
Despite initial expectations and lower-than-anticipated review scores, Crimson Desert has seen strong sales. It sold two million copies in under 48 hours, which is a great result for a brand new game.
The game also had a great start on Twitch, reaching a peak of nearly 500,000 viewers when it launched. While the number of players on Steam at the same time wasn’t record-breaking, a peak of over 239,000 is still very significant.
However, the game’s numbers after release are also hard to overlook. Player counts on Steam and viewership on Twitch are both gradually decreasing.
The game currently has a “Mixed” rating on Steam, with only 61% of over 19,000 players recommending it. Common complaints include clunky controls (which can be customized for mouse and keyboard, but not controllers), a poorly designed user interface, frustrating inventory management, and a lack of storage space. Also, if you’re a fan of the main character, Kliff, you might want to avoid the game’s online community for a while.
Early reactions to the game are consistent with what we’ve been seeing: a lot of people like it, but a significant number don’t. Some of us, myself included, are somewhere in the middle – we appreciate certain aspects, but the game tries to do so much that it often feels cluttered and makes some strange design choices.
Despite some criticism and a Metascore of 78 based on over 100 reviews, many people are still captivated by Crimson Desert. It begs the question: what makes it so addictive and keeps players coming back for more?
Okay, I have to say, the marketing team really knocked it out of the park! The trailers looked fantastic, and everything just looked great. But what I really loved were the feature overview videos. They gave us a taste of what to expect without giving away all the surprises, and they smartly focused on the best parts – especially the exploration and combat. It definitely got me hyped!
But Will Powers, the PR and marketing director, also shared some exciting details about the game in recent interviews. While he couldn’t discuss everything, he did confirm the game world is larger than Red Dead Redemption 2. He also admitted the game is a huge undertaking, and the main story is just a small part of it – even though the story alone will take players dozens of hours to finish.
It’s surprising they’re promising to share console specs before launch, especially since we’ve only seen gameplay of the PS5 Pro and the standard PS5 so far. This comes after already showing off a lot of gameplay footage in previews, and even explaining how varied each player’s experience might be.

The game built a lot of excitement leading up to its release, quickly gaining over two million wishlists in just six weeks. This momentum continued, reaching three million wishlists around two weeks before launch, and generating over $20 million in revenue on Steam before the game was even available. Ultimately, the pre-release buzz was successful in attracting players, even with some discussion and debate surrounding it.
It’s true that opinions are varied, but that very mix actually generated excitement. Some investors feel it doesn’t show the game in the best light, but that mostly applies to people who weren’t already planning to buy it. Players who pre-ordered were already dedicated to forming their own opinions.
People were eager to form their own opinions about the game, especially considering the varied scores from different reviewers. They wanted to experience the genuinely fun parts – like exploring and fighting – and see for themselves how good the game truly was. The shared experience, boosted by large audiences on platforms like Twitch and social media, created a sense of community – a feeling that everyone was playing together in the world of Pywel. Even if not everyone loved it, the ability to discover this huge new world alongside others was a significant draw, particularly for those already invested in the game.
The game definitely presents challenges – it doesn’t always make things easy or offer much guidance. It also doesn’t explain its mechanics very well, even when giving instructions, as seen with the confusing ‘Tenenbrum’ section. The initial explanation of the ‘Abyss Gears’ was so unclear that the developer had to add a patch on the game’s release day to make it understandable.
What really hooked me about this game isn’t just the gameplay, it’s the puzzles. They’re seriously challenging, the kind where you feel so stuck until everything suddenly clicks – that ‘aha!’ moment is amazing. I also loved exploring the world of Pywel, really digging into its secrets hidden everywhere. There’s a sweet spot between something being frustrating and feeling rewarding when you finally get it, and this game nails it – and it’s not even about how difficult the controls are. It’s as simple as going out into the world and tackling its challenges, even if those bosses take a few tries! But once you do overcome them, you just want to keep going, keep discovering more. Honestly, I think that difficulty – that initial friction – is a big part of why it’s so appealing. It makes overcoming those hurdles feel so good.

I definitely relate to this, particularly when the story itself isn’t very engaging. Simply exploring the world and discovering things can be compelling. I remember early in the game finding a cave that was actually an old tomb. It had three rotating panels – they were slow and a bit frustrating to use – and clues suggesting a powerful weapon was hidden inside. I didn’t know how to solve the puzzle, but I still felt driven to go back and figure it out, even though the mechanics were tedious. The reason? I’d discovered it myself, and I didn’t want to be defeated by it.
This also holds true for the freezing region where you’ll slowly die without adequate protection, forcing you to huddle close to fires to stay warm. The same goes for a certain puzzle that’s similar to Othello, where you must move pieces without any hints about the correct sequence. While Crimson Desert sometimes fails to explain things clearly, it smartly avoids over-explaining and allows players to figure things out on their own.
The idea of a world brimming with these features, added to everything else, is what continues to draw players in. It’s still uncertain if this game will be even more popular than the developers hoped, or if addressing player feedback and making improvements could lead to a comeback similar to Cyberpunk 2077. However, as I mentioned in my review of the PC version, Pywel is definitely worth checking out. While it won’t appeal to everyone, it offers plenty for those who are interested, despite its flaws.
Please be aware that the opinions shared in this article are the author’s own and don’t reflect the official stance of GamingBolt.
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2026-03-23 16:44