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‘Damn Shame’ — Canceled Warhammer Horus Heresy MMO Was ‘Shaping Up Nicely’

The canceled Warhammer Horus Heresy MMO was “shaping up nicely,” one person who worked on it has said.

The Horus Heresy is the galaxy-spanning civil war between loyalist and traitor Space Marines that occurred 10,000 years before the current Warhammer 40,000 setting. It saw the Emperor finally defeat his Chaos-fueled primarch son, Horus Lupercal, and save the Imperium of Man from destruction, but at a terrible cost: the near-death Master of Mankind was interred upon the Golden Throne as a carrion Emperor sustained by the daily sacrifice of thousands of psykers.

The untitled game was in development at Jackalyptic Games, a first-party NetEase studio helmed by MMO specialist Jack Emmert of City of Heroes fame, for at least two-and-a-half years before the Chinese megacorp pulled funding for the project as part of a wide-ranging pullback from western video game development. Jackalyptic subsequently closed down.

Now, an animator who worked on the game has published work-in-progress clips to social media, showing off Space Marine movement and bolter fire, which in turn prompted Graham McNeill, author of a number of Warhammer novels including a long list of Horus Heresy books, to confirm he had worked on the title.

“I did some writing on this game,” McNeill tweeted. “Characters, missions, scripts, etc. — and it was shaping up really nicely. Damn shame…”

In December last year, MP1st published a number of images of the game, revealing what looked like Prospero, the homeworld of the Thousand Sons that was at the heart of one of the most famous battles of the Horus Heresy.

While there is a long list of Warhammer 40,000 and Warhammer fantasy video games, the Horus Heresy remains an untapped setting. And based on the reaction to the latest clips of this canceled game, fans really want a Horus Heresy game at some point.

“Surprised no one has made a first person shooter of the Horus Heresy. So many to choose from, Isstvan, Calth, Prospero, Siege of Terra. Would probably sell just as well as Space Marine 2,” a fan suggested. "It's wild seeing stuff from this cancelled Horus Heresy game with how good it looks, they even had some of Prospero built," X user @DumbRobotStuff commented. "I'd hope this project gets reconsidered with how successful Space Marine 2 is."

One interesting idea about a potential Horus Heresy video game is that it could tie into the phenomenally popular Space Marine 2, which featured the Thousand Sons as the main Chaos Space Marine enemy throughout its campaign. A Horus Heresy video game could potentially feature the Thousand Sons during the Burning of Prospero, and let fans experience how the Traitor Legion became what it is in Space Marine 2.

Video games are canceled all the time, and indeed there have been a number of canceled Warhammer MMOs over the years. But it feels like we’re in the golden age of Warhammer 40,000 video games especially, with the likes of Total War: Warhammer 40,000, Dawn of War 4, and Space Marine 3 to look forward to. Perhaps there’s room in the future for the Horus Heresy, too. It's what the Emperor would want, after all.

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.

With Live-Service Crumbling, the Only Forever Game on Show This Summer Is Halo: Combat Evolved

It was striking to see actor Ben Starr stride out onto the Summer Game Fest stage at the weekend to give a double-thumbs up in support of Fortnite - though perhaps not for the reasons Epic would have liked. For many years, the battle royale has been the Polaris that CEOs and shareholders have steered their ships towards, representing the promise of steady success and a ready audience built around a single game. That daydream curdled in the post-pandemic era, when Fortnite became the focal point of metaverse mania: a grand philosophy for digital shopping malls that inspired gabbled essays from executives, yet failed to coalesce into anything tangible.

Now the money which fuelled that movement has been funnelled into the next pipedream that end users don’t particularly want: large-language models. And the games industry is in the midst of a painful contraction that has seen studios collapse left and right. Among the most shocking headlines was the news that Epic was laying off 1,000 employees after a significant downturn in Fortnite engagement. “We’ve had challenges delivering consistent Fortnite magic with every season,” Tim Sweeney told staff at the time.

It’s telling, then, that Epic is now leaning on the Starr power of an actor made famous by his roles in two single-player RPGs - Final Fantasy 16 and Clair Obscur: Expedition 33. The worm has turned, and solo experiences are proving to be a more dominant cultural force in games than many publishers had reckoned with. Today, Fortnite is feeding on that force to bring extra attention to its content machine.

