
Crimson Desert is an open-world action-adventure set on the continent of Pywel. Join Kliff on his journey to rebuild the Greymane faction and to save the land from a looming threat. From vast wilderness and cities to ruins and the mysterious Abyss, forge your path through battles and discovery.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About

Discover an enhanced Crimson Desert, featuring new cutscenes and story moments, plus expanded voice-over and language support. Begin the adventure loved by millions, refined since launch with a wealth of updates, including new content, mounts, pets, customization options, various quality-of-life improvements, and more.
On the continent of Pywel, the rival factions of Pailune maintained a tense balance. At Kliff's side stood his steadfast Greymane comrades, but a devastating ambush in the deep of night by their sworn enemies the Black Bears leaves members of the Greymanes dead or scattered across the continent.
Kliff—having lost his family in all but name—is determined to reunite with the survivors and rebuild the faction.
But on a journey where alliances are forged, dangers abound, and mysterious factions are uncovered, Kliff will meet those who seek to upend the very order of the continent and face a mission unlike any he has ever known.

Welcome to Pywel.
Here you'll find stretches of natural beauty and wilderness—from green plains and woods to arid deserts and rugged mountains—alongside bustling cities and quiet hamlets inhabited by residents from all walks of life. Between destinations, you will come across landmarks, ancient ruins, hidden treasures, and other points of interest that will draw your curisoity to wander. Your journey will also inevitably take you skyward to the mysterious realm known as the Abyss, where a mystical imbalance endangering the world must be restored.
The world is yours to explore as you will and there are many paths for you to uncover.
Experience the continent's stories and tales through quests, encounters, challenges, and battles. Roam the lands on various mounts from horses to even a dragon and mechs, and scale cliffsides and walls which you can leap from to glide.
The story of Crimson Desert centers on Kliff. But as his tale unfolds, 2 new playable characters—Oongka and Damiane—will come to join your journey. As these characters become available, you will be able to freely explore Pywel and undertake many quests outside the main story with them. Each character has their own combat style, as well as unique skills and weapons, allowing you to experience the world and its battles in different ways.

On the unforgiving battlefields of Crimson Desert, there is no single path to victory.
Grow your arsenal of skills, weapons, and equipment—and decide how you want to use them. Powerful weapon skills can be paired with hard-hitting bare-hand hits and kicks, as well as a wide range of grapples to create seamless chains of attacks. Acquire weapons like swords, spears, greatswords, axes, dual wields, various ranged weapons, and more, and unleash powerful abilities and elemental enhancements through lethal combinations. Stay mobile and relentless with slides, dodges, counters, and swings that flow directly into your next attack. With every strike and move, forge your own way in a world where a split second can decide your fate in fast-paced, visceral battles.
From ruthless warriors to fearsome beasts, there are those in Pywel who will seek your downfall. Encounter a diverse array of challenging enemies and bosses in brutal one-on-one duels, large-scale battle clashes, and quick skirmishes, and prevail against the threats that stand in your way.

Pywel isn't just a continent of battles and exploration. It's a world where many of the smaller moments also shape your journey and make up your day-to-day life.
Upgrade the Greymane camp, the starting point in the path to reclaiming the Greymanes' lost homeland of Pailune. Gather resources, cook, fish, hunt, and partake in the other various activities of Pywel for stat replenishment, making your equipment stronger, and more. Along the way, enjoy some leisure time by playing minigames with the locals.
And shaping your daily life also extends to customization. Adjust hairstyles, tattoos, outfits, and more using dyes you brew or pick up along your journey.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 173.8Kreviews | 84% | #72 | $196.9M |
| $69.99 | 1.7Kratings | 82% | Top 100 | not modelled | |
Updates
Engagement
Reviews
Themes across 3265 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
10/10 — My Game of the Year This is easily the game I’ve enjoyed the most this year. The open world is probably my favorite part. There’s just so much to explore, and I kept getting distracted by random things on the way to whatever I was actually supposed to be doing. I’d see something in the distance and think “let me just check that out” and somehow end up spending the next hour exploring. The world is huge, beautiful and actually makes you want to explore it. The combat is also insanely fun. It feels fast, impactful and satisfying, and there’s so much you can do during a fight. The boss battles especially are some of the most fun I’ve had in a game. And the graphics... absolutely stunning. The environments, lighting, weather and overall world design look incredible. There were so many moments where I just stopped for a second to look at the view. And the Wyvern is easily my favorite mount. Flying around the world on it and seeing everything from above is really awesome. There’s a ridiculous amount of stuff to do in this game, and that's probably what I enjoyed most. It constantly gives you something new to discover, and I never felt like I was running out of things to do. Crimson Desert is my Game of the Year. Best game I’ve played this year. 10/10. ❤️
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best KR #16, worst FR #95 · 14 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 76.29/day in the week to Aug 25 → 313.57/day in the week after.
