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Crimson Desert has hit 2 million copies sold just a day after launch, although it has suffered a mixed response from critics and players.
Pearl Abyss’ hotly anticipated open world action game launched across PC, PlayStation 5, and Xbox Series X and S yesterday, March 19, and today, the Korean company announced that 2 million copies had been sold worldwide.
In its announcement, Pearl Abyss said it was aware of feedback from players, and would “work to make improvements quickly.”
"We are incredibly humbled to share that Crimson Desert has sold through 2 million copies worldwide," reads Pearl Abyss' statement. "Thank you so much to our fans, community, and everyone who has joined us in Pywel. We will listen closely to the wide range of feedback shared by the community and work to make improvements quickly, doing our utmost to make the journey ahead even more enjoyable for our players."
As IGN has reported, Crimson Desert launched big on Steam with nearly 250,000 concurrent players, but it currently has a "mixed" user review rating. Much of the criticism from players revolves around the controls, which some have called clunky and unnecessarily complicated. There are some performance complaints too. For example, PS5 owners have come together to work out the cause of blurry visuals — an issue that’s also on the PC version.
Pearl Abyss will be keen to address the main complaints with Crimson Desert sooner rather than later in a bid to improve its Steam review rating. Yesterday, IGN reported on how Pearl Abyss saw its stock price plunge nearly 30% in what was seen as a reaction to review scores from critics. Today, the company stock fell a further 9.78%. According to the Korean business press, Pearl Abyss reportedly spent seven years developing Crimson Desert, with development costs coming in at 200 billion won (approx. $133 million). It will be interesting to see if this sales announcement boosts the share price.
We’ve got plenty more on Crimson Desert, including patch notes for its day one update, IGN's Crimson Desert Review So Far, and our launch interview with Will Powers. We've also got a Crimson Desert PC performance review.
And if you’re jumping into Crimson Desert’s huge open world, we recommend you take a look at our guide to Things to Do First in Crimson Desert, plus Things Crimson Desert Doesn’t Tell You (we’ve got 28 and counting!). We’ve also got a guide to the Best Early Weapons we recommend picking up, the Best Skills to Get First (including a handy explainer of the skills system), and 34 Essential Tips and Tricks to help you succeed in Pywel.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.


Unlike the exceedingly slow preceding month of January, February 2026 had a steadily moving line of new releases to shake up the U.S. sales charts, with Resident Evil Requiem debuting as the best-selling game of the month and, thus far, the entire year.
We don't have a specific sales figure for Requiem in the U.S., but Capcom has said it has sold 6 million globally, making it the fastest-selling game in the franchise ever.
Unfortunately for money and numbers people, all the new releases didn't really do anything to boost overall sales compared to last year. According to Circana's monthly report compiled and analyzed by Mat Piscatella, total gaming spending was only up 1% year-over-year, content spending was flat, and accessories were down 2% from last year.
Hardware was the only area that saw real change, and that's largely thanks to the Nintendo Switch 2, which wasn't out at this time last year. With the Switch 2 in the mix, hardware was up 22% to $326 million, with Switch 2 spending offsetting declines in all the other consoles. The PS5 still led both dollar and unit sales.
But the Switch 2 is still outpacing its predecessor nine months in, trending 45% ahead of the original Switch in the U.S. Notably, November was the Switch 1's ninth month in action, so both consoles now have a Black Friday under their belts when comparing their respective time on the market.
Content spending saw declines across everything except non-mobile subscription spending, which was up 27% compared to last year. I initially found that surprising given all the new releases. There's Requiem debuting at No.1 for the month and the year, Dragon Quest VII: Reimagined at No.9 for February and 14th for the year so far, Mario Tennis Fever at No.11 for February (No.1 on Switch 2), God of War: Sons of Sparta at No.14 (No.6 on PlayStation), My Hero Academia: All's Justice at No.17, and the Resident Evil Generation Pack coming in at No.20. Interestingly, Resident Evil Generation Pack containing Resident Evil 7, Village, and the new Requiem sold better on Switch than just Requiem by itself (No.4 on the platform vs. No. 6), showing a pretty big appetite for Resident Evil from Nintendo fans.
But then I took a look at February 2025 and wow, the comparable on this must be tough. February of last year saw the debuts of Monster Hunter Wilds (No.1. for the month), Kingdom Come: Deliverance II (No.2), Civ VII (No.3), PGA Tour 2K25 (No.4), and Avowed (No.7). By comparison, this is an exceedingly quiet February.