“It has all been building to this moment,” Starr said of the in-game Shattered event that kicked off in Fortnite on Friday. But it’s fair to say that even the most successful live-service developers have struggled to deliver satisfying story conclusions while constantly stringing players along with new activities. Arguably the greatest mistake Bungie made with Destiny 2 was putting out The Final Shape, a well-loved expansion which tied off many long-running plot threads and offered players a natural stepping off point. The game never recovered, and is soon to enter life support after its final major update.

Throughout last week’s Summer Game Fest show, other live-service announcements were notable largely by their absence. Those that did appear were, in the main, ancient survivors of the MMO wars that followed the launch of World of Warcraft. Jagex was there with Dragonwilds, the survival spinoff from RuneScape which portrayed players chopping down trees and hacking at rocks - just as they did a quarter of a century ago while leeching off their parents’ credit cards.

Similarly, the announcement of Guild Wars 3 relied on old memories to stir up enthusiasm. ArenaNet showed little - a craggy climb, a brief ride through a field on the back of a horned, luminous beast - but promised the “next evolution of the MMORPG”, a genre it believes has "stagnated". That might resonate with those who remember what Guild Wars 2 did for the genre: freeing up quests from dialogue boxes while allowing players to stumble across battles and events dynamically. But it rather makes a mockery of the millions upon millions spent in pursuit of new live-service franchises this past decade - much of it exclusively papering the cutting room floor.

We’re looking at a different sort of forever game: the classic single-player story that keeps on coming back.

The last few years of publisher cutbacks have smothered a number of new studios in the crib. Yakuza creator Toshihiro Nagoshi is facing the likely closure of his company, for instance, despite Gang of Dragon’s reveal at last year’s Game Awards. Those new studios that have survived appear to be making clearly scoped games with a beginning and an end. One example is That’s No Moon’s Crossfire: a third-person shooter with an impressively malleable cover mechanic revealed at SGF.

Meanwhile, more established studios are pivoting away from live-service. Remedy - who, fun fact, put out its own Crossfire shooter a few years back - was represented at SGF by Control Resonant, which melds an architecturally-impossible Manhattan with mind-bending mystery. The developer’s own live-service effort, FBC: Firebreak, has already been put to bed just a year after launch.

The latest Nintendo Direct told much the same story. Rayman Legends Retold offers couch co-op only, while the Vampire Survivors take on battle royale maxes out at eight players - a rebuttal to the steep server-filling demands of the genre that dominated charts just half a decade ago. DayZ and Final Fantasy 14 made appearances too - but there were no apparent successors jostling for their crowns.

Even Nintendo’s flagship competitive live-service game, Splatoon, has been redirected in favour of single-player storytelling. With Splatoon Raiders, the company emphasised the challenge of overwhelming combat encounters fought against seaside wildlife armed with pots and pans - rather than sweaty showdowns with other players online.

This year’s Xbox Games Showcase, meanwhile, was a reminder that disastrous launches are the norm in the world of live-service. Fallout 76 has enjoyed a transformative turnaround - one that began in the pandemic after Bethesda repopulated its wasteland with NPCs, and gained momentum with the arrival of Amazon’s TV show. But before that expensive resuscitation, many believed it was dead-on-arrival.

Then there’s Sea of Thieves - Rare’s only publicly known live-service project, after nine years of development on Everwild ended in cancellation. The developer has long since embraced Sea of Thieves as a piratically themed hangout space - but that took a long while to manifest, since the game’s strengths were originally buried beneath the common live-service curse of repetitive loops and progression grind.

And of course, Xbox spared a spot for The Elder Scrolls Online - depicting a Thieves Guild member nabbing a potion from a market stall. But I’m old enough to remember when stealing from vendors was impossible in ESO. The omission of stealing mechanics caused enough player upset that developer Zenimax made sweeping changes to the very fundamentals of its game, in the hopes of winning over Skyrim diehards.

If there’s a lesson here, it’s that years of fumbling and catastrophe are inherent to the process of building a live-service game to last. And in today’s industry, few publishers can spare the funding to churn through a sustained period of review bombings and near-empty servers. It simply isn’t worth the risk of financial ruin.