Of the 13 markets with a position on both sides, 12 climbed and 1 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain*, Japanese*, Korean*, Polish, Russian, Simplified Chinese*, Spanish - Latin America, Traditional Chinese +3 more
| $69.99 |
| — |
| 92% |
| #7 |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 3.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wanted to like this, especially with all the misleading trailers, the streamer hype, and the recent "Enhanced Edition" release, but after 8 hours, I can safely say this game is a massive let down. Unfortunately, I'm past the refund window, so consider this an expensive warning. The game suffers from a severe identity crisis, trying to mimic Red Dead Redemption's open world, Dynasty Warriors’ combat system, Elden Ring's boss design, Skyrim’s dialogue, and puzzle games all at once and failing at virtually every single one of them. From grabbing items and interacting with NPCs to basic movement and combat flow, the controls feel horrible, gimmicky, and painful to use from start to finish. In addition, normal difficulty is way too easy, and bumping it up to hard doesn't fix the core issue because you can essentially mash a single button to effortlessly wipe out entire groups of enemies. Regular combat is a total snooze, but bosses are harder but gimmicky, the game is relying on cheap difficulty by either forcing you to use a hyper-specific skill or spamming endless unblockable attacks. Meanwhile, the open world looks great visually, but it is one inch deep and completely lifeless. NPCs wander around with repetitive dialogue, and whenever exploration leads you to a unique landmark, you quickly realize it has zero real significance. The marketing team deserves a massive raise for getting top streamers and channels on board to sell this illusion, because as a game, it tries to be everything, masters nothing, and leaves you with a hollow experience. Save your money.
23 hours in the game and this is what the game has been so far: The first 8-9 hours: It was ok, but absolutely did not get that click and I only wanted to come back to the game because of the money i spent on it, in hopes that it would eventualy click(it did). The first 8 hours had very little action, not much combat and even if it did, i barely knew how to make combat feel fun as i was just pressing buttons in hopes of doing something right. I tried a bit of exploring for 10-20 minutes when the main story felt too boring and I felt like although the world was massive there was nothing to explore(I just did not know where/how to look). The main story or whatever the gamed had me do in these early hours were pretty much tutorial, just showing me dozens of mechanics. I was regretting the purchase, hated the game and thought maybe it was not for me, although I enjoyed similar games such as skyrim. However, I said I'd give it a few more hours and literally "few more hours" turned into 8 in that session only. The game just.. clicked. I started exploring, I started doing various side quests, pushing the main story, learned how to upgrade my skill tree and unlock different traits/combat combos and the combat feels sooo good now, even though there is so much more to learn. I am not even doing main story right now, just doing everything else that i can because the game has so much to offer and it is one of the best i've played since elden ring. The game has the biggest open world I've ever seen and it is absolutely gorgeous especially if played in 4k resolution. I won't even begin to enlist all the things it excels at because the review is already turning into an essay, but I will list the only things that could've been better: - the main story is vague, just an average/mid story, nothing too crazy 6.5/7 out of 10 - *some* side quests are boring (go there, examine X, follow Y, return there) - when it rains, the game looks blurry, distorted and.. just unpleasant. (however, the it is an already known issue and the devs will most likely fix it in the near future as they are going crazy on updates) Great game.
