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Crimson Desert

https://www.facebook.com/reel/1615747396121701/?mibextid=rS40aB7S9Ucbxw6v

Screenshot_20260321-174358.png


It doesn't have to be a passion project to be fun or good, but it sure does help, and it's interesting to see the difference.
 
The amount of misinformation on how running works in this game is crazy. So many confidently incorrect people saying "you don't need to button mash to sprint." But yes, you absolutely do need to button mash.

In short:

There are 3 run speeds:

- Low running speed (tap X)
- Medium running speed (double tap X)
- High running speed (keep tapping X)

Be careful with mods that claim to improve running because I've seen some which don't account for the 3rd running speed.
 
The amount of misinformation on how running works in this game is crazy. So many confidently incorrect people saying "you don't need to button mash to sprint." But yes, you absolutely do need to button mash.

In short:

There are 3 run speeds:

- Low running speed (tap X)
- Medium running speed (double tap X)
- High running speed (keep tapping X)

Be careful with mods that claim to improve running because I've seen some which don't account for the 3rd running speed.
yeah ive heard a few people in vids mentioning that its tapping like gta. doesnt seem that complicated or hard to figure out. but then again, we now have "reviewers" that cant make it past jump-dash tutorials...
 
Game seems decent but I really can't get into these 100+ hours slogfests.
 
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Seeing a lot more positive feedback on the typical gaming media sites and forums now. The general consensus seems to be the game will seem janky at first (deservedly), but some hours in it will eventually 'click' and then you have the potential for a fantastic time with the rest of the game. Well until you hit some bosses which will shit on you mercilessly lol.

600mb patch was just dropped, some good things in there, devs are definitely listening:

Patch Notes Version 1.00.03​


Mar 22, 2026, 17:35 (UTC)



Fellow Greymanes,
Check out the fixes and improvements that have been added this patch below.

Major Updates

In this patch, we've adjusted some gamepad and keyboard/mouse controls, increased Health restored from food and items, and added new item storage in the Howling Hill Camp.

Fellow Greymanes

Thank you to those who have been playing Crimson Desert and sharing your feedback with us.

As we mentioned in [a previous notice], we have been paying close attention to your experiences across issue reports, videos, livestreams, and community discussions. Your feedback has been invaluable to us, and we appreciate the time and care you have taken to share it with us. This patch includes some of the improvements and fixes we were able to prepare first, including changes based on player feedback, like the addition of a Storage at Howling Hill Camp for storing your Inventory items and some improvements related to keyboard and mouse controls. However, this is not the end to our control improvements; we will continue to improve both controller and keyboard/mouse controls moving forward.

We are currently reviewing various gameplay elements based on your feedback and will roll out further improvements and fixes in subsequent updates. We remain committed to improving Crimson Desert and your experience in Pywel. Thank you once again for your continued support.
Details regarding the patch schedule, fixes, and improvements can be found below.


Update Schedule

Patch 1.00.03 will become available on Xbox, Epic Games Store, and Mac App Store at a later time.
Please check back to this notice and we'll provide updates on when all the patches for each platform become available.


Patch Notes Version 1.00.03

Quests
  • Fixed an issue in the Chapter 2 quest "Reunion" where the cat would sometimes stop leading the way.
  • Improved the Chapter 4 quest "Mysterious Pot" by making the symbol stop briefly when it reaches the correct position while repairing the ancient generator.
  • Fixed an issue in "Turnali's Request" where the quest would not complete if a Bekker Shield that had already been refined was refined again.
  • Improved the notification to appear when crime status prohibit the quest from progressing,