Perhaps the healthiest option would be for the games industry to accept that the "forever game" - the one that tops charts perpetually, and entertains without end - simply doesn’t exist. But in the absence of healthy thinking, we’re looking at a different sort of forever game: the classic single-player story that keeps on coming back. Hello, Halo: Campaign Evolved - the latest redo of a game that gets a facelift every decade. Once more onto the beach that welcomes Master Chief to The Silent Cartographer. Another ride around the ringworld where grand-theft-Warthog and casual grenade play are mixed to such spectacular effect.

You may have picked up on the fact that Halo Studios isn’t building a multiplayer mode this time around. And who can blame it? If even Fortnite can’t live up to the promise of Fortnite, why bother?

Jeremy Peel is a freelance journalist and friend to anyone who will look at photos of his dogs.

Bad Magpie Is a Creative and Chaotic Puzzle Adventure | IGN Preview

In about 16 minutes of hands-on time with Bad Magpie, I torched flowers, added even more chaos to the mess humans left behind with a sonic bird call, and thoroughly disgruntled some innocent mice. Bad Magpie is instantly charming, and from what I played, has great puzzles to go with its chaos.

Bad Magpie follows a magpie that's been left behind by her flock after an injury leaves it unable to fly. The magpie comes across a beautiful fallen star that also has a love for shiny trinkets. Alone and looking for company, the magpie decides to collect trinkets for the star to try and win it over. In the demo, I was tasked with getting a red badge for the star. When I came across it in a dark school playground, it was swiftly scooped up by what looked like a dragon in the sand. It wanted 20 shiny things (glass-like crystals) in exchange for the badge. Thus, my short adventure began.

Shiny things are everywhere. Some sit on the walkway, others are hidden in trees or in a spot that made me ask "how do I get there?" The space I played in Bad Magpie was loaded with these kinds of puzzles. Even in the first few minutes, I was teased with a shiny thing on top of a car hood that didn't quite have direct access. Pecking the car's windows didn't work, nor did hitting it with a stick. Bad Magpie encourages chaos – which makes sense with the game's title. The solution to this quick puzzle was to peck a tree to get a stick, then light it on fire with a nearby rock. Finally, char the car door's window with the flame. Once it cracked due to the fire's heat, an opportunity opened for me to peck my way through and collect my reward.

Actions as the magpie are limited; you can squawk, peck, jump, and move quickly. The dev team at Milktooth manages to do a lot with those few inputs by using item and action combinations, like the aforementioned lighting sticks on fire to open pathways. I saw much more of this once I made it to the abandoned school playground, which serves as the demo's actual playground. Here, I found fireworks, soda cans, fruit, a maraca, and plenty of other items to interact with. I feel like I only found a small combination of interactions, too.

With the megaphone equipped, the magpie's cry went from cute to supersonic. I used it to break glass and other obstacles to find even more shiny things… and irritate mice, of course.

The most important item in the area was a megaphone. With it equipped, the magpie's cry went from cute to supersonic. I used it to break glass and other obstacles to find even more shiny things… and irritate mice, of course. It's not clear why yet, but it seems like humans aren't around, or at least haven't been in the schoolyard for a bit. Instead, mice and other creatures like the long dragon serve as magpie's company and targets for mischief.

Ultimately it seems like you could do the bare minimum collecting to progress in the full game whenever it's out, but I frankly, didn't want to put the controller down even after I hit the 20 required shiny things. Ten more still lingered in the demo. So much of the reward of Bad Magpie comes from experiencing the small scenes that played out as a result of meddling. Most of the shinies in the schoolyard were hidden in items, which were hinted at by sparkling around a target. This included boxes, trees, bottles, and even a sand castle three mice were building. My favorite reaction came from disrupting two mice smooching on the ledge of a boarded up window. Unfortunately for them, a shiny thing hung above them. I set off a nearby alarm to cause them to jump out of their romantic moment, which caused the shiny thing to fall. They turned red in anger, the the heart bubble that floated above them broke. Sorry guys, it couldn't be helped!

Bad Magpie is also just beautiful. The style Milktooth chose has a wonderful texture and I like that even though it's cute, there's a moodiness to it. The sound design complements the style too. The magpie's claws make a pleasing pitter patter as it hops along the ground, and the pecking sound changes depending on your target.

I noticed my peers had mostly left and took it as a sign for me to stop at having collected 27 out of a possible 30 shiny crystals in the demo. Missing those final few will haunt me until I can begin my collection once again whenever Bad Magpie is out.

