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Studio Brakio Shows Steampunk Action Game Module:Berserk at Bitsummit

The game's focus on a hard-boiled narrative with branching choices and a non-human protagonist distinguishes it from typical steampunk action titles.

Key Facts

  • Studio Brakio demonstrated MODULE:BERSERK at the BitSummit PUNCH event.
  • The game is a 2D action title set in a steampunk dystopian world undergoing desertification.
  • The player controls an emotionless automaton butler protecting the sole surviving young lady of a ducal family.
  • Combat uses a cane as the primary weapon; a timed dodge activates Berserk Mode for faster attacks.
  • The game features branching endings based on player choices, with a hard-boiled narrative focused on character relationships.

Reporting from 1 source: 4Gamer.net.

Studio Brakio Shows Steampunk Action Game Module:Berserk at Bitsummit

South Korean indie developer Studio Brakio demonstrated its 2D action game MODULE:BERSERK at the BitSummit PUNCH event. The game follows an emotionless automaton butler protecting the sole surviving young lady of a ducal family in a steampunk dystopia. Combat centers on evasion and a timed dodge triggers Berserk Mode. The studio plans branching endings based on player choices.

Studio Brakio, a South Korean indie studio, brought its 2D action game MODULE:BERSERK to the BitSummit PUNCH event. The game is set in a steampunk dystopian world undergoing desertification. The player controls an emotionless automaton butler programmed to protect the sole surviving young lady of a ducal family after an attack. Combat relies on a cane as the primary weapon, with a shotgun provided by a mechanic-like ally for stripping enemy armor. A well-timed dodge activates Berserk Mode, enabling faster and more stylish attacks.

Team leader Park Jin-gyu told 4Gamer that the story is designed to be hard-boiled and narrative-driven, with a focus on character relationships and multiple groups whose paths intertwine. The butler's lack of emotions is intentional: Park said he wanted players to face moral choices without a pre-set emotional guide. The game will feature branching endings based on those choices. Park described the theme as a story of resistance in a world already sliding into dystopia, with familial love emerging as the driving force toward the ending.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources