Pearl Abyss’ upcoming action-adventure game, Crimson Desert, will not feaature microtransactions, as the developer wants players to experience no friction in their enjoyment of the game’s world.
In the latest episode of the Dropped Frames podcast, Crimson Desert PR Lead Will Powers clarified that it is a premium single-player experience with no microtransactions. “This is made to be a premium experience that you buy and you enjoy the [game] world and not something for microtransactions,” he explained, confirming that aside from purely cosmetic pre-order bonuses, players will pay once at launch and receive the full experience.
Powers also clarified that Crimson Desert is now a completely new IP. Although it began life as an MMO prequel to Black Desert Online and later evolved into a live-service concept, it has since become a fully standalone single-player title. As such, some early screenshots and even longer gameplay videos from prior showings reflect older iterations of the project and may not accurately represent the final product players will get at launch.
One of the team’s key goals is creating “a world full of distractions.” Players are encouraged to get sidetracked on the way to objectives, uncovering hidden locations that aren’t always visible from a distance. The map features a fog-of-war system that gradually clears as players explore further, though distant landmarks remain visible.
Crimson Desert will not feature difficulty settings or enemy level scaling. Instead, progression is bound by skill and gear. If a boss or region proves too challenging, the solution is to grow stronger and return later. Leveling up primarily revolves around gear upgrades, whether through unique boss loot, blacksmith crafting, or Abyss artifacts. While there is a system that enhances specific skills via these artifacts, Powers stressed that this is not an RPG with sprawling skill trees. Rather, it’s about fine-tuning a build to suit your play style.
The story itself is fixed and features a definitive ending. There are no branching dialogue paths or morality systems. Your choices manifest through gameplay decisions like sneaking into a camp or charging through the front gate, not through dialogue trees.
The game will feature a full day/night cycle and completely dynamic weather. Two players could experience the same cutscene or boss fight under entirely different conditions like sunny skies or a midnight thunderstorm. There’s no weapon durability to worry about mid-combat, and manual saves are supported alongside a robust auto-save system.
