

Black Desert
LiveActionAdventureRPGMMORPGAction RPGStrategy
- Platforms
- Release:
- 2017
- Developer:
- Pearl Abyss
- Scale:
- Average concurrent players21,300
- Player rating:
- 73.5% · 94.2K
- Profile data as of:
- August 29, 2026
Played by over 20 million Adventurers - Black Desert Online is an open-world, action MMORPG. Experience intense, action-packed combat, battle massive world bosses, fight alongside friends to siege and conquer castles, and train in professions such as fishing, trading, crafting, cooking, and more!
Screenshots
Images from the source page, in source order. Select an image to view it full size.
Videos
Videos from the game’s source page, in source order. Select one to open the original.
Overview
- Franchise
- Unknown
- Release date
- Windows — May 24, 2017
- Developer
- Publisher
- Age rating
- ESRB T — Teen, age 13+ · Steam Store
- PEGI 16 — age 16+ · Steam Store
- USK 16 — age 16+ · Steam Store
- ClassInd 18 — Ages 18+ · Steam Store
- Content warnings
- Nudity or sexual contentMature content
- Interaction modes
- MultiplayerOnline PvPOnline co-op
- Session capacity
- Unknown
- Access model
- One-time purchase
- Monetization
- In-app purchases
- Storefront price
- $9.99Steam, US storefront
- Store contents
- 3 DLC · Steam Store, August 29, 2026
- Languages
- EnglishRussianGermanFrenchSpanishPortuguese, BrazilTurkishJapaneseChinese, Traditional scriptThai
Classification
- Genres
- ActionAdventureRPGMMORPGAction RPGStrategyEvidence:
- Setting and subject matter
- Medieval, Military
- Camera
- Unknown
- Visual style
- Unknown
- Combat system type
- Unknown
Scale
Concurrent players · period average
21,300
August 16, 2026 — September 15, 2026
- Detailed value
- 21,349.32
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Average concurrent Steam players over 30 days from Steam Charts: 21,349
- Date observed
- September 15, 2026
- Source
- Steam Charts
Concurrent players · period peak
29,300
August 16, 2026 — September 15, 2026
- Detailed value
- 29,271
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Peak concurrent Steam players over 30 days from Steam Charts: 29,271
- Date observed
- September 15, 2026
- Source
- Steam Charts
- Ratings
- players73.5% · 94.2KSteam, US storefront · Steam reviews
- critics80%Steam, US storefront · Steam Store
- Last update
- August 27, 2026 — [August 27] Prepare for GUILD LEAGUE! Sailing Hot Time and Additional Supplies! (14 updates over 90 days) · Steam update feed
Concurrent players
period average · May 2017 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- ×8.6increase from 2,610 (May 2017) to 22,400 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 112
Mechanics
Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.
A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.
Players join guilds and take part together in large-scale wars.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Participants:
- Unknown: the reviewed official material does not establish whether membership attaches to an account, character, server identity, or another unit.
- Participation format:
- Unknown: the reviewed official material does not establish how individual actions aggregate into a persistent collective outcome.
- Depth:
- at most 4 of 5 — Major gameplay system
- What limits the result:
- Governance and permissions: Level 4 is an upper bound because the cited evidence does not establish governance; a stronger level was not inferred.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible count of unique mechanic participants and active eligible players was found for the same observation window.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Medium— The cited material supports the recorded present classification and each linked substantive claim. Unstated adoption, dependency, and functions remain unknown.
Component scores (0–4):
- Identity and communication1 of 4 — The cited evidence supports score 1 for identity and communication; criteria not stated by the source were not inferred.
- Governance and permissionsNot assessed — The targeted official-source review did not establish governance; source silence was not converted to score 0.
- Shared progressionNot assessed — The targeted official-source review did not establish shared progression; source silence was not converted to score 0.
- Shared assets and economy3 of 4 — The cited evidence supports score 3 for shared assets and infrastructure; criteria not stated by the source were not inferred.
- Collective goals and content3 of 4 — The cited evidence supports score 3 for collective goals; criteria not stated by the source were not inferred.
- Competition, territory, and politics4 of 4 — The cited evidence supports score 4 for competition and territory; criteria not stated by the source were not inferred.