Miranda Sanchez is the executive editor of guides at IGN and a member of Unlocked. She's a big fan of stationery, reading, and knitting. You can sometimes find her on Bluesky and Instagram.

Xbox Studio Shutdowns and Ad-Funded Subscriptions Likely After Asha Sharma's Stark 'Reset' Warning, Analysts Say

Xbox will likely undergo studio shutdowns and consider ad-supported subscription models following newly-installed CEO Asha Sharma's blunt warning that a corporate "reset" was now necessary, gaming analysts have told IGN.

Sharma's memo to Xbox employees, subsequently published publicly online, painted an unflinching portrait of the problems facing Microsoft's gaming division — and made it clear that difficult decisions were now necessary in the coming days. Indeed, the memo's arrival prompted a report by Bloomberg that suggested a wave of layoffs would arrive as soon as next month — bringing excitement around the brand crashing back to earth after an encouraging Xbox Games Showcase, which included peeks at numerous upcoming blockbusters and some games being earmarked as console exclusives.

"The company stopped sharing detailed Xbox sales data in 2015, so Asha mentioning the 3% profit margin now is actually big news to justify what is coming soon," said Dr. Serkan Toto, CEO of consultancy firm Kantan Games, noting Sharma's public reveal of Xbox's "accountability margin" spoke volumes. "The business is clearly not working: Microsoft could make more money just leaving its cash to the bank, as the interest rate for corporations in the U.S. is over 3.6% currently."

"Considering Xbox was one of the biggest spenders over the past decade, buying up ZeniMax Media and ABK [Activision Blizzard King], it is now looking for ways to capture a return on that investment," agreed Joost van Dreunen, video game industry researcher and professor at the NYU Stern School of Business. "It is common practice for firms to reduce headcount in the wake of an acquisition, but in this case, we can identify several other unavoidable catalysts. First, the RAMpocalypse is real. Xbox had already started to derisk its hardware business by partnering with third-parties and creating a partner network. The tripling of hardware component costs has further catalyzed that effort, yet hardware remains a low-margin part of the business."

Changes made during the first 100 days of Sharma's reign have also likely eaten into Xbox's balance sheet, van Dreunen suggested, such as the cuts to the price of Xbox Game Pass subscriptions, and the decision to give up PS5 revenue for Gears of War: E-Day and Clockwork Revolution. These choices might prove popular among fans, but must also ultimately be balanced financially.

"Game Pass was too expensive, and monetizing players via a monthly subscription clearly has a ceiling. [Sharma has] also signaled the return to exclusives as a central part of its platform strategy. But the honeymoon phase of new management is going to come to an end soon, and we’ll start seeing the real work that goes into turning a $25 billion gaming titan around," van Dreunen continued. "Before Xbox rolls out additional revenue streams around user-generated content markets and in-game advertising in a long-term, sustainable way, it will be forced to lower its overhead to maintain the 30% margin that Satya Nadella will expect."

Sadly, layoffs now seem likely. Sharma has suggested that the brand's biggest franchises would now be the company's priority, leaving employees not working on core IP such as Halo, Forza Horizon, Gears of War, and Minecraft, likely feeling nervous about the future.

"A 3% accountability margin, down year-on-year, against $20 billion of investment over five years — while revenue actually fell — is a line written for investors," said Rhys Elliott, head of market analysis at Alinea Analytics. "It's bad. My read is that the strategy becomes 'Xbox doesn't need to make all the games.' [The company will] concentrate first-party spend on the handful of industry-defining, entertainment-scale IP – the franchises now extending into TV and film – and push the smaller, indie-adjacent bets out to third-party partners instead of funding them in-house."

"Beloved, talent-dense, critically adored, and small [studios] are on the chopping block..."

Pointing back to Sharma's memo, Elliot said the CEO essentially said as much when stating that Xbox expanded its studio system for a multi-strategy content pipeline it no longer needed, now that content was cheap and plentiful. "Which means the studios most exposed are the ones that are brilliant for prestige and rotten for the spreadsheet," Elliot continued. "The Double Fines and Ninja Theories of the portfolio – beloved, talent-dense, critically adored, and small – are on the chopping block. They’re wonderful for hearts and minds, but hard to defend in a margin review."