Content
  • Added more Abyss Nexuses across the continent of Pywel to improve fast travel via teleportation.
  • Added the Private Storage that can be used to store items from your Inventory.
    • The Private Storage is located at the initial temporary lodgings in Hernand and at the Howling Hill Camp.
  • Reduced the time required to acquire knowledge.
  • Changed skill observation to be only required once to learn before being able to use it.
  • Adjusted when Force Palm is learned to allow players to use it much earlier in the game.
  • Reduced the number of hits required to log trees.
  • Changed logging so that trees are chopped with basic swings without aiming first.
  • Decreased the QTE difficulty in the Arm Wrestling minigame when pinned by an opponent (Mount).
  • Improved the visibility of items that can provide knowledge by adding icons and tooltips that show the total number of knowledge acquired.
  • Changed ore veins and collectibles to be discovered automatically when you are within a certain proximity.
    • Regular Ores: 8m
    • Tools: 2m
      • Bonfire, Special Cooking Tool, Grindstone
  • Improved Skybridge Alignment Devices in the Abyss to trigger immediately when placed in the correct activation point.
  • Improved the visibility of Skybridge Alignment Devices within the Abyss to make them easier to locate.
  • Improved the visibility of the circuit board attached to Axiom Force to show its lines while being moved.
  • Improved Visione to equip automatically after reading memory clues with the Lantern.
  • Improved camera movement when aiming a bow at a brazier and adjusted the range for lighting arrows accordingly.
  • Added an indestructible brazier in front of the Lioncrest Watchtower.
  • Improved the Trading Post UI to display Damiane, Oongka, and Kliff's horses' Inventory.
  • Added effects for destroying facilities at enemy strongholds. The effects of facility destruction are as follows:
    • Infirmary: Wounded enemies no longer return to the fight.
    • Storage Facilities: Enemy Max Health -10%.
    • Barracks Facilities: Enemy Attack -5.
  • Improved the visuals of certain puzzles for clarity.
  • Increased the Health restored by ingredients and food items, and added new food to the Hernand Tavern.
  • Increased the Lantern's range for detecting clues.
  • Reduced Stamina consumption for Nature’s Grasp.
  • Fixed an issue where pets would fail to loot items under certain conditions.
  • Changed certain items in the Witches' shop to reset daily.
  • Changed the properties of bismuth ore and how it is gathered.
    • Petrification is now applied by default when you approach bismuth ore.
    • Bismuth ore can now be mined using regular methods like a pickaxe, rather than requiring Lightning damage attacks.
  • Lowered the difficulty of the Marksmanship and Archery Contest minigames.
  • Fixed an issue where the Abyss cell's electric field would not disappear.
  • Improved the visibility of the part that needs to be grabbed with Axiom Force on the Skybridge Alignment Device.
  • Changed Visione to be automatically equipped and play after reading memory fragments with the Lantern.
  • Fixed an issue in the Ethereal Pathway Abyss where players could not observe Force Palm if they did not step on the Abyss Nexus.
  • Fixed an issue where Stamina was not consumed after a certain quest cutscene.

Controls
  • [General] Improved the response speed of the interaction UI.
  • [General] Improved the responsiveness of jump inputs.
  • [General] Fixed aiming to target the center of the screen when using a Lantern or while unarmed.
  • [General] Improved the Equipment Quick Slot so that re-selecting your current equipment will stow it.
  • [General] Improved the responsiveness of the Main Menu UI.
  • [General] Fixed an intermittent issue where the Main Menu would not open.
  • [Keyboard/Mouse] Improved the responsiveness of character movement controls.
  • [Keyboard/Mouse] Added the following shortcuts to open and close certain menus:
    • Inventory:
      [*]Skills: [K]
      [*]Journal: [J]
      [*]Map: [M]

    • [Keyboard/Mouse] Fixed an issue where the key guide at the bottom right of the screen would not update when using Guard or Aim.
    • [Keyboard/Mouse] Added default control options for Guard/Aim (Side Button 1) and Evade (Side Button 2).
    • [Keyboard/Mouse] Changed controls to maintain movement input when using Axiom Force.
    • [Keyboard/Mouse] Fixed an issue where duplicate keys could be assigned in Shortcuts and Input Settings.
    • [Keyboard/Mouse] Fixed an issue where certain inputs did not function correctly after changing the Shortcuts and Input Settings.


Boss Fights & Combat
  • Reduced the Health and Attack of specific enemies and bosses.
  • Reduced Stamina consumption for blocking attacks.
  • Lowered the difficulty of the ambush encounters triggered while heading toward the Reed Devil boss stage.
  • Adjusted certain attack patterns for Kearush the Slayer.
  • Increased the accumulation of the stun gauge on bosses upon a successful parry.
  • Changed boss weakness effects to display even if the player has not acquired the specific knowledge.
  • Fixed an issue where comrades remained when entering a boss fight.
  • Fixed an issue where fire arrows failed to ignite enemies on hit.
  • Fixed an issue where certain bosses fell unnaturally in specific situations.
  • Fixed an issue where certain bosses ran away too frequently when hit under specific circumstances.
  • Fixed an issue where the Blinding Flash weakness was not being properly applied to certain enemies.

