戏。但依旧小怪比boss难打这一块,而且这游戏打boss我建议不要像魂游那样挡挡挡打(我写完了看了看大家的评价,原来不是我的问题,是这游戏本来就有的快慢刀毫无逻辑,这样会导致你会乱挡,挡不住),而是像act那样打打打然后附带一个挡,一鼓作气,极限对拼换血反而有时效果更好。 来认真说说《第一狂战士:卡赞》,首先最重要的一点还是:自身实力高于一切。《卡赞》它有非常非常多的要素,从而使得它有一个非常大的体量。《卡赞》有一套非常完善的动作游戏系统防御,闪避,格挡,拆招等,不敢想做成act能有多爽;有三种武器(对我来说已经很多了),三种武器有分别所对应的技能树,这也就注定了这游戏有很多种流派;有装备词条,理论上后期很多关卡它的配装会像《怪猎》一样极限且精彩;有自身能力加点、幽魂能力、记忆能力、鬼石之力、助力之魂等要素,这些要素降低游戏难度,增加了游戏的爽度,使得它不断向动作游戏靠近;同时商人,铁匠,洗点等都是一应俱全,给接近30小时的游戏体验奠定了一个扎实的基础。 然后是上面说到的一点,魂游特有的小怪比boss强。这游戏大部分boss我都是当《鬼泣》,当act去战斗爽了。我打小怪同样是当act一套丝滑小连招去打小怪,然而这游戏喜欢堆小怪,前面两三只,后面一只阴的没边的远程,还带各种debuff,两套连招下来精力直接掉空,怪一般也秒不完,这时候只能站着挨打,如果当魂游那样挡挡挡打,就和《只狼》一样小怪太多,出招不固定,一双眼睛我反正是看不过来那么多怪的出招。但是后期精力起来了,真的越打越爽。 再是卡赞不能跳跃这一点,这一点虽然抽象,但和它复杂又绕的地图相当契合。因为不能跳跃,所以才让地图显得精妙起来,很多看似很弯弯绕绕的路变得简单直接起来,实际走下来也就多出来一些隐藏物品的小路,其他基本上是单向主线路。目前我用刀斧学了飓风斩,在一些特定场景是可以用这招跳上去的(很少,可能制作组也想到这一点)。 当然制作组最敷衍的是为什么不给坦尼娅做过场cg!!!
Я крайне не понимаю почему на некоторых локах просто гейм дизайнер уходит в отпуск. Ты бегаешь буквально по одинаково выглядещей локе и не понимаешь куда тебе дальше идти. Боссов бить по 10 минут просто потому что некоторые из них регенят себе стамину пока ты их пытаешься бить. Игра сама по себе нормальная но сгореть от неё может так хорошенько. Где-то после начала игры на боссе которые в тебя огнем из чего-то стреляет на моей 5080 у меня по неизвестной причине были просадки. Берите только если кайфуете от соулс лайк игр
I get what the game is going for ... but it just feels annoying on purpose. You have 3 weapons ... but you cant switch them without spending 5 minutes respecing . Problem is that different weapons are required for different bosses so this design is made specifically as a big FU to the player, like the devs expressing their frustrations and making the player suffer. After you respec the tenth of twentieth time you will have more than enough. This alone makes the game a 4/10 at best, i could get into other stuff like bad level design and awful story, but just the gear system alone makes it a bad game. Anyway, play AI limit, Lies of P of you want an dark souls clone, or just DS3 or Elden Ring if you want the real thing, i get being hard, but i cant accept is design decisions that are 100% intentionally made to "own the tryhards" and make normal people waste hours of times to troll them.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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