"Microsoft will run through its Xbox business with a bulldozer this year," Toto said, bluntly. "I hope I am wrong, but it looks like we can expect not only staff cuts but also studio shutdowns. The memo sounds like Asha might even change how Xbox is structured fundamentally. One thing is clear: Xbox at the end of this year will be totally different from the Phil Spencer times."

Structurally that may be correct, though the looming impact of layoffs feels sadly familiar. "I'm genuinely worried about that tier of studio given the rhetoric in the memo," Elliot said, of Xbox's smaller development teams. "They were acquired in an era of growth-at-all-costs, and that era is explicitly what this memo is unwinding. And again, it’s not new, either. In 2024, Xbox shut Tango Gameworks, fresh off Hi-Fi Rush, and closed Arkane Austin too. Those studios were prestige-rich, talent-dense, modest on the balance sheet. The memo's 'we expanded the studio system... [and] found ourselves over extended' is the same logic that ended Tango under Booty and Spencer."

Will exclusive games help turn Xbox's business around? Analysts seem unsure, and Elliot believes Xbox's statement that exclusivity decisions will be made on a 'case by case' basis gives the company significant leeway to make the rules up as it goes along. "[A] PS5 version of Gears was clearly in development, retailers were lining up pre-orders, and it got yanked late enough that their own staff were blindsided. Pulling a Halo trailer from a PlayStation event is the same instinct – symbolic, relationship-damaging, and revenue-negative. I’m not sure how worth it the exclusivity change is in the long term – and I expect there to be some backtracking once the revenue numbers come in."

"If the data is any guide, the titles that stay Xbox-first or Xbox-only will mostly be the ones a sliver of the PlayStation audience would have bought anyway," Elliot continued, "so nobody is really losing sleep over that math. Exclusivity handled 'case by case' is a polite way of saying 'symbolic where it's cheap, abandoned where it's expensive.' The tell will be the third or fourth notable title after Gears: E-Day and Clockwork Revolution. If those quietly turn up on PS5 – framed, of course, as a thoughtful 'case-by-case' decision – then the reversal has already begun, and the exclusivity push was always a hearts-and-minds gesture with a shelf life. I'd expect any backtracking to land after a quarter or two of revenue numbers, once the cost of walking away from 90M-plus PS5 owners shows up in a report someone has to present. That's the moment the spreadsheet wins the argument it always wins."

What of Game Pass, which has returned to growth following price cuts, though only after months of falling subscriber numbers? Analysts agree that a lower-price, ad-funded subscription tier is inevitable, aping similar offerings from streaming services such as Netflix and Disney+.

"It's reasonable to assume that ads will become a more significant part of the Xbox business model..."

"In terms of business models, ad-supported strategies are an effective way to deliver cheaper access to products and services for those that don’t want to pay significant sums or that are happy to have an ad-based solution in exchange for more value," said Piers Harding-Rolls, games industry analyst at Ampere Analysis. "Ad strategies are working very effectively in the streaming video on demand market to lower subscription costs, are deployed in thousands of mobile games as reward ads used by millions every day and are used to offer cheaper tech to consumers – Amazon’s Kindles spring to mind. I think it’s reasonable to assume that ads will become a more significant part of the Xbox business model mix, likely in Game Pass first, but could be used to deliver cheaper Xbox hardware in the future."

It's hard to imagine a tougher time for Xbox to be working on new console hardware, building back from far behind PlayStation and Nintendo in terms of current-gen platform sales, during a component pricing crisis and what feels like a moment of real question around the soul of the brand. It's a situation that Harding-Rolls described as "highly challenging," amid high inflation, the knock-on impact on staffing costs, and the console component cost increases.

In an interview this week, Sharma said it was unrealistic to expect any console to succeed with a price point in the thousands of dollars — which is what the current crop of machines are now edging towards after repeated price rises, let alone the next hardware generation. Focusing solely on being the biggest and best console is no longer an option, Sharma continued, and instead there is a need to appeal to as wide an audience as possible.