I have spent decades modding my Skyrim to be a fraction of what Crimson Desert (CD) largely is at release, but while I had fun with it and would recommend it, I have rarely been both this impressed and perplexed by what is clearly a labour of love. [h1]Cutting Edge, Drawing Blood[/h1] From the initial boot-up, CD is a title that stands out amongst the crowd for reasons that are both its merit and its demise. Powering up this adventure is the [i]Black Space Engine[/i], an in-house tech of Pearl Abyss that delivers incredible visuals - if you have the hardware to enable them. Gone are typical industry restraints, and welcome are cutting-edge implementations that make the game run completely on real-time ray-traced lighting. This is something often avoided, especially in close, dimly lit areas, as it shows the cracks of the tech quite easily. Even so, alongside the simulation engine, which adds a level of interaction both physical and elemental with the world worthy of the recent Zelda titles, it makes for a steep yet worthy trade-off for a world that is so dynamic. Impressively, a seemingly older tech - hypothesized to be [url=https://youtu.be/44PT8XRZRGA]Screen Space Displacement Mapping[/url] - makes its comeback with per-pixel texture depth detail that rivals Unreal Engine’s Nanite, with different downsides. Worth singling out is the water, which has officially surpassed that of Red Dead Redemption 2 on a technical level. I managed to run everything well at max - especially the lighting and ray tracing - with Nvidia’s DLSS set to Performance and Ray Reconstruction (RR). The final image was clean enough with the use of DLSS 4 in particular, as 4.5 does not yet work with RR. However, this incredible presentation crumbles the moment even just RR is not enabled, with softer Ambient Occlusion and in-surface detail, and it gets worse, noisier, and flickier the lower you go. The difference between high-end and medium can be quite staggering. [h1]Labour of Love, Overbearing Incompletion[/h1] My kudos go to the devs at Pearl Abyss for being extremely active with the community feedback and for delivering patches and new features at almost a weekly cadence. Their experience with Black Desert Online clearly shows here, although speed comes at the cost of quality at times, with, for example, Nvidia’s RR being broken for the third time by the last patch (16.0x) that added the new version of FSR Ray Regeneration, while completely overhauling the trading system. It’s commendable to see a single-player game get so much support, and it almost gives that extra reason to continue returning to it. However, while systems getting completely overhauled and new mounts or armors being added are welcome, planning more story cutscenes in the future or bringing up the other two main characters' ability roster, traversal included, up to Kliff’s - as if separate ability purchasing wasn’t enough friction - makes it seem like the product was somewhat undercooked. [h1]Hard to Love, Harder to Leave[/h1] The [b]story/quest[/b] content features some of the best cutscenes I’ve seen in open-world games in a while, especially when Ubisoft is part of this conversation. There’s a level of care in it, with NPCs being very animated during dialogues. Sadly, all of this effort is put into a story that is honestly a mess. 3h of extra cutscenes, à la Final Fantasy XV, would not fix this. It has some intriguing bits, but the way to get there at times is genuinely just cause a new marker appeared on the map, without further context. The [b]world[/b] is immense, full of things to do and see. I’m sure that some of the context I missed is somewhere, but I missed it not because I wanted to, but because while going between point A and B, it might have been drowned in another 20 knowledge entries on every river, hill, flora, or fauna I found on the way. 3000+ entries to read is surprisingly too much even for a lore-nerd Souls player, who used to have entire evenings of book reading sessions with friends on Baldur’s Gate 3, or screenshot and bring to work the codex entries of Dragon Age to read during lunch. It’s nice to be able to read about a world, but when there are 76 different entries [i]just on insects[/i], mostly stating general facts… while it’s nice to see so much fauna, on the nth butterfly, I stopped reading. There is no distinction for [b]side content[/b] between a boring MMORPG-like fetch quest and an in-depth, multi-step questline. Every time you take on a quest, it’ll be a gamble whether it leads to a fun new boss/dungeon, or to collecting fruitflies from a market stall. [h3]High Effort, Hollow Trophies[/h3] The game seems to struggle in focusing on what matters, rewarding you little to nothing for important content, including bosses, but with an entire aura-dripping armor set for a side mission about hunting an animal tagged as “legendary”, but that has nothing really special about it. Equipment can be quite scarce, and a lot of armor sets, especially of bosses, are completely unobtainable as of writing this. After defying all odds and winning the horse races minigame, against the enemy AI having infinite stamina, sprint, and rubber-banding, I now find myself chasing 17 side missions with a random spawn, only to hopefully soon get the one to unlock the last out of three arm wrestling bosses that will unlock the minigames achievement. In