
Khazan didn’t sell enough, team disbanded
"Even despite the fact that The First Berserker: Khazan received numerous excellent reviews from critics and players, the dumbest and most classic problem in the entire gaming industry happened."
Even despite the fact that The First Berserker: Khazan received numerous excellent reviews from critics and players, the dumbest and most classic problem in the entire gaming industry happened; THE GAME DID NOT SELL ENOUGH COPIES!
And that is the reason why Nexon decided to disband, or rather redistribute, the team that worked on the game.
On the brighter side, none of them were fired. Not a single developer from the Neople studio was laid off, instead they were moved to other projects within the same company. The studio itself was not shut down at all, but the team no longer exists as a whole like it did before.
Even though the game was excellent and had a good start with tens of thousands of players, it still did not maintain its momentum. That is also the key reason why the game failed, it did not meet sales targets and the Chinese market was delayed, and because of all that, interest dropped after the initial launch.
The saddest part about all of this is that the CEO of Nexon literally just a few days before this happened was praising the game as an important step for expanding the franchise, and then just BOOM –- the team was disbanded!
From this we can understand that the reality of the gaming industry does not mean that a good game is automatically a successful game, but rather how well it sells.
The situation is still quite unclear, it is not known whether there will be further DLCs and updates, whether there will be a sequel, etc... Nothing is known.
The game was good, but the sales were very poor.
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About Milan Dogandžić
Milan is a gaming enthusiast who values story-rich experiences, memorable characters, and deep narratives. His passion for storytelling goes beyond games, influencing his taste across all forms of media. He especially enjoys open-world RPGs, where exploration and player choice create unforgettable journeys.
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