NPC & NPC Dialogue
  • Fixed an issue where some English audio lines were not playing.
  • Reduced the price of restorative items sold by Carl at Howling Hill Camp from 10 Silver to 1 Silver.
  • Improved animal behavior to appear more natural when near the player.
  • Fixed abnormal behavior and placement positions for certain NPCs.
  • Fixed an issue where NPCs would catch each other cheating during the minigame Duo.

UI Fixes & Improvements
  • Improved food items to automatically register to a quick slot upon first acquisition.
  • Improved the display positioning for the Homing Pigeon letter UI.
  • Improved the camera movement when observing skills.
  • Fixed an intermittent issue where the UI failed to remove the destination on the Map menu.
  • Fixed an intermittent issue where the cursor did not display correctly when navigating the Shop menu.
  • Moved the Knowledge and Notifications menu from the Others tab to the Journal tab and adjusted the order.

Graphics & Settings
  • [PlayStation 5] Added a toggle for 120Hz mode within Settings.
  • Fixed an issue where settings were not saving correctly after using the Default option in the Settings menu.
  • Fixed an issue where resolution and upscaling settings were not retained when restarting the game.
  • Fixed an issue where character equipment and cats were invisible on the minimum performance quality setting.
  • Fixed an issue where screen quality appeared abnormal when activating FSR Ray Regeneration or DLSS Ray Reconstruction.
  • Fixed an issue where monitor size was incorrectly detected at certain resolutionsm causing abnormal display output.
  • Fixed an issue where the game screen appeared cut off or misaligned in Fullscreen, Windowed, and Borderless Window modes.
  • [Mac] Fixed an issue where default graphics settings were incorrectly set to Cinematic on certain MacBook models.
  • [Mac] Fixed an issue where the game would occasionally crash under specific graphics settings.
  • Fixed an issue where the Abyss remained visible in specific situations while on the ground.
  • Improved and fixed various visual effects triggered during specific NPC animations.
  • Improved the appearance of the waterfall in the Abyss tutorial.
  • Fixed awkward animations that occurred when a character collided with a wagon.
  • Fixed an issue where letterboxing failed to deactivate after certain cutscenes.

Performance, Stability, Gameplay
  • [PlayStation 5] Fixed an issue where the game would occasionally crash when opening the Map menu.
  • Fixed an issue where the game would not launch because dedicated graphics cards were not recognized in environments using both integrated and dedicated graphics cards.
  • Fixed an issue where graphics cards were not correctly recognized on versions below a specific build of Windows 10 (Improved detection for graphics card versions that could not be found).
  • Fixed several stability, performance optimization, and crash issues across PC and console platforms.
  • [Xbox] Fixed an issue where gameplay was unavailable while offline.

Localization
  • Fixed various localization errors and improved localization quality across all languages.

Others
  • Fixed an issue where the death and loading sequences were delayed.
  • Improved horse behavior to approach the player after being called.
  • Fixed an issue where the character would be pushed sideways when using Force Palm or Stab while against a wall.
  • Fixed an issue where DualSense Controller vibration failed to function in specific Windows environments.
 
Pearl Abyss insiders speaking out

A few Crimson Desert developers have decided to speak anonymously about some of the issues that plagued the game's long development ...two detailed posts about behind-the-scenes development appeared on Blind (as spotted on Reddit), an anonymous professional social network primarily used by tech and finance industry workers...to post on Blind, employees must be verified using their work email addresses...according to the first poster, the story, which is definitely one of the game's weakest and most criticized parts, was heavily changed from the original plan, which sounds far more interesting than the final plot

"The story was not decided until right before release...therefore, a story trailer could not come out, and since it is a story about a mercenary group, there is inevitably no talk about the mercenary group...the fact that it proceeds only with the protagonist Kliff is also for this reason...additionally, Kliff was originally named "Macduff", but the name was changed because it has a serial killer vibe…?"

the post also hinted at a culture of subordination where personal opinions are not valued...

https://www.reddit.com/r/CrimsonDesert/comments/1rzh79w/pearl_abyss_insider_speaking_out/
 
Pearl Abyss insiders speaking out

A few Crimson Desert developers have decided to speak anonymously about some of the issues that plagued the game's long development ...two detailed posts about behind-the-scenes development appeared on Blind (as spotted on Reddit), an anonymous professional social network primarily used by tech and finance industry workers...to post on Blind, employees must be verified using their work email addresses...according to the first poster, the story, which is definitely one of the game's weakest and most criticized parts, was heavily changed from the original plan, which sounds far more interesting than the final plot

