Live-service games are dying, and Crimson Moon knows it

The modern video game industry is currently undergoing a major structural shift as the ephemeral gold rush for endless direct-service monetization officially dries up. One of the best examples of this is Bungie's decision to effectively end all planned live-service support. Fate 2 With one last major update, thus marking the death of one of the genre's greatest pioneers and casting a shadow of doom and gloom over the genre itself. Due to this industry-wide decline, many traditional standalone titles like ProbablyMonsters' Crimson Moon A jaded player base is emerging to claim that prioritizes complete experiences over those with promise to evolve.

In response to this widespread consumer fatigue, many forward-thinking developers like ProbablyMonsters are abandoning multi-year seasonal roadmaps altogether in favor of projects that offer players the entire experience from the start. I recently spoke with ProbablyMonsters Chief Product Officer Mark Subotnik and Game Director David Lesperance Crimson Moon To discuss the team's own creative pivot toward this imminent reality, after they opted to leave their live-service roots behind and create something with a clear beginning and end. Their upcoming Gothic High Renaissance action-adventure RPG, in short, represents a major studio course correction that prioritizes complete player satisfaction over daily retention.

Crimson Moon's shift away from seasonal bloat

Crimson Moon character fighting a monster

Despite being founded in 2016, Probably Monsters has only been in the public eye for about 7 years now, so I was curious about the studio's internal journey and how it ended up here. When Subotnick responded and dived into the long-term development of ProbablyMonsters, he was very clear about the financial pressures facing game studios now. As he explained it, Monsters was probably formed at a time when a lot of money was flowing into video games, especially from investors who believed that live-service games were the future.

Perhaps Monsters originally built several internal teams around that idea, studios working on online games intended to keep players coming back for years. Over time, though, the market changed, and the company had to take a hard look at whether a future rooted in that sector of the industry still made sense. According to Subotnick, the studio's leadership ultimately decided that pursuing a live-service audience was too risky, so it moved toward projects with clearer goals, stronger creative identities, and more definite endpoints:

We had some kind of success, but we don't want to repeat it. We're also looking at what's on our roster. This is a bunch of live service games. Well, maybe it needs to be reconsidered. So we do. And a lot of changes were made — and that's all documented in other people's articles, and history — but Dave and his team had something that we looked at and said, “Well, that's staying. That's, A, not a live-service game, and B, beautiful, believe in Dave's mission.”

Crimson Moon characters stand guard co-op gameplay

That shift away from live-service games probably also influenced the way Monsters was approached Crimson Moon. Instead of building the game around daily tasks, drawn-out progression, or gameplay systems to keep players logged in forever, the team focused on creating something much tighter and more restrained. Lesperance described that philosophy as a “single malt whiskey approach”, meaning it would deliver a more refined experience without watering down the goal:

The philosophy we have is a single malt whiskey approach. We wanted a very distilled experience. We do not make live service games. We wanted to make something that really made games fun and exciting, especially when I was growing up.

As Lesperance emphasized Crimson Moon Action-RPGs are built around mechanics that are meant to feel good right away, while still giving players a clear sense of progression. The result is a more traditional game with a defined beginning, middle and end than one designed around endless engagement. By cutting out the artificial filler, maybe Monsters is trying to make each part Crimson Moon Feel like it's there for a reason – narratively, mechanically, or otherwise.

How Crimson Moon stands out in a saturated market

Moving away from the live-service model also gives Crimson Moon A very prestigious place in a crowded market. Many multiplayer games are competing for everyone's time, however Crimson Moon Being built as a complete game with a clear value and end point. Subotnick said positioning it as a premium Double-A game with Triple-A polish would likely give the Monsters a chance to reach players who want some polish without having to treat a game as a second job:

It's also nice to see a game in this genre with a rich color palette, and it's also nice to see a mix of hot metal music in this genre. We think those things, plus all the answers Dave just gave, give us a little bit of differentiation in a crowded space. We can stand out and give the consumer a really clear value proposition, a high-quality, AA game that has some AAA sensibilities and polish to it, and some unique aspects that give people a reason to jump in and experience it.

For players tired of games built around battle passes, daily checklists, and constant engagement, that approach has obvious appeal. Crimson Moon Presented as a previously finished action-RPG, it helps the studio build trust with an audience that has seen many live-service games overpromise and disappear. In a market where many online games are struggling to survive, a focused, traditional release can feel surprisingly refreshing.

Crimson Moon character in battle with giant monster

Ultimately, the team's refusal to build an endless live-service ecosystem turns development's primary focus back toward pure fun. In traditional live-service games, difficulty curves and progression systems are frequently manipulated to force players into microtransactions or artificial time-gating loops. Crimson MoonOn the other hand, it uses traditional mechanical dexterity, allowing viewers to completely dictate their own pacing and overall challenge levels.

Lesperance pointed out that the introduction of optional cooperative scaling and variable difficulty balance allows the game to be more welcoming to different skill levels without compromising its original vision. That kind of player-first philosophy respects individual agency, ensuring that those looking for a real challenge are rewarded alongside casual gamers who just want a great story. If nothing else, it serves as a reminder that games succeed when they value players' time and intelligence—a sentiment Lesperance echoed in a final statement about his hopes for the game's reception:

Number one, I hope they talk about how fun the game is. For me, that's part of it. That's why we do this stuff, man. It should be fun. Difficulty is a really important aspect of the game, and we want players to understand the joy of going through difficult experiences. But we also let athletes choose the amount of weight they put on the bar.

Crimson Moon is something of a blueprint for the post-Service era

Charging Crimson Moon characters

The struggles of the direct-service market have made it as games Crimson Moon They feel more valuable than they were a few years ago. Perhaps the demons saw the risks of building around endless engagement and chose a more focused path instead, giving Crimson Moon A strong identity at a time when players are becoming more selective with their time. A dark fantasy action-RPG with a clear scope, premium format and defined endpoint feels like a smart response to a market full of games now constantly begging for attention.

Crimson Moon It also reflects a growing desire for games that feel complete from the start. Players still want plenty of reasons to complete gameplay and continue playing, but they also want to feel like their time is being valued. By building around fun, player agency, and a more traditional action-RPG structure, Perhaps Monsters is making a clear case that focused, polished games still hold an important place in the industry's future.


Crimson Moon Custom Art Tag Page

systems

PC-1

Playstation logo


issued

2026

ESRB

Mature 17+ / Intense Blood, Violence

developer(s)

Maybe monsters

publisher(s)

Maybe monsters

Multiplayer

Online co-op


Leave a Comment