Crimson Desert hasn’t even been out for a week, and developer Pearl Abyss has already released three patches largely aimed at improving the game’s quality of life—one of its biggest flaws at launch. In fact, there have been so many great improvements that Crimson Desert has now reached a Mostly Positive rating on Steam alone. It’s likely that rating will go up even more too, as Pearl Abyss continues doling out updates for the game based on feedback from players. That, and the fact that a game with hundreds upon hundreds of hours of gameplay can’t be judged fairly by those who have only completed a fraction of its content.
I’ll admit, all the improvements that have been made so far are excellent, and they’re all things I really wanted to see in the review build I played. In fact, I feel compelled to go back and update my review of the game now because many of the complaints I mentioned there are now invalid due to the changes. However, I’m simultaneously mourning the game that Crimson Desert was even a week ago. I know that might sound strange, but there was something about its once-rough edges that I’m now romanticizing, maybe because it was something you had to be there for.
Crimson Desert Review: A Remarkable Open World That Often Asks Too Much
Crimson Desert offers one of the most impressive worlds in gaming, but the deeper you go, the more it asks you to meet it on its own terms.
Crimson Desert Is Getting Better, But I Still Miss Its Worse Days
I booted up Crimson Desert on my PC last night once I finished installing the third update, and I headed straight for the new storage chest at Camp Greymane, thrilled that I’d finally be able to store items I’d been hoarding in there and free up some space in my inventory. This was a problem many of us had during the review process, as we were all learning the ins and outs of the game’s unique quirks without the help of the online masses, and we didn’t immediately realize we’d need to grind side quests to make our inventory more manageable. Even with that system in place, though, we frequently found our experience hampered by the lack of bag space in an otherwise loot-heavy game. In other words, the new storage chest at camp is a welcome improvement, and something we were asking for in the weeks ahead of launch.
Who’s That Character?

Identify the silhouettes before time runs out.
Identify the silhouettes before time runs out.
Easy (7.5s)Medium (5.0s)Hard (2.5s)Permadeath (2.5s)
But upon opening that chest and seeing the option to transfer items over to it from my inventory, I had a sinking feeling. Crimson Desert is no longer the game it once was, and while I don’t have a problem with that, it’s hard not to feel nostalgic about what it required from me at one point. It was an uphill battle in many ways, from the aforementioned inventory management problems and the exceedingly difficult boss fights to the extreme lack of handholding and the frustrating complexity of the game’s puzzles. However, that also made finally getting up that hill an achievement sometimes worth bragging about, especially when it was a victory hard won by finding strange workarounds I arguably never should have needed in the first place. Now, everything is starting to feel really smooth, almost too easy, if I can say that without sounding pretentious.
The Biggest Improvements Made to Crimson Desert So Far
- ITEM STORAGE CHEST — Private storage at Hernand lodgings and Howling Hill camp.
- IMPROVED FAST TRAVEL — New fast-travel options in key locations.
- FASTER LEARNING SYSTEM — Reduced time to acquire knowledge and learn skills.
- REBALANCED BOSS FIGHTS — Reed Devil and other bosses tuned for fairness.
- ADJUSTED CONTROLS — Adjusted keyboard/mouse and controller controls.
- BUFFS TO HEALING — Increased HP restored from food/items.
- IMPROVED PUZZLE DESIGN — Some puzzles have been tweaked to offer more clarity.
- SIMPLIFIED ENVIRONMENTAL INTERACTIONS — Example: chopping trees no longer requires aiming.
Of course, none of this stopped me from basically emptying my inventory into the new storage chest as quickly as I could, and you won’t catch me denying that Crimson Desert is in a better place now than it was even a week ago—because it most certainly is. Some boss fights definitely needed balance tuning, and I’ll agree that the open-world game’s fast-travel system needed a massive upgrade. But again, a part of me misses the jank, and I’m willing to bet many of the other reviewers feel the same way.
Crimson Desert’s Early Frustrations Were, To Me, Part of the Reward
I’ll come right out and say that Crimson Desert‘s Reed Devil boss encounter was the first time I felt the game was treating me a bit unfairly. In fact, I think that was the first moment I felt like giving up on the game, though I never did. One phase of the fight saw the Reed Devil spawning several clones that would attack me while I was attempting to destroy his totems, and they were once so quick that it became a fight that was more about how many healing items you had than your skill. I later found out that this was the majority of boss fights in Crimson Desert, but only if you don’t play it the way it’s intended. Once I learned that this game wanted me to treat its open world as the main character rather than trying to mainline its story, everything became much easier.
Unfortunately, because I had already beaten the Reed Devil before Crimson Desert‘s launch, I can’t benefit from the balance adjustments that were just made to it, but I honestly don’t mind. I’m glad I got to fight the Reed Devil and many other harsh boss encounters before they were made easier, because it feels like I accomplished something that others never will. Regardless of what tactics I used to defeat the boss, I still made it through—and by the skin of my teeth, I might add.
Crimson Desert is no longer the game it once was, and while I don’t have a problem with that, it’s hard not to feel nostalgic about what it required from me at one point.
Even Crimson Desert‘s initial inventory management system, as nonsensical as it was, is something I’m going to miss. There was something about being forced to decide what I wanted to keep and leave behind that is largely no longer in the game. Then, there was a distinct, unspoken item value system in place that made a full bag feel like something worth bringing home. Now, players can hoard far more items and materials than we could during the review process, and while that still doesn’t trivialize the idea of doing side quests to increase inventory size, it brings the value of the game’s items much closer together, where trash is almost just as important as treasure.
That’s really what this comes down to for me. Crimson Desert is undeniably in a better place now than it was at launch, and it’s only going to keep improving as Pearl Abyss continues responding to feedback. The game is smoother, more accessible, and far less likely to push players away in frustration. Those are all good things, and they’re necessary if Crimson Desert is going to reach the kind of audience it clearly wants. But in becoming more accommodating, it’s also losing some of the identity that made those early hours feel so rewarding, where every victory, whether over a boss or a quirk, felt like something I had earned through hard work.
I don’t think the original version of Crimson Desert was perfect, or even close to it, but it was memorable in a way that this newer version might struggle to replicate. There was something about learning its systems without a safety net, about pushing through boss encounters that didn’t always feel fair, and about discovering solutions that didn’t always feel intended. That version of the game demanded more, even if it didn’t always deserve to, and because of that, it left a stronger impression on me. I’m glad Crimson Desert is getting better, but I can’t help but feel like I experienced something that won’t exist for much longer.
- Released
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March 19, 2026
- ESRB
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Mature 17+ / Blood, Drug Reference, Intense Violence, Strong Language
- Developer(s)
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Pearl Abyss
- Publisher(s)
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Pearl Abyss