"The story was not decided until right before release...therefore, a story trailer could not come out, and since it is a story about a mercenary group, there is inevitably no talk about the mercenary group...the fact that it proceeds only with the protagonist Kliff is also for this reason...additionally, Kliff was originally named "Macduff", but the name was changed because it has a serial killer vibe…?"

the post also hinted at a culture of subordination where personal opinions are not valued...

https://www.reddit.com/r/CrimsonDesert/comments/1rzh79w/pearl_abyss_insider_speaking_out/
I could not care less but was wondering when you would show up negative since the game is zero woke.
 
Wasn't people's biggest complaint about AC Valhalla the bloat? Now this with extra bloat and it's good? Or is it more like Dragon's Dogma, with even less story but more jank?
 
The new patch did a lot to smooth over some of the gameplay. About 20 hours in and enjoying it a lot. Still getting flummoxed by all of the controls and by how fidgety it can be with positioning and picking up items/activating things.


Wasn't people's biggest complaint about AC Valhalla the bloat? Now this with extra bloat and it's good? Or is it more like Dragon's Dogma, with even less story but more jank?

The exploration and world in this feels like Hogwarts Legacy/Z:BotW for adults with combat that plays kind of like AC with more options. Pretty good mashup IMO.
 

Crimson Desert Now Boots on Intel Arc GPUs, Full Optimization Coming Soon

by AleksandarK Today, 06:50 Discuss (6 Comments)
After the controversy surrounding the open-world fantasy game "Crimson Desert" not being supported on Intel Arc GPUs, to the extent that the game wouldn't even launch on systems with these GPUs, Pearl Abyss has faced pressure from the gaming community. As a result, the game now officially boots on Intel Arc GPUs, with full optimizations to follow. In a statement on Friday, Intel claimed they had offered Pearl Abyss assistance in delivering full optimization for Intel GPUs, which the studio did not utilize. "Over the past several years, we've reached out to Pearl Abyss many times to help test, validate, and optimize support for Intel graphics, providing early hardware, drivers, and engineering resources across multiple generations, including Alchemist, Battlemage, Meteor Lake, and Lunar Lake."

As the controversy spread and the studio noticed the comments circulating online from millions of Arc GPU users, the situation improved. Pearl Abyss is now allowing Intel Arc GPUs to boot the game, with further performance optimizations to come. Previously, the Crimson Desert FAQ stated that there was no current support for Intel Arc graphics cards, but it has been updated to indicate that support is now present, with optimizations being added. The studio asks gamers to be patient. "We apologize for any confusion our previous FAQ wording regarding playability on Intel Arc GPUs may have caused. Please regard this as our latest official news on the subject," says Pearl Abyss.“
 
Who fucking cares? Are gamers really so desperate to find something to whine and cry about that this is really an issue? Pathetic and sad.

Pearl Abyss Apologizes for AI-Generated In-Game Artwork "We Should Have Clearly Disclosed Our Use of AI"

by Cpt.Jank Today, 09:24 Discuss (2 Comments)
Adding to the recent controversy surrounding Intel Arc GPU support—or lack thereof—in Crimson Desert, gamers recently flagged a very peculiar in-game painting, among other assets, as evidence of use of generative AI in the game. The image depicted a battlefield filled with cavalry, but many of the soldiers and their horses were blended into one another, and there were general inconsistencies in the image that stood out as being AI-generated. Despite the almost obvious use of generative AI, Pearl Abyss did not use Steam's generative AI disclosure on the Crimson Desert store page. Now, three days after the AI-generated in-game art was discovered, Pearl Abyss has issued a statement, via the @CrimsonDesert_ account on X, acknowledging that it was AI-generated but also claiming that the artwork was not meant to make it into the final game.

