At a glance
The short version
- Game
- Crimson Desert Enhanced
- Guide type
- DLC & Advanced
- Read time
- 7 min read
- Last updated
- Nov 9, 2026
Quick answer
Lease a building, assign staff with the right skills, place matching workstations, choose goods and prices, and grow Popularity to unlock more workstations, goods slots, and unique armor.
Guide details
System: Facilities, in the Charting the Unknown DLC (October 29, 2026).
Unlock: Renewed Vitality faction quests, after Chapter 3 of the main story.
First lease: Timberham Sawmill, 15,000 Camp Funds.
Staff: Greymanes. Workstations must match staff numbers and skills.
Income: passive Camp Funds once the shop is open; higher Popularity means more money.
Progression lock: Popularity. It gates workstations, goods slots, and unique armor.
Quick answer
Yes, facilities are worth running: once set up, they passively generate Camp Funds, and Popularity is the only real gate. Read the Timberham Sawmill notice on the Hernand bounty board (or the Pailune notice board) after Chapter 3, lease the sawmill for 15,000 Camp Funds through the map’s Facilities tab, assign two Carpenters and one Sawyer, place one workstation per worker, pick goods whose tags stack, price mostly for Positive or Favorable customer responses, and let Popularity climb.
How to unlock leasing
Leasing opens through the Renewed Vitality faction quest chain, which becomes available after you complete Chapter 3 of the main story. The first quest, The Stilled Saw, starts from the Timberham Sawmill notice: GameRant points to the bounty board in Hernand, IGN lists the Pailune Notice Board (or anywhere the Timberham Sawmill Management Notice poster appears), and Sportskeeda says any notice board carrying the House Alfonso poster works. Read the notice, then open the world map, switch to the Facilities tab, and lease the Timberham Sawmill for 15,000 Camp Funds.
The second quest, The Saw Turns Again, teaches the management mode hands-on at the sawmill: assigning staff, placing furniture, picking goods, and raising Popularity. IGN records that this quest completes when the sawmill reaches Popularity level
3. Finishing it also opens the door to a second facility: GameRant’s guide notes that a second lease requires completing The Saw Turns Again first, so treat the sawmill as the tutorial before expanding.
The four facility types
Swipe horizontally to view all columns.
| Facility | What it sells | Notes |
|---|---|---|
Sawmill | Wood products: mugs, stands, shelves, beds, and other timber goods. | The starting facility. Timberham Sawmill, southwest of Hernand. |
Tailor shop | Cloth and clothing goods. | Leased through the map Facilities tab once unlocked. |
Blacksmith | Metal goods. | Leased through the map Facilities tab once unlocked. |
Restaurant | Food and drink. | Leased through the map Facilities tab once unlocked. |
All four types run on the same loop: lease, staff, place installables, choose goods, set prices, open the shop, and grow Popularity. The differences are the goods they sell and the staff skills they want. Pick the type that matches the Greymanes you actually have, not the one that sounds best on paper.
Staff: match people to workstations
Facilities are manned by Greymanes, and the match between people and workstations is the core of the system. The rule is simple: a workstation without a worker does nothing, and a worker without a workstation does nothing. For the sawmill, Sportskeeda’s guide says to station two Carpenters and one Sawyer, and the queue notes the same shape from GameRant: three carpenters at most means at most three woodworking workstations. Assign staff under the Manage Staff tab, where each Greymane shows a daily wage.
Skills decide efficiency. Greymanes with Crafting or Logging skills work faster at the sawmill, but they also charge a higher daily wage.
Check the wage before you hire. Every staff member costs Camp Funds every day, and the facility also charges daily upkeep, so keep a cash buffer before you open.
Sportskeeda reports daily upkeep of 20,000 Camp Funds for the sawmill. Do not lease it while broke.
Installables and Facility Tier
Installables are the furniture and equipment you place inside a facility: workstations, covered waiting areas, and other fittings. Placing them needs two things: you must know the installable’s recipe first, and placing it costs Camp Provisions. Each installable carries skill points that count toward the Installable Score, and the Facility Tier is calculated from that score plus the Comrade Skill Bonus from your staff. A higher tier is what unlocks more of the facility’s potential, so do not leave the building empty.
Pricing, tags, and Popularity
Goods are managed on the Manage Goods screen, where each product carries tags. Tags stack: selling several goods that share a tag raises the bonus for all of them. GameRant’s guide gives the sawmill numbers: for the Plank tag, selling 2, 3, 4, or 6 plank goods raises their price by 10, 20, 30, or 40 percent; for the Cabinet tag, selling 1, 2, 3, or 4 cabinet goods raises their satisfaction rate by 10, 25, 50, or 70 percent. Build your shelf around shared tags instead of selling one of everything.
When a customer buys an item, you gain Camp Funds and Popularity based on the Customer Response shown on that product’s card. Popularity measures how satisfied customers are, and it is the progression lock for the whole system: higher Popularity unlocks more workstations, more goods slots, and unique armor. GameRant’s pricing strategy at Popularity 3 was to keep at least two level-3 tag bonuses running, sell three items with Positive or Favorable responses, and sell one item at maximum price even though it drew a Negative response. The author reports earning 199,101 Camp Funds in 47 in-game hours with that approach. That is one author’s tested result, not a guaranteed rate, and patch 2.04.02 (October 30,
2026) corrected cases where facility earnings increased abnormally, so older income figures from before the fix may not match what you earn now.
Frequently asked questions
Do facilities earn money while I am away?
Yes. Facilities are built to be left alone: once the shop is open, they passively generate Camp Funds, and the more popular the facility is, the more it makes. You still pay staff wages and daily upkeep while it runs.
Can I run more than one facility?
Yes, but not at once. Finish The Saw Turns Again and max out the sawmill’s Popularity first, then lease a second facility through the map Facilities tab.
What if I price everything at maximum?
You get more per sale but worse Customer Responses, and Popularity grows on satisfied customers. The working balance in the guides is to keep most goods at prices customers like, with at most one max-price item absorbing the Negative response.
What does Popularity unlock?
More workstations, more goods slots, and unique armor, in that order of usefulness. It is the only progression lock in the system, so every pricing and staffing decision should be judged by whether it raises Popularity.
