Crimson Desert looks poised to be a sprawling sandbox of swashbuckling, dragon-wrangling, and everything in between—but early hands-on impressions suggest there’s one thing you can’t do right now: dive underwater. Testers who’ve tried an early build report that you can swim along the surface, hop into boats, and even fish up goodies, but descending beneath the waves isn’t currently on the menu. It’s sparked equal parts jokes and genuine curiosity: is this a deliberate design call, a technical choice, or simply a feature not yet enabled in a pre-release slice?
What we know so far Early impressions, shared by creators who’ve seen a limited build, paint a clear picture: surface-level swimming works, boats are a thing, and fishing is in. Actual underwater exploration—free diving, deep-water combat, hidden caverns—isn’t present in that sample. It’s worth stressing the “early build” context. These demos are curated by nature, and they often disable systems that are not ready for the spotlight. Diving could be a future surprise, or it could be a line the team has drawn to focus resources on other parts of the world.
Why no diving might be intentional Open-world underwater content is notoriously tricky to implement well. Water adds a vertical axis that’s expensive to support: new traversal animations, re-tuned combat, unique AI behaviors, specialized lighting and sound, and a full suite of environmental assets. Get it wrong, and you saddle players with sluggish controls, awkward camera angles, and repetitive enemies. Plenty of beloved games stumble underwater despite their excellence elsewhere. The appeal of a pristine ocean floor is high, but so is the risk that it becomes a chore rather than a thrill.
There’s also thematic focus to consider. Crimson Desert’s pitch leans heavily on tactile combat, physics-driven hijinks, and cinematic moments across land and sky. If a system doesn’t uplift those pillars—or splits the team’s attention—cutting it can sharpen the rest. The result is often a more cohesive experience, even if it means setting boundaries that surprise players.
The community reaction, distilled The discourse has been playful. In a game that’s frequently described as “you can do everything,” the lack of diving has become a running joke—proof that even the most ambitious sandboxes have edges. Some players cheer the omission, arguing that underwater content is notoriously tedious. Others hold out hope, pointing to how much more immersive a world can feel when you can slip below the surface and uncover secrets in shipwrecks and reefs.
Comparisons to Black Desert and other giants It’s impossible not to bring up Black Desert Online, which did include diving and a range of underwater areas. That precedent suggests Pearl Abyss knows how to build aquatic environments. But Crimson Desert is a different beast: a narrative-driven action adventure with a distinct pace and design ethos. Even if the studio has the tech and experience, they might choose not to use it here—or to defer it until it meets a higher bar for feel and function.
Meanwhile, comparisons to genre landmarks like The Witcher, Zelda, and Skyrim are inevitable, but each of those games also drew a line somewhere. Some emphasized clear, rewarding surface traversal. Others dabbled in underwater exploration with mixed results. It’s a reminder that ambition is about smart prioritization as much as it is about scale.
What no diving could mean for gameplay
- Exploration flow: Expect coastlines, islands, and rivers to be navigable by boat or surface swim, with secrets tucked along beaches and shallows rather than deep seabeds.
- Traversal tuning: Land and air systems (mounts, climbing, grappling, gliding if present) may take center stage, with water acting as a contextual boundary or a short-term obstacle instead of a destination biome.
- Combat and loot: If diving stays out, designers can concentrate their combat encounters and rare loot hunts on terrain that better supports Crimson Desert’s kinetic style.
If diving arrives later, what would make it great If underwater play eventually surfaces, it needs to feel as deliberate as the rest of the game. Here’s what would win players over:
- Purposeful spaces: Not just big blue emptiness—dense ruins, sunken fortresses, and bioluminescent caverns that feel handcrafted.
- Distinct mechanics: Tools or skills that change how you move and fight underwater, avoiding “slower-but-worse” versions of land combat.
- Smart pacing: Short, curated dives that punctuate quests rather than marathon slogs through murky corridors.
- Clear readability: Strong audio cues and visuals so players never fight the camera or lose orientation.
- Meaningful rewards: Blueprints, cosmetics, rare materials, or lore breadcrumbs that justify the plunge.
Surface-level tips for launch day explorers If the release build mirrors the early preview:
- Boats first: Expect boats to be both scenic and practical. Treat waterways as alternate roads, not just barriers.
- Shoreline secrets: Scan coasts and riverbanks. Designers love to nestle collectibles and side quests just off the critical path.
- Fish for value: If fishing stands in for deep diving, it may be a fast track to craftables, gear enhancement, or trade goods.
- Build smart routes: String together bridges, ferries, and fords. A well-planned path can save you from tedious swims and keep momentum high.
The design trade-off, in perspective Ambition isn’t about ticking every feature box—it’s about picking the right boxes. Skipping or postponing diving could tighten the game’s core loop, reduce jank, and help the team polish what players will do most: fight, explore, and experiment with systems. On the other hand, if the studio can deliver underwater content with the same flair as its land-based spectacle, it would be a showstopper addition.
Where that leaves our expectations Right now, the safest read is that diving isn’t part of the early build and may or may not make the final cut. Until the developers confirm the feature list close to launch, it’s best to treat underwater exploration as a “nice to have,” not a guarantee. The good news is that everything else on display—from physics-driven chaos to cinematic set pieces—suggests water is just one surface on a much larger canvas.
Final thought Crimson Desert doesn’t have to conquer the ocean to deliver a standout open-world adventure. If it nails its combat rhythm, quest variety, and sense of discovery, most players won’t miss the oxygen meter. And if diving does swim into the final build? Consider it a bonus treasure chest, not the map itself.