According to the announcement, the development team used "experimental AI generative tools" during early iteration to generate 2D props to "explore tone and atmosphere," and that it was always the studio's intentions to replace these AI-generated assets with final artwork after an internal review by the art and development teams. Pearl Abyss says that it "acknowledge that we should have clearly disclosed our use of AI," adding that it apologizes for the oversights. The studio also notes that it has started an internal audit of all in-game assets in order to replace any affected content, and that those updated assets will appear in upcoming patches. The game's Steam store page has also been updated with the corresponding generative AI disclosure following the statement and community backlash, which reads "Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction." Pearl Abyss's full statement follows.“
 
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Honestly, I'm just digging the next gen feel of the game. The textures, lighting, weather effects, exploration, NPCs. It really makes you feel like you're part of that world. Something I've been missing since Witcher 3. I'll just play it for what it is, a sandbox action adventure. Not much in the way of story but I haven't been playing long anyway.
 
I might pick this up I'm just torn if I want it. 9 day vacation starting tomorrow.
 
\

Pearl Abyss Apologizes for AI-Generated In-Game Artwork "We Should Have Clearly Disclosed Our Use of AI"

by Cpt.Jank Today, 09:24 Discuss (2 Comments)
Adding to the recent controversy surrounding Intel Arc GPU support—or lack thereof—in Crimson Desert, gamers recently flagged a very peculiar in-game painting, among other assets, as evidence of use of generative AI in the game. The image depicted a battlefield filled with cavalry, but many of the soldiers and their horses were blended into one another, and there were general inconsistencies in the image that stood out as being AI-generated. Despite the almost obvious use of generative AI, Pearl Abyss did not use Steam's generative AI disclosure on the Crimson Desert store page. Now, three days after the AI-generated in-game art was discovered, Pearl Abyss has issued a statement, via the @CrimsonDesert_ account on X, acknowledging that it was AI-generated but also claiming that the artwork was not meant to make it into the final game.

According to the announcement, the development team used "experimental AI generative tools" during early iteration to generate 2D props to "explore tone and atmosphere," and that it was always the studio's intentions to replace these AI-generated assets with final artwork after an internal review by the art and development teams. Pearl Abyss says that it "acknowledge that we should have clearly disclosed our use of AI," adding that it apologizes for the oversights. The studio also notes that it has started an internal audit of all in-game assets in order to replace any affected content, and that those updated assets will appear in upcoming patches. The game's Steam store page has also been updated with the corresponding generative AI disclosure following the statement and community backlash, which reads "Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction." Pearl Abyss's full statement follows.“

It's unfortunate but not the end of the world.

If we are down to nitpicking AI wall painting art in a game then that game is doing pretty well.
 
i saw two examples, the sword fight and the horses. the sword fight one looked fine, couldnt even tell what was being seen as ai. the 5 legged horses looks tarded but aint game breaking.
 
I picked it up I'm not a weak guy I wish the game was nammed Red Desert instead of Crimson Desert I suppose blood is Crimson.
 
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Pearl Abyss Apologizes for AI-Generated In-Game Artwork "We Should Have Clearly Disclosed Our Use of AI"

by Cpt.Jank Today, 09:24 Discuss (2 Comments)
Adding to the recent controversy surrounding Intel Arc GPU support—or lack thereof—in Crimson Desert, gamers recently flagged a very peculiar in-game painting, among other assets, as evidence of use of generative AI in the game. The image depicted a battlefield filled with cavalry, but many of the soldiers and their horses were blended into one another, and there were general inconsistencies in the image that stood out as being AI-generated. Despite the almost obvious use of generative AI, Pearl Abyss did not use Steam's generative AI disclosure on the Crimson Desert store page. Now, three days after the AI-generated in-game art was discovered, Pearl Abyss has issued a statement, via the @CrimsonDesert_ account on X, acknowledging that it was AI-generated but also claiming that the artwork was not meant to make it into the final game.

According to the announcement, the development team used "experimental AI generative tools" during early iteration to generate 2D props to "explore tone and atmosphere," and that it was always the studio's intentions to replace these AI-generated assets with final artwork after an internal review by the art and development teams. Pearl Abyss says that it "acknowledge that we should have clearly disclosed our use of AI," adding that it apologizes for the oversights. The studio also notes that it has started an internal audit of all in-game assets in order to replace any affected content, and that those updated assets will appear in upcoming patches. The game's Steam store page has also been updated with the corresponding generative AI disclosure following the statement and community backlash, which reads "Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction." Pearl Abyss's full statement follows.“
Again, unless you're someone who just constantly needs an excuse to wine, cry and throw tantrums, who cares? I keep hoping modern gamers will grow the fuck up and stop being such whiney little bitches but I think I need to come to terms with the fact that will never happen.
 
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