- Game integration4 of 4 — The cited evidence supports score 4 for game integration; criteria not stated by the source were not inferred.
research draft · methodology 0.4 · September 2, 2026
An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.
For Black Desert, the reviewed Pearl Abyss material does not establish whether the observed product line contains in-game transfer of value between players with rules affecting allocation or price.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Pearl Abyss material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.2 · September 2, 2026
A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.
Guilds construct forts, fight Node War battles, and occupy nodes; winning ownership pays node tax money. Persistence and reset rules remain unresolved.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 2 of 5 — Contested objectives
- What limits the result:
- Ownership duration: Persistence remains Unknown: the official instructions establish contest and occupation but not how long a claim survives.
- Partial presence exception:
- The evidence confirms contested node ownership and tax income but does not resolve durable ownership or its broader consequences.
- What ownership gives the owner over others:
- Resources or income from the territory itself
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Medium— The current official product listing and official Node War instructions support the partial contour; persistence, reset rules, and effects on non-owners remain unresolved.
Component scores (0–4):
- Capture and contest2 of 4 — Score 2 is bounded by official instructions to construct a node fort and take part in Node War battles.
- Ownership benefits: assets, income, and access2 of 4 — Score 2 is bounded by the official promise of tax money for winning and occupying a node.
- Competition points and rewardsNot assessed — Official evidence does not separate competition rewards from the node tax benefit; retained as Unknown.
- Ownership durationNot assessed — Official evidence reviewed here does not resolve how long ownership survives between wars.
- Accumulated developmentNot assessed — Official evidence reviewed here does not resolve persistent node development.
- Space and map strategyNot assessed — Official evidence reviewed here does not resolve adjacency, supply, fronts, or other map topology.
- Collective organization of warfare2 of 4 — Score 2 is bounded by the official rule that guilds participate in Node War to occupy nodes.
- Impact on the wider worldNot assessed — Official evidence reviewed here does not resolve consequences for non-owners entering the node.
- Game integration2 of 4 — Score 2 is bounded by the connection between guild warfare, node occupation, and tax income.
research draft · methodology 0.3 · September 2, 2026
Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.
Official evidence confirms only part of the structured PvP boundary: structured formats. Missing conditions were not inferred.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 1 of 5 — Casual matches
- What limits the result:
- Rating and ladder: Component rating_ladder remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
- Partial presence exception:
- Evidence establishes only the cited part of structured PvP; the missing cross-match or rules boundary was not inferred.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Medium— 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Competitive formats1 of 4 — Score 1 for structured formats is bounded by the cited official claim: “Join formidable guilds as they fight head-to-head on the battlefield. Be victorious, …”
- MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
- Rating and ladderNot assessed — Primary evidence did not resolve a recorded rating or leaderboard; retained as Unknown.
- Seasons and rewardsNot assessed — Primary evidence did not resolve seasonal competition and rewards; retained as Unknown.
- Competitive integrityNot assessed — Primary evidence did not resolve competition-integrity controls; retained as Unknown.
- Skill expressionNot assessed — Primary evidence did not resolve skill differentiation; retained as Unknown.
- Game integrationNot assessed — Primary evidence did not resolve links to other game loops; retained as Unknown.
research draft · methodology 0.3 · September 2, 2026
A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.
The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
A system for long-term character or account development through levels, skills, equipment, and specializations.
The retained primary item identifies a progression-related fact, but the package does not establish the progression unit, cycle and reset rules, persistence, formal axes, cap, and post-cap state required by section 16.12. A positive character-progression result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 16.12 is incomplete.
Component scores (0–4):
- Path length and structureNot assessed
- Progression axesNot assessed
- Specialization choiceNot assessed
- Role of equipmentNot assessed
- Progression sourcesNot assessed
- Progress persistence and carry-overNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026

![[EN] Agent Main Combat Video](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/257388073/5ab479da8f76d5e668fcbba8ca88e606c97dd699/movie_600x337.jpg?t=1786645005)
![[EN] Agent Main Trailer ESRB](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/257388034/75b1b5cd414d75b7735f3ff0a17af25fc6a92693/movie_600x337.jpg?t=1786644069)