all this, I still have quite plenty of side missions that I’m sure are far more interesting around the map I could do, but this is what I’ll be rewarded for chasing. I’m currently at the last two achievements separating me from platinum, but it’s worth mentioning that I got 4 achievements in 190 (!!!) hours, 3 of which story-related. Most of the achievements focus on either weapon-specific combat challenges or specific exploration challenges, like sliding for 50m. [h3]Deep Immersion, Hostile Design[/h3] While I disdain hand-holding in videogames, game design is the art of guiding the player towards something without directly telling them. Let’s make an example from Elden Ring, another open world notorious for not hand-holding. From the first few Ruin points of interest, it is established that in them, there is a chest with a unique reward. So when you find a Ruin that doesn’t have it, the instinct is to start looking around. And while it might only be hidden better at first, eventually, you’ll learn about invisible walls. The game, after that point, will start using them. Were it not for social media, I would have never learned that walls, in CD: - sometimes might have a mark on them, visible only with the lantern, which means it can be lowered - a middle part, which means it can be rotated - lines on the floor in front of it, meaning it can be pushed It would be hard to find the earliest instance of the latter, on the side of a church tower, on my own. There are so many fun interactions and things that can be done, but the line between interesting and obtuse is a thin one. I wish better game design was used in CD to teach me that, specifically, the thrust attack could be used to use your sword as a replacement lever when broken, or break a barrier in a puzzle where normal attacks won’t; or that sometimes cables carrying electricity are disconnected somewhere on the way. And I was a lucky player who, early on, understood the capricious control scheme hierarchy in the settings and set a good control layout I carried on for the whole game, so I could easily try things when stuck. [h1]Brave the Rough, Reap the Gem[/h1] In the end, the title is definitely a high-quality production, technically impressive, with deep and dynamic player interaction with the world. It suffers from many good ideas at times not implemented in the best way, but I’m happy to have so many options. I strongly suggest it, if you have a good idea of what you might be getting into. [b]7/10
сборная солянка из всего подряд, которая не работает должным образом эта игра буквально является копией механик из зельды, из ассасинов, из рдр 2, но эти механики сделаны максимально на коленке и вызывают одно лишь раздражение я не понимаю тех людей кто хвалит вот ЭТО, но чуваки, просто пойдите поиграйте в ботву, поиграйте в тёрку, зачем душиться ЭТИМ, заместо игры в нормальные игры ? кримсон десерт это определённо скам года, но не более того
I almost never leave comments on games. This time I feel I need to warn you not to make the same mistake I did. This is not a top game. Nor is it worth money they want for it. This is a B class game. Looks nice, seems to be good at first glance, but it turns to be an empty world of unfullfilled promises. Story is flat, dialogs rather naive, quests as if written by some AI tool. For me fighting system was also not very enjoyable, but this could be more personal inclination, and objectively would rather be okayish taking into account genre standards. All in all, if you want a single-player MMO-like game, you can go for it, but if you look for something at least a bit deeper than a thin layer of nice visuals and basic gameplay, it will be a waste of time and money. If only I could I'd eagerly give it back. And don't understand such good opinions it has. Let's fight together for a better industry giving us quality products not rehaeted pizzas from supermarket served on a silver plate.
I Love Crimson Hernand ❤️
Pure distilled open world slop Plenty of things to do, none of them interesting
НИХРЕНАЖСЕБЕ!!! Вы хоть читали лицензионное соглашение этой игры?? Это же добровольное рабство по денежному обеспечению всего состава компании из за любого намёка на её "имущественные потери". ВСЕ, кто согласился с этим лицензионным соглашением неотвертятся даже тогда, когда лицензия будет уже недействительна... ОХРЕНЕТЬ!!!
다른 건 다 제외하고, 순수히 전투 파트에 대해서만 언급하고 싶다. 전투가 너무 재미없다. 영상을 보면 파티클 이펙트가 과해서 재미있어 보이는 착각을 주지만 막상 해 보면 더럽게 재미없다. 전투가 아니라 음식먹기 대결로 만들어 놨으니... 젤다를 보고 따라 한 것 같은데 왜 안 좋은점만 따라하는 거지? 출시 초반에는 조작감 얘기가 많이 나왔는데 이건 구조적인 문제라 패치를 수백번해도 소용없다. 처음부터 많은 동작을 넣고 싶고, 컨트롤러 버튼 수는 한정되니 살짝 누르기, 길게 누르기를 다른 동작에 할당하여 오작동을 유발하게 만들고, 그것도 모자라 이것 저것 불편한 버튼 조합을 동시에 눌러야 겨우 동작이 발동되게 만들어 놨다. 보통 제대로 된 액션 게임에서 버튼 2개를 쓰는 경우 그 중 하나는 범퍼나 트리거를 쓰고, 이 경우 범퍼나 트리거를 누르고 있는 상황에서 다른 버튼을 누를 때 액션이 발동된다. 이렇게 하면 버튼을 2개 누르더라도 동시에 누를 필요는 없기 때문에 크게 불편함이 없다. 그런 측면에서 붉은 사막은 액션 시스템의 기본기조차 제대로 안 되어 있는 느낌이다. 조작이 불편하니 스킬이 여러개 있어도 평타 이외에는 쓰지도 않는다. 액션 게임의 재미라는 것은 컨트롤이 주는 재미이다. 컨트롤이 불편하면 재미있을 수가 없다. 개발자들이 액션 게임을 즐기는 사람은 아니라는 느낌이 들 수 밖에 없다. 다른 건 다 형편 없더라도 전투만 재미 있었으면 좋게 평가해 줄 수 있는데 왜 하필 음식먹기 전투에 집착한 거냐... 전투가 음식을 무한히 먹을 수 있다는 가정하에 설계되어 있어서 난이도도 내가 얼마나 음식을 빨리 많이 먹을 수 있느냐, 아니면 적이 내가 음식 먹기도 전에 먼저 때리느냐의 전투다. 전투가 재미없으니, 파밍도 탐험도 의욕이 별로 생기지 않는다. 왜 갓오브워를 놓고 젤다를 참고한 거냐...
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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