"Xbox is still committed to a next-gen console but is considering how it can deliver something that will be desired by Xbox gamers, while not pricing out huge swaths of gamers and potentially growing the audience," Harding-Rolls said. "It’s also thinking about how it can de-risk itself from the costs of subsidising hardware as component costs continue to escalate. There are a few areas I think Xbox could investigate. Xbox has already partnered with Asus to deliver the ROG Xbox Ally, and this could be extended to next-gen console hardware. This sort of OEM arrangement could help with access to components, preferential pricing for storage and memory, flexible configurations of the same platform and extending distribution. This is not a silver bullet and there are already historical examples in the games space where this strategy hasn’t really worked – such as Valve’s Steam Machines. If this is not the approach the company takes, I think Xbox will be looking to get closer to key component manufacturers to put itself in a better position in terms of supply-chain negotiation and prioritisation. Sony’s long consumer electronics history and its other consumer tech businesses means it is better positioned in this context."

"New business models and partnerships for hardware could mean that Xbox stops trying to be the sole one building the box," Elliot agreed. "Expect third-party manufactured hardware – partners building Xbox-branded or Xbox-compatible devices under licence – rather than Microsoft eating the full bill of materials and the subsidy on every unit. The ROG Ally collaboration was the trial balloon for this. And of course mobile is that longer-term North Star. But as for the core, Xbox still wants Helix to converge its console and PC offerings. Windows is the actual platform, and the 'Xbox' you buy becomes one of several doors into the same ecosystem rather than a single loss-leading box Microsoft fabricates itself. But Xbox is appealing to its console fans along the way as it transitions them into the future. That’s why Helix is half-console, half-PC."

"You can't tell tens of millions of console loyalists 'the box is dead, move to Windows' overnight..."

"You can't tell tens of millions of console loyalists 'the box is dead, move to Windows' overnight without torching the goodwill you just spent 100 days rebuilding – or potentially pissing off 25-year fans," Elliot continued. "So, Xbox is still shipping hardware and keeping some smaller exclusives to keep the core warm, but the actual centre of gravity is quietly sliding to PC, mobile, and cloud. Helix being half-console, half-PC is that compromise made physical. The word 'Helix' is most commonly known in biology to describe human DNA, where two intertwined, spiral strands form a twisted ladder. It’s literally in the name – Xbox is converging console and PC."

A focus on third-party hardware seems the most likely route for Xbox following Sharma's most recent comments, though other options are also possible. Microsoft could restart its subsidised console purchase plan, which offered access to Xbox machines via an ongoing subscription — though alternative third-party leasing and payment options now existing make this less likely. The company could also lean into its cloud-streaming offering and re-examine the idea of an Xbox streaming stick. But, as Harding-Rolls points out, "to stream Xbox games, there still needs to be Xbox hardware in data centres to support this model. One of the key challenges that Xbox is dealing with is storage and memory availability and this doesn’t in fact solve this issue."

"There's a messier possibility worth naming," Elliot concludes, "that the confident language and candour are masking real strategic uncertainty. The clearest evidence is the contradiction sitting inside the comms – choosing to forgo revenue by pulling games off the biggest install base one week, then lamenting that revenue is too low in the same breath. When you talk out of both sides of your mouth, trust starts to dissolve. The Spencer era had that habit, and the Xbox of new reads like a continuation of it, now with employees being gently primed for another round of layoffs a few months after Booty said: 'To be clear, there are no organisational changes underway for our studios.’ I also note that Xbox said there would be no layoffs after the Activision Blizzard acquisition. There were a lot of layoffs.

"A healthy Xbox is good for all of us, competition included, and they're saying a lot of the right things. The candour is real and their diagnosis of the problems are mostly correct. But there’s no easy cure. Trying to be simultaneously the world's largest game publisher and a first-party hardware platform, at a 5x component premium, with a first-party slate that can't yet carry exclusivity on its own – that's the bit I can't make add up."

Photographer: David Paul Morris/Bloomberg via Getty Images.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Crimson Desert Dev Explains How It's Changing the Game's Story, What 'DLC' Means, and Why Anything Goes

Crimson Desert is a hit, selling over 6 million copies in less than three months. Despite initial reception at launch being mixed, the sprawling single-player open world action adventure has caught on with fans, who have marveled at the sheer number of updates Pearl Abyss has pumped out on a weekly basis, each one improving the quality of the game and added new content in a meaningful — and often surprising — way.

But there’s no sign of Pearl Abyss slowing down. The South Korean studio has said it wants to ensure Crimson Desert receives long-term support, outlining a summer roadmap of content that includes improvements to the core narrative – a recurring criticism of the game. And there’s even DLC in the works.