There were some interesting software sales spikes, though. Diablo II: Remastered leaped from No.195 last month to No.13 in February thanks to the Steam release of the Infernal Edition. And Doom: The Dark Ages went from No.92 on the PC storefront charts for January to No.9 thanks to some anniversary sale promo pricing.
February 2026 U.S. Top 20 Best-Selling Games:Resident Evil Requiem (NEW)NBA 2K26Call of Duty: Black Ops 7Minecraft*Helldivers 2EA Sports FC 26Battlefield 6Madden NFL 26Dragon Quest VII: Reimagined (NEW)Grand Theft Auto VMario Tennis Fever* (NEW)Red Dead Redemption IIDiablo II: ResurrectedGod of War: Sons of Sparta (NEW)Ghost of YoteiForza Horizon 5My Hero Academia: All's Justice (NEW)Marvel's Spider-Man 2Pokemon Legends: Z-A*Resident Evil Generation Pack (NEW)* Indicates that some or all digital sales are not included in Circana's data. Some publishers, including Nintendo, do not share certain digital data for this report.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.


Slay the Spire 2 developer Mega Crit has outlined the game’s first big post-launch patch, which will be of particular interest to players given it comes with a huge balance pass.
In a post on Steam, the developer said the aim of the update is to make infinites harder to achieve. But it also adds a Phobia Mode with bespoke assets “that should mitigate various creepy phobia concerns,” Mega Crit said.
There is a long list of changes outlined in the patch notes, but highlights include all relics in the shop costing 25 gold less, the removal of relics that generate gold from the merchant, and you can no longer acquire epochs in Daily or Custom runs (bah!). Clamping down on those infinites, power values can no longer stack above 999,999,999.
The biggest talking point, however, is the rework of Silent's Prepared card as follows:
Reworked Prepared card into Prepare: Skill - Cost 1 - Common - "Discard 2 cards. Next turn, gain 2(3) Energy.""It feels like they’re trying to nerf some of Silent’s draw/discard strength, but making Prepared not draw cards and 1 cost doesn’t feel like the way to do that," said one player. "It’s only one of three cards that draws and then discards (acro, dagger throw, formerly prepared) and they already nerfed Calculated Gamble into the ground by making it exhaust no matter what. I guess maybe the new sly mechanic has really upped the strength of draw and discard, but killing one of Silent’s staple cards just feels bad."
"It's unpickable IMO," said another.
gone but not forgotten
— Mega Crit ⚔️ Slay the Spire 2 Out Now! (@MegaCrit) March 20, 2026Anyone who’s played the hugely successful early access roguelike deckbuilder will know it’s got plenty of placeholder assets (some of which have delighted the community not just for their charm, but for being human made). The upcoming patch adds new portrait art for various cards, highlighted in the image below:
And there’s new character-specific VFX for when you gain energy:

The patch is exclusive to the beta branch of Slay the Spire 2 for now, and will come to the main branch later, “likely with some more tweaks!”
I’m among the many playing at the moment, and I initially found it a tad confusing having not played the original. If you’re new to Slay the Spire, our Slay the Spire 2 Beginner’s Guide can help you get familiar with the basics, and for fans of the first game, take a look at the biggest changes in Slay the Spire 2. We’ve also got a guide to all the Slay the Spire 2 characters and how to unlock them, plus how to play co-op with friends.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.


Cards on the table: I love Crimson Desert. And despite the mixed response it’s getting from critics (check out our review in progress for the official IGN take), make no mistake, there is a lot here to love. Like, a lot. Too much, arguably. Which is why our review isn’t finished yet, on top of a bunch of technical issues, difficulty spikes, and progress-stalling bugs.
Dafter than a sack of hammers and yet more moreish than the Iberian Peninsula, until now the big question hanging over Crimson Desert was “but what’s the USP?”. This enormous tapestry of Open World Tropes is all at once a love letter, a greatest hits compilation, and a Frankenstein’s Monster of that type of thing: a Dragon’s Dogma broth with heaps of The Witcher 3, Assassin’s Creed, Zelda, and even GTA 5 ladled in. Its myriad apparent inspirations are obvious to anyone with even a casual knowledge of Big Games of the last twenty or so years.
But even its most ardent detractor can’t deny that Crimson Desert marches defiantly to the beat of its own drum: though much of the pre-release coverage was preoccupied with all the things it cribs from other games in the genre, it didn’t become clear until we properly got our hands on it that, paradoxically, the end result is nothing quite like anything we’ve played before.
