Overview
Crimson Desert features an integrated economic system woven throughout its single-player open world. Rather than a dedicated market simulation, the economy operates through regional vendor networks, camp-based commerce, faction reputation that gates access to merchants, and resource gathering life skills. Each settlement across Pywel houses its own set of vendors with region-specific inventories, and the player's standing with local factions determines what goods and services are available. The in-game currency is silver, earned through quests, exploration, completed missions, and selling gathered materials.
Regional Vendors
Cities and villages across Pywel are populated by blacksmiths, tailors, merchants, and other vendors. Importantly, vendor inventories vary by region. Each settlement is expected to have a varying selection of gear that matches the wider area's specialties. Equipment shops display named items tied to local factions or cultures. For example, the Equipment Shop interface shows items such as the Dekare Dagger, Dekare Sword, Dekare Shield, Lambert Axe, and Palkanese Musket, suggesting regional naming conventions for locally crafted goods.
Any settlement in Pywel has its share of vendors who are willing to open their doors to the player should the need for resources arise. Some goods can be purchased by simply interacting with the item displayed on a market stall, providing an immersive shopping experience rather than purely menu-based purchasing.
Camp Trading
The Greymane Camp in Hernand serves as the player's central economic hub. It starts as a small tent settlement and can be expanded into a bustling base using resources and currency earned through exploration. The camp includes several commerce-related facilities.
Facility | Function |
|---|---|
Trading Center | Dedicated merchant area where goods can be bought and sold |
Food Shop (Ronnie) | Sells provisions including barley, meat jerky, salt-grilled fish, and fruit juice |
Blacksmith | Weapon and armor crafting, refinement, and upgrades |
Farms and Ranches | Produce cooking and crafting materials from crops and livestock |
Workshops | Crafting stations for gear, consumables, and equipment |
Dyehouse | Armor and equipment dyeing services |
Players invest resources such as wood, minerals, and food alongside silver to expand camp facilities. Upgrading the camp directly improves character stats, unlocks new skills, and expands the roster of available companions.
Faction Reputation and Commerce
Crimson Desert features a reputation system called Hernandian Contribution that directly affects economic access. The HUD displays Contribution and Contribution EXP for the player's standing with regional factions. Completing quests, side missions, and activities for a faction increases standing, while criminal behavior decreases it.
How Reputation Affects Trading
Reputation Level | Effect on Commerce |
|---|---|
High Contribution | Access to additional vendors and resource nodes; potential discounts |
Low Contribution | Reduced vendor access; lost discounts; hostile reception in some settlements |
Crime Penalties | Each crime reduces Contribution by 5 to 30 points depending on severity |
Aligning with specific Houses unlocks reputation that gives access to additional vendors in a region along with resource nodes. Will Powers, Pearl Abyss marketing director, explained that faction relationships progress through states: "at war" to "neutral" to "alliance." Factions at war can blockade regions and hunt the player, while allied factions may send troops and open up trade access.
Liberating Settlements
When the player liberates territories from hostile factions, the economic landscape of that area changes. Structures are rebuilt, new vendors become available, and trade routes unlock. Residents return and go about their daily routines, including commerce. This creates a tangible connection between the player's military actions and economic opportunity.
Region-Locked Materials
The game uses a region-locked material system that creates economic regionalism. Will Powers explained the design: "Your level is gear-based, so there are smart ways of limiting how much you can advance your upgrade of your gear by changing the material requirements at certain thresholds of materials that are only in that area that you're in." This means certain crafting materials can only be found in specific regions, encouraging players to explore and interact with each area's economy.
Unique gear comes from boss drops, blueprints, and crafting recipes rather than randomized loot. Weapon refinement at blacksmiths increases stats incrementally, such as raising a weapon's Attack value from 10 to 12.
Resource Gathering
Players gather materials through various life skills that feed into the broader economic loop. Several of these skills can be learned by observing NPCs performing them in the world.
Life Skill | Resources Produced |
|---|---|
Fish and aquatic ingredients for cooking | |
Animal materials and cooking ingredients | |
Mining | Ore, minerals, and stone; Oongka's pickaxe doubles as a mining tool |
Gathering | Flowers, insects, mushrooms, lavender, and alchemy ingredients |
Logging | Wood for construction and crafting |
Farming and Ranching | Crops, milk, meat, and other produce from Greymane Camp facilities |
Meals that provide Health, Spirit, or Stamina buffs | |
Alchemy | Dyes, consumables, and elemental weapon imbues |
Freesword Dispatch Missions
The Freesword Dispatch System adds a strategic economic layer. Players dispatch recruited Greymane mercenaries on off-screen missions that cost resources (silver, wood, clay, or other materials) and yield currency, materials, or unlock new areas and services upon completion. Each companion has individual stats including Health, Attack, Defense, Attack Speed, Movement Speed, and Critical Hit Chance, and selecting the right team composition affects success rates.
Wagon Transport
There is evidence of wagon-based transport missions within the game. Quest examples include tasks such as "drive a wagon to a trading post," indicating logistics-based missions that involve physically transporting goods across the open world. While this is not a freeform trading caravan system, it adds a transport dimension to the economy.
Crime and the Economy
The game's wanted system has direct economic consequences. Pickpocketing NPCs generates stolen goods like coin pouches. Players can steal items displayed on market stalls. A "Threaten" dialogue option allows the player to intimidate NPCs for information or goods. However, criminal actions trigger guard responses, bounties, potential imprisonment, and reduction of Hernandian Contribution, which can lock the player out of vendor access and discounts in the affected region.
Monetization
Crimson Desert is a premium single-player experience with no microtransactions. Will Powers stated: "This is made to be a premium experience that you buy, and you enjoy the world and not something for microtransactions." There is no online marketplace, no player-to-player trading, and no live service economy. All economic interactions take place between the player and NPCs within the game world.