AccueilEnglishCrimson Desert’s funniest pre-release bug: a giant fish gets stuck on your...

Crimson Desert’s funniest pre-release bug: a giant fish gets stuck on your back like a shield

You know a game’s systems are complicated when “I went fishing” turns into “I’m permanently wearing a tuna.”

That’s the situation aCrimson Desertplayer says they ran into in a demo/test build: they caught agiant fish, and the thing ended up strapped to their character’s back like ashield, and wouldn’t come off. The story’s been bouncing around social media and forums because it’s ridiculous, sure. But it also pokes at a real pressure point for any big action-RPG: inventory, equipment slots, animations, and saves all have to agree on what an “item” actually is.

A fish that behaves like gear, not a harmless visual glitch

According to the player’s account, this wasn’t a quick “haha” animation that vanished after the catch. The fish stayed attached to the character’s back the way a shield, cape, or armor accessory would. That matters, because it suggests the game didn’t merely render something wrong, it likelyclassifiedthe fish wrong.

In modern games, an item can exist in multiple states: a world object you pick up, an inventory entry, a temporary “proxy” model used for an animation, a cosmetic attachment, or actual equipable gear with a slot. Flip the wrong switch at the wrong time and congratulations: your dinner is now a permanent fashion choice.

The most plausible explanation is a mix-up involving the “back” slot, where games often hang shields or big weapons, versus a temporary “carry” state used during the fishing animation. If the game fails a cleanup step (delete the proxy model, convert the catch into loot, move it into inventory), the attachment can stick.

And here’s the key detail:persistence. A typical visual glitch dies when you fast travel, reload, or trigger a cutscene. This one reportedly followed the character around, which hints the bad state got written into the game’s data, potentially even into a save, like an item ID still glued to the character skeleton.

Why fishing mini-games love to break open-world RPGs

Fishing looks like a side activity. Under the hood, it’s a little Rube Goldberg machine that touches everything: loot generation, context animations, physics, sometimes even creature AI (fish as “living thing” becomes fish as “object” becomes fish as “resource”). Every handoff is a chance for something to go sideways.

Games that show your catch in your hands, or slung over your back, often spawn a simplified model just for the animation. That model is supposed to be removed cleanly once the game awards you the actual item. If the player interrupts the sequence (menu pop-up, getting hit, entering a cutscene, zone transition), the game can get stuck in “carrying” mode.

Open worlds add another headache:autosave persistence. If the game saves while you’re in a broken state, it can reload you broken. That’s how you end up rebooting the game and still looking like you lost a fight with a seafood market.

There’s also the quest/collection angle. If a “special” fish is flagged as a trophy, delivery item, or proof-of-catch, the game may treat it as non-discardable. One stuck quest flag and suddenly the system refuses to let you remove it because, technically, you “still need it.”

What players usually try: reloads, slot swaps, fast travel, and the good old death test

When an object welds itself to a character, players run the standard community checklist.

First:reload an earlier save. Cleanest fix, if you have one. In games with aggressive autosaves, you might be out of luck if the bugged state already got recorded.

Second:force a refresh of the equipment slot. If the fish is squatting in the “back” slot, players try equipping and unequipping something that belongs there, like a shield or cloak, to overwrite the phantom attachment. Sometimes it works. Sometimes the UI blocks you because the slot is “occupied” by an item the game thinks is locked.

Third:trigger a hard transition, fast travel, enter a building, start a cutscene. These moments often rebuild the character model and attachments from scratch. If the fish is just leftover animation junk, it may vanish. If it’s treated as equipped gear, it’ll stubbornly remain, which tells you the bug is deeper than rendering.

Fourth:the brute-force method: die (or get downed) and respawn. Some games purge temporary attachments on respawn. Others restore you exactly as you were, fish included. Either way, it’s a useful test of whether the game reconstructs your appearance from an equipment list or preserves attachments as persistent objects.

And if none of that works, the only real move is reporting it with specifics: where it happened, what you did step-by-step, and ideally video. Developers can fix reproducible bugs fast. “My character is haunted by a marlin, good luck” is harder to chase down.

What the fish-shield says about Crimson Desert before launch

Crimson Desert(fromPearl Abyss, the studio behindBlack Desert Online) is aiming big: a large-scale action-RPG stuffed with systems. That’s how you get cool emergent moments, and also how you get a fish stapled to your spine.

By itself, this is the kind of bug that becomes lovable folklore. Players trade clips. The internet laughs. Developers quietly fix it. But the uncomfortable part iswherethe bug seems to live: inventory and equipment logic. Those are load-bearing systems. If the game thinks a fish is a shield, that’s not just cosmetic, it can potentially mess with stats, block other gear, or interfere with quests.

The usual fixes are boring but effective: purge temporary objects on load, validate attachments during saves, and enforce strict separation between “animation props” and “equipable items.” Some studios also add a practical escape hatch: a “reset appearance” option that clears stuck attachments without nuking your progress.

And yeah, the punchline is a giant fish shield. The subtext is that “small” side activities like fishing aren’t small at all. They run through the whole engine. When they break, they break loudly, usually on your back.

Baptiste Laforge
Baptiste Laforge
"Soyez vous-même. Par-dessus tout, laissez qui vous êtes, ce que vous êtes, ce que vous croyez, briller à travers chaque phrase que vous écrivez, chaque pièce que vous terminez." - John Jakes. Ces lignes m'ont émue, je me retrouve dans l'écriture car c'est l'une des plus grandes joies pour moi. Si vous aimez lire mes articles et si vous avez des traces à modifier, alors n'hésitez pas à les partager

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