Underpinning Crimson Desert is a layer of friction that is quite jarring if you come to it from the focus-grouped safe havens of Sony Exclusives and Ubisoft Open Worlds, or even the CD Projekt Red stuff that retains its rough edges despite an infinite budget for polish. It’s a game of many interactions, ways to manipulate the game world that are surprising in the freedom they grant and frustrating in how fiddly they are to get working. In short: it’s insanely ambitious, but janky as hell.
The type of audience that Crimson Desert is going to attract will be split on whether it’s a flawed gem a la Dragon’s Dogma or a janky disaster-slog a la Two Worlds (or a secret third thing: both of those kicked into each other), and a lot of it will come down to the combat system, because it pulls from something that doesn’t cross over all that much with the RPG world: fighters. Brawlers. Games about walking from left to right and battering people while listening to rad techno. From when this was a real country.
Button-combo moves that require memory, patience, and impeccable timing to get the best out of. Rather than a basic Light and Heavy attack augmented with special moves, or magic that gets triggered via a radial menu or Special Button, Crimson Desert is all about the visceral immediacy of simply knowing how to pull off the cool flips rather than assigning them to a favourites bar. It is what sets it apart, and is equally what will mark it out as far too obtuse for its own good, especially once people start hitting the bosses that filter out players unable or unwilling to engage with the game on its own terms.
It doesn’t help, of course, that the boss fights are the game’s nadir. In trying to make an open system where players can organically build their own fighting style from the available moveset that should, in theory, work on any size of enemy as long as you bring enough soup, Pearl Abyss have ended up pushing out a rogues gallery of hard bastards who just aren’t all that enjoyable to engage with. Hit sponges who can easily cancel your animations, and one-shot you back to the title screen before you can reach for a thermos.
Yes, soup is one of the best healing foods in the game: relatively easy to collect the ingredients for and coming in pretty high on the benefit-cost analysis, it too represents a system that is too broad for its own good. You very quickly learn that crafting low hp food items is basically useless, and a waste of meat: low level enemies will never take enough health off you to warrant the necking of an aperitif, while the big lads scarcely give you enough time to stand there scoffing a dozen 80hp scraps of meat just to claw back enough health to survive their next uncancellable attack.
There’s so much stuff you can do that is utterly superfluous: a nest of systems that don’t fit together all that well and frankly needed a lot more trimming during development. Like everything else about this game, it’s a blend of cliches: a Too Many Cooks trope Tuvixed with the one about infinite monkeys smashing out Shakespeare.
It certainly feels like a game that could do with a lot of shearing, and that’s where many of its issues stem from.Though I’m certain Crimson Desert had a lot of features cut during its painfully long development cycle, it feels like a cautionary tale about what happens when a studio isn’t willing to cut enough. During their production, games shed features like moulting cats. Cuts can happen for all sorts of reasons: budget, time, tech, or artistic. Being disciplined and discerning about what to bin and what to spend precious resources on is the essence of good direction, which can make the difference between 6/10 or a 9/10. I don’t want to cast aspersions onto Crimson Desert’s showrunners: there are factors at play in all creative endeavours that no outsider is privy to. But it certainly feels like a game that could do with a lot of shearing, and that’s where many of its issues stem from.
Despite all it has cribbed from other things, the game feels like it arrived here from an alternate dimension in which the modern action RPG had never been invented. A place where not just control schemes but the very language of blockbuster games is yet to be homogenised through convention. A throwback not just to Red Dead 2 and all of its Red Deadalikes, but to the turn of the century, where big ticket games were still a wild west in terms of basic things like “where is the action button and what does it do”. And so the question of what exactly it brings to the table is answered very brilliantly and boldly: Crimson Desert’s USP is that it is Crimson Desert.
And it is gorgeous, let’s not forget that. Pearl Abyss’s tech is astounding at bringing this vast, hyperreal landscape to life in a way that feels like a genuine step forward from its contemporaries. Visual splendour crammed with microdetails, particle effects, and an almost piss-taking deployment of rich, sumptuous real-time lighting that makes playing with raytracing turned off seem as compromised an experience as going to the National Gallery in a motorcycle helmet, which goes some way to explaining why we’ve barely seen it running on non-Pro consoles. So Crimson Desert doesn’t just make unruly demands of your patience; it also mocks your hardware budget.
It’s a massive gamble for a game whose reported development budget puts it well above the average Sony exclusive, which is precarious for a title that’s about as far away from a sure thing as you can get: a spin-off of a popular MMO, sure, but in a completely different genre, one that the studio has no prior expertise in delivering. And its links to Black Desert Online have, if anything, been underplayed over the last few years.
