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

The modern video game industry is currently undergoing a massive structural change as the unsustainable gold rush for endless live service revenue generation has officially dried up. One of the most recent examples of this is Bungie's decision to effectively end support for all planned live services. Destiny 2 The final major update marks the death of one of the genre's greatest pioneers, casting a shadow of doom and gloom over the genre itself. This industry-wide decline has led to the release of more traditional standalone titles like MaybeMonsters'. crimson moon It's emerging to claim a tired player base that prefers a full experience over players with the potential to evolve.

In response to this widespread consumer fatigue, many forward-thinking developers like MaybeMonsters are abandoning multi-year season roadmaps altogether in favor of projects that provide players with the full experience from the beginning. I recently spoke with MaybeMonsters' Chief Product Officer Mark Subotnick and Game Director David Lesperance. crimson moon We discuss the team's creative pivot toward this imminent reality, after choosing to leave behind their live service roots and instead pivot toward creating something with a clear beginning and end. In short, the upcoming Gothic High Renaissance action-adventure RPG represents a major studio course correction that prioritizes complete player satisfaction over daily maintenance.

The Crimson Moon is free from seasonal swell.

Crimson Moon character fighting monsters

Despite being founded in 2016, MaybeMonsters has only been in the public eye for about seven years, so I was curious about the studio's internal journey and how it got here. When Subotnick responded and began diving into the long-term development of MaybeMonsters, he was quite blunt about the financial pressures currently facing game studios. As he explains, MaybeMonsters was 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 formed several internal teams around this idea, with the studio working on an online game that would keep players coming back for years to come. But over time, the market changed and the company had to take a hard look at whether a future rooted in that industry still made sense. According to Subotnick, studio executives eventually decided that chasing a live service audience was too risky, so they shifted to projects with clearer goals, stronger creative identities, and clearer endpoints.

We've had some success, but we don't want to repeat that. We're also looking at what's on the roster. It's a bunch of live service games. Well, maybe I need to think again. So we are. And there were a lot of changes (all documented in other people's articles and histories) that Dave and his team looked at and said, “Well, that's the same. A, it's not a live service game, and B, it's beautiful, but I believe in Dave's mission.”

Standing guard co-op gameplay with Crimson Moon characters

This shift away from live service games also influenced MaybeMonsters' approach. crimson moon. Instead of building a game around routine tasks, tedious progression, and gameplay systems that keep players logged in forever, the team focused on creating a much tighter, more limited game. Lesperance described this philosophy as a “single malt whiskey approach.” In other words, the goal was to provide a more refined experience without diluting it.

The philosophy we have is a single malt whiskey approach. We wanted a very distilled experience. We weren't making a live service game. We wanted to create something that reminded me of what made games fun and exciting, especially when I was growing up.

Lesperance went on to emphasize: crimson moon is built on action RPG mechanics that immediately feel good while giving players a clear sense of what's going on. The result is a more traditional game with a defined beginning, middle, and end, rather than a game designed around endless engagement. Amadomonsters is trying to create all parts without artificial fillers. crimson moon It feels like it's there for a different reason, both narratively and mechanically.

How Crimson Moon Stands Out in a Saturated Market

Moving away from the live service model also includes: crimson moon A place that stands out much more in a crowded market. Although many multiplayer games are competing for everyone's time. crimson moon is being built as a complete game with clear pricing and endpoints. Subotnick said that positioning the game as a premium double-A game with triple-A polish gives MaybeMonsters an opportunity to reach players who want something polished without being asked to treat one game like a side job.

It's great to see a game in this genre with such a rich color palette, and it's great to see hot metal music mixed in with the genre. We think these, as well as all the answers Dave just gave, give us a little bit of clarity in a crowded place. We're able to offer really clear value to consumers and stand out, with high quality AA games polished with an AAA feel and some unique aspects that give people a reason to jump in and experience it.

This approach will certainly appeal to players who are tired of games built on battle passes, daily checklists, and constant engagement. crimson moon It's being presented first as a fully-fledged action RPG, which helps the studio build trust with an audience that has seen too many live service games overpromise and then disappear. In a market where so many online games are struggling to survive, a focused, traditional game release can feel surprisingly refreshing.

Crimson Moon character fighting a giant monster

Ultimately, the team refuses to build an endless live service ecosystem, shifting the primary focus of development back to pure fun. Traditional live service games often manipulate difficulty curves and progression systems to force players to use microtransactions or artificial time limit loops. crimson moonOn the other hand, it allows the audience to fully dictate their own pace and overall level of challenge while leveraging traditional mechanical mastery.

Lesperance pointed out that introducing optional co-op expansions and variable difficulty balance would make the game more welcoming to a variety of skill levels without compromising its core vision. This kind of player-first philosophy respects individual agency, ensuring that those looking for a true challenge are rewarded alongside casual gamers who want a great story. It serves as a reminder that games succeed when they value players' time and intelligence. In his final statement on his hopes for the game's response, Lesperance said:

First, I want them to tell me how fun the game is. To me, that's part of it. That's why we do this. I think it would be fun. Difficulty is a really important aspect of games, and we want players to understand the joy of going through difficult experiences. But we also let players choose how much weight they put on the bar.

Crimson Moon is a blueprint for the post-service era

The scarlet moon character is rushing

The difficulties in the live services market have resulted in games such as: crimson moon I feel more valuable than I did a few years ago. Perhaps Monsters saw the dangers of building around endless engagement and chose a more focused route instead. crimson moon In an age where players are becoming more selective with their time, this creates a stronger sense of identity. A dark fantasy action RPG with a clear scope, premium structure, and defined endpoint feels like a smart response to a market now crowded with games that demand constant attention.

crimson moon It also reflects the growing desire for games that feel complete from the start. Players still want satisfying gameplay and a reason to keep playing, but they also want to feel like their time is respected. By building on fun, player agency, and a more traditional action RPG structure, MaybeMonsters clearly demonstrates that focused, polished games still have a vital place in the future of the industry.


Crimson Moon Custom Art Tag Page

system

PC-1

playstation logo


released

2026

ESRB

Adults 17+ / Intense gore, violence

developer

Probably monsters

publisher

Probably monsters

multiplayer

online co-op


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