Overview
Crimson Desert takes a distinctive approach to difficulty that sets it apart from both Soulslike games and traditional RPGs. There are no difficulty settings, no experience-based leveling, and no enemy level scaling. Pearl Abyss has designed a single, fixed difficulty experience where player power comes from exploration, gear, and Abyss Artifacts rather than accumulated experience points.
Key Design Decisions
Design Choice | Details |
|---|---|
No difficulty settings | A single fixed difficulty for all players; no Easy, Normal, or Hard options |
No experience-based leveling | Character growth comes from Abyss Artifacts, gear, and skill acquisition, not from an XP bar |
No enemy level scaling | Enemy difficulty is fixed by region; areas do not adjust to match your power |
Defeated bosses stay defeated | Once a boss is beaten, it does not respawn; cleared areas remain safe |
Revive items available | Unlike Soulslike games, you can carry and use revival items to recover from death mid-fight |
No stamina restriction on attacks | Stamina governs evasion and blocking only; you can swing your weapon freely |
Unlimited weapon durability | Combat weapons never break from use; only gathering tools like pickaxes degrade |
Not a Soulslike
Pearl Abyss has explicitly stated that Crimson Desert is not a Soulslike game. While the combat system rewards timing and skill, several design pillars distinguish it from the Soulslike formula. Stamina does not limit attacks, only evasion. There is no corpse run or currency loss on death. Revive items exist to soften the penalty of failure. The game is designed to be challenging but not punishing.
How Difficulty Works in Practice
The open world of Pywel is entirely open from the start, but different regions have significantly different enemy difficulty levels. Wandering into a high-difficulty area early on means facing enemies that hit much harder and have much more health than your current gear can handle.
This creates a natural difficulty curve through exploration. If an area feels too tough, the game encourages you to leave, explore easier regions, collect better equipment and Abyss Artifacts, and return when you are stronger. There is no shame in retreating from a fight; the world is designed to support this pattern.
Progression as Difficulty Management
Because character power comes from gear and artifacts rather than a level number, difficulty management is directly tied to how thoroughly you explore and what resources you find. Players who invest time in crafting, gathering, and side content will find themselves better equipped for tougher encounters. The Greymane Camp provides permanent stat bonuses through facility upgrades, offering another avenue for building character strength.
World Design Philosophy
Pearl Abyss has said that the main campaign represents only "a small percentage" of the total content. The world is intentionally designed to distract players from the critical path with side activities, exploration rewards, and dynamic encounters. This design philosophy means that players who engage with the world's optional content will naturally become stronger, smoothing out the difficulty curve without requiring artificial settings.