I’m glad it exists in this form: wobbly, undiscerning, and outrageously janky, but heartbreakingly gorgeous, and so very generous.I would hazard a guess that the crossover between the kind of people who leather every waking hour into MMOs and the kind of people who crave solitary, single-player experiences is not that much. It certainly makes business sense for Pearl Abyss to chase an audience that it doesn’t have rather than cannibalising the one it does, but it does mean that “...from the makers of Black Desert Online” has limited power as a selling point in this case.
It’s absolutely fair to compare it to The Witcher 3, Red Dead, and all of the other things that Crimson Desert is clearly desperate to call daddy. But the comparisons that come to my mind while actually playing it are things like Kane and Lynch 2: Dog Days, Pentiment, and yes, Dragon’s Dogma 2. Games that are unapologetically unique and committed to pursuing an artistic ideal that much of the audience will instinctively bounce off of, because to do anything else would compromise its vision. In Crimson Desert’s case, that vision is admittedly muddled, but clear enough to set itself apart.
I’m glad it exists in this form: wobbly, undiscerning, and outrageously janky, but heartbreakingly gorgeous, and so very generous. A game that is designed to be sipped over months, if not years, and is broad and wild enough that, at the very least, it will never be boring.
We’ve got plenty more on Crimson Desert, including patch notes for its day one update, IGN's Crimson Desert Review So Far, and our launch interview with Will Powers. We've also got a Crimson Desert PC performance review.
And if you’re jumping into Crimson Desert’s huge open world, we recommend you take a look at our guide to Things to Do First in Crimson Desert, plus Things Crimson Desert Doesn’t Tell You (we’ve got 28 and counting!). We’ve also got a guide to the Best Early Weapons we recommend picking up, the Best Skills to Get First (including a handy explainer of the skills system), and 34 Essential Tips and Tricks to help you succeed in Pywel.


If you’re playing Crimson Desert on PlayStation 5, you might have noticed blurry visuals no matter which mode you’re playing on. Well, you’re not alone. But the good news is that players believe they have found a fix.
This blurry visuals problem on PS5 is being reported across social media, on subreddits, and in Discords.
I haven't changed any settings within the game; it's just like this without any textures, but on my friend's PS5 Pro the game looks beautiful with great textures. Please report this to the developers. pic.twitter.com/ROfR8w4VKp
— Vanilson Pereira (@pereiravanilso1) March 20, 2026Players believe it is to do with Crimson Desert having trouble with the PS5’s "120hz mode," where the TV does not properly support 4K120. They're reporting that they’re able to fix this blurriness by going into the PS5 settings, and, in Video Output, setting "Enable 120Hz Output" to off. Will Powers, PR and marketing director at Crimson Desert publisher and developer Pearl Abyss, has also spent time on social media recommending this settings change.
According to Digital Foundry’s John Linneman, this problem only occurs if your TV does not properly support 4K120. If it does, then you get full 4K. “This is a problem specific to displays that support 120hz input but only at lower resolutions,” Linneman explained. “It engages 120hz support due to 40 fps mode but across the board.”
However, this blurry visuals problem looks like it’s also an issue on PC, where a reliable solution is harder to pin down. Some PC gamers are getting so upset by the blurry visuals that they’re asking Steam for a refund.
“I've had the same problem and asked for a refund,” said one disgruntled player. “The game is incredibly blurry, as if it were playing at 720p on a 4K monitor. The lights flicker horribly; it's by far the worst visual experience I've ever installed on my PC (I have a 4080 super).”
“Same, everything's weirdly blurry but over sharpened too, it's giving me a headache and I've never had a game do that,” said another. Some have found that after changing settings, restarting the game seems to improve matters. This potential solution rekindles memories of Borderlands 4’s technical issues, which saw a gradual worsening of framerate with continuous playtime, even on PlayStation 5 Pro and Xbox Series X.
We’ve got plenty more on Crimson Desert, including a report on the controls, which not everyone is a fan of. We’ve got the patch notes for Crimson Desert’s day one update, IGN's Crimson Desert Review So Far, and our launch interview with Will Powers. We've also got a Crimson Desert PC performance review.
And if you’re jumping into Crimson Desert’s huge open world, we recommend you take a look at our guide to Things to Do First in Crimson Desert, plus Things Crimson Desert Doesn’t Tell You (we’ve got 28 and counting!). We’ve also got a guide to the Best Early Weapons we recommend picking up, the Best Skills to Get First (including a handy explainer of the skills system), and 34 Essential Tips and Tricks to help you succeed in Pywel.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