During Summer Game Fest 2026, we sat down with Will Powers, director of marketing and PR for Pearl Abyss, to catch up on the state of things with Crimson Desert. Along with breaking down the game's success in its first months and lessons learned from its suite of post-launch updates, Powers explained how the developers have been able to quickly address feedback and release massive updates to the game in a timely manner since launch.

Editor's Note: This interview has been edited for clarity and readability.

IGN: The game has been a big hit for Pearl Abyss, and many players have been enjoying exploring its world. How has the player response been overall since launch?

Will Powers: Well, Pearl Abyss is built on community, and that's based on our experience in live service with Black Desert Online. It's in the Pearl Abyss DNA to listen to the community and respond to them; that's been incredibly important to the developers. The momentum going into launch, along with sustained feedback and hours played after its release, is driving the team to keep improving the game. The players are investing in the game, and as they keep playing, we'll keep building it up. It's something like Field of Dreams, that line where he says, "If you build it, they will come."

One sort of question we get a lot is asking us, why this is a single-player game with live-service development? And part of it's because we can, [laughs]. We can, and we want to, add more value to the game in the long term. We want to keep improving the experience for players who have been invested in from day one and ensure the game continues to get better.

IGN: Has there been a certain type of feedback that's been consistent from the community, one that's been a continuing effort to improve?

Will Powers: It's difficult to say specifically, but I will say that one of the things the development team is incredibly proud of is their first-ever console-focused release, and that's a big deal for the company. It's a big deal for the Korean development team, and they want to continue improving the game's console experience. It's one of the few times that Korean development studios have had this level of success on consoles, and that's been such a challenge. In Korea, the platform split for that game is 95% on PC and 5% on consoles, but it's drastically different from the West. So when a Korean studio says, "I want to make a Western-appropriate product," they look at console, obviously, because that's where a lot of the audience is.

But in terms of the core game itself, I would say one of the consistent changes from feedback is improvements to the UI, that's definitely a piece of feedback that they're taking in, because they haven't experienced single-player and console game development to this level before, when they are mostly working on MMOs. The UI changes are being made to account for single-player games being designed for players who sit down, relax, and play across a variety of platforms, displays, and more.

IGN: With all these updates to the game, is there a big challenge in not overcorrecting it? To the point where the game's identity begins to change in response to community feedback that wants it to be more like other games.

Will Powers: Yeah, that's a good question. There are definitely internal conversations about what sort of community feedback to take in. Do you listen to the vocal minority on things, or spend time figuring out who knows best about system changes with how something's supposed to work in a game, and so on? But it comes down to needing a central filter on what the DNA of the game is before it comes to Crimson Desert, and that comes down to a core producer who takes any proposed changes, whether internal or external, and decides whether they compromise what makes this game at its core. They have to determine whether it is fun as is, or whether it gets in the way of things, because sometimes the opposite is true.

It's like, 'Okay, we optimized farming because too many button presses and all that, and this is getting in the way of fun, so let's fix that.' It's all about creating a better, more approachable experience. Players are enjoying this, but let's make it easier for them to enjoy it and have fun. Being receptive to feedback, regardless of where it comes from, is incredibly important. But being able to filter that and make sure that you don't lose focus on the DNA of the game is critical, because that's obviously the risk that you're pointing at. We've made a lot of changes, but not sweeping ones that alter the game's core identity.

IGN: On that note, one change that was discussed previously was plans to adjust the storytelling of the existing game. Would you be able to elaborate on what that means exactly, and what sort of feedback you got from the community?

Will Powers: Sure, I'll start with what I hope is not a controversial statement: art is subjective, just in general. That's not to discount anyone's experience, and people's different opinions are all valid, whether it's a review or a consumer's impressions. But that's what comes down to the crux of the question: does that mean we're overhauling this story and throwing away what we built for a different story than the one people originally played? No. Does it mean we are making a better effort to maintain story continuity and improve cutscenes to clarify story elements and provide a better onboarding experience? Yes. That's the goal we have with the improved storytelling, and that's ok.

Many players didn't necessarily understand the character's motivation in the beginning hours, and they felt like characters appeared without them understanding who they were in the story. We can address that, but that won't change the experience of those who already played the game. But does it make it better for people playing for the first time, or for people who want to play again? Yeah, totally. But at the end of the day, we didn't want to compromise on fun, and we also don't want to detract from people who are early adopters for the game as well, so everything that we're doing is a way of rewarding their experience by making it additive to what they've already experienced.

