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  1. Games
  2. Open World Games
  3. Crimson Desert

None of Crimson Desert's big updates were pre-planned because Pearl Abyss is "not baking in presumptions around what the players want"

News
By Kaan Serin published 7 May 2026

"Everything, patch-wise, content-wise, has been iterated in real time," says PR lead Will Powers

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Macduff on his horse looking at the landscape of Pywel in Crimson Desert.
(Image credit: Pearl Abyss)
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Crimson Desert's enjoyed beefy updates nearly every week since its blockbuster launch almost two months ago, taking a hammer to what players don't like and shoving more of what works into the already overflowing game. Despite the rapid cadence of patches, developer Pearl Abyss apparently didn't pre-plan anything in an effort to work off fan feedback.

Speaking to The Washington Post, the developer explains there wasn't an "official communicated roadmap with set-in-stone dates" for Crimson Desert's expansive post-launch content. Instead, the studio reacted to what fans were talking about as they were talking.

"Everything, patch-wise, content-wise, has been iterated in real time based on feedback, based on response," the studio's head of publishing and PR lead, Will Powers, says. "If you bake in a road map, you're presuming. We are not baking in presumptions around what the players want."

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Powers goes on to say that the studio's way of working actually came from Black Desert, the company's long-running fantasy MMO that enshrined that kind of player-first attitude into the company: "There is no Black Desert if there are no players, and there is no Crimson Desert without Black Desert."

And you can see that philosophy reflected in the game itself. One glitch that let main man Kliff dash mid-air was patched into the game with a bespoke animation. Another bug that caused pet cats to idly sit on players' shoulders indefinitely was also turned into an official feature. Complaints around inventory space or an empty late-game world or wonky controls were acted on within no time at all in the context of AAA games.

Pearl Abyss devs also aren't precious, apparently, and don't mind taking ideas from players. "We're not onerous about, if an idea didn't come from us, then it can't be in the game," Powers adds. "I think that's something that [other companies are] too ego-driven a lot of the time to be able to accept other people's ideas. It's almost Silicon Valley-esque. A good idea can come from anywhere."

Good ideas can come from anywhere, that's right, but does Crimson Desert surrender its own individuality (or potential individuality) by trying to appease as many people as possible or adding content for content's sake? I guess with over five million copies sold and a mostly happy player base, Pearl Abyss doesn't mind.

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Kaan Serin
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Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.

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