IGN: There have also been updates hinting at more changes for Damiane and Oongka, who are Kliff's playable allies in the game. Will there be attempts to make them feel more important and worthwhile within the game's overall experience?

Will Powers: We've had conversations about fleshing out the backstories for the additional characters, and the specifics are still to be determined. But obviously, all of that's on the table, and to go on record as saying that the developers do read the feedback that they see across the internet. Players have expressed a desire to see more backstories for the additional playable characters and to understand how these people came to be involved in the main story. But yeah, it remains to be seen whether and how we end up doing it, but that's one of the options we have for continuing to expand the story in Crimson Desert. That's not as much as rewriting the story, but coming in to put more meat on the bones of the story.

IGN: There are also plans to add DLC to the game. Can you share any insights or details about what that will entail exactly, whether it's purely a content upgrade or maybe something more sweeping to the core game?

Will Powers: I think that remains to be seen about what direction we will take with our upcoming plans for that. But, you know, words are important. So let's be very clear about the difference between the words 'update,' 'DLC,' and 'expansion.' What we've called everything we've done and added to the game right now has been updates. We're calling this upcoming project a DLC, so this will be different from all the updates we've had after the game launched. So that's where I'll go with that. We're calling it something different, and there's a good reason why we're calling it a DLC.

IGN: It's been interesting to see what's been added to the game so far. We recently saw a pinball minigame added, and I think what's worked well in Crimson Desert is how it mashes up different fantasy RPG styles. It's high fantasy and steampunk as well, and that seems to have given the developers a lot of freedom to expand things as they see fit.

Will Powers: Yeah, it's a type of power fantasy. Like, how do these things make sense in the world? There's been a lot of conversations internally leading into launch about, 'Okay, well, how do dragons, mechs, trains, and dinosaurs like raptors, all make sense in the same environment?' And it just all comes down to this being a fantasy game, and it's a big freaking world. So when you play it, it does make sense, and I think that's what you hit the nail on the head of, that's the beauty of Crimson Desert. It's so massive, and you can play with what makes sense in the different regions with different cultures and environments, and that presents the artistic liberty to do whatever the hell you want. It then becomes the question of, 'What do we want to do?' rather than, 'What do we have to do?' and that's a fun question.

IGN: Has there been any consideration to add mod support for Crimson Desert?

Will Powers: Yeah, I don't have a good answer for that, but I would say my impulsive response is that we're trying to maintain a consistent experience across all Crimson Desert platforms. We just announced cross-save for the game, and we're gonna have cross-side support for all versions, so I'm not sure how you do that well by splitting features that can change one version of the game. The community's already doing it for the PC version, but as a publisher, I don't see an official way to do that. That said, we like seeing players engage with the game to build their community and everything related to it, which is really great. I like seeing players talk about their experiences playing the game and talking about what they uncovered.

IGN: Going back to the game's broader appeal, it's been interesting to see just how much support has been given to a single-player game like this in such a short time, and players have certainly been keeping up with it. Do you feel the success of this game speaks to a larger trend that audiences want more engaging single-player games?

Will Powers: I don't see a single variable for this game's success. I think there are many factors at play, but it certainly helps to have a good game. The other elements that threw us for a loop internally were that we had to rethink how we have a community for a single-player RPG. Like, Pearl Abyss didn't have community managers for a single-player game, but we did for live-service games. We have to work at retaining a community around this game to support it. They want more and more content because they're enjoying living in this world, which feels like a live-service game in scope, but it's very different. Like when you purchase this game, you buy it once, and it's yours.

We also wanted to reward players who have been there the whole time by avoiding sudden discounts for early adopters. Typically, in video games, the first discount is 90 days or so. We haven't discounted the game, but that's not because we're really greedy by any means. We want to add more value, so we're continuing not to take away anything but make it a better experience with more value for the people who spent not just their hard-earned money but also their time, because that's probably the biggest factor right now for many people who want to play the game. We're asking you to play 100+ hours, which is a significant time investment. But if you're going to spend your money, we want to reward that experience by giving you a ton of things to do and making it more rewarding.

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.

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World of Warcraft

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

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

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.

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