No Rest for the Wicked on Steam - User reviews, Price & Information

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From Moon Studios, the award-winning developers of Ori and the Blind Forest and Ori and the Will of the Wisps comes No Rest for the Wicked, a visceral, precision Action RPG set to reinvent the genre.

No Rest for the Wicked is a early access, action and rpg game developed and published by Moon Studios GmbH.
Released on April 18th 2024 is available only on Windows in 12 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Traditional Chinese and Russian.

It has received 33,965 reviews of which 25,953 were positive and 8,012 were negative resulting in a rating of 7.5 out of 10. 😊

The game is currently priced at 39.99€ on Steam.


The Steam community has classified No Rest for the Wicked into these genres:

Media & Screenshots

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System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
  • Memory: 16 GB RAM
  • Graphics: Nvidia GeForce GTX 970 / AMD Radeon RX Vega 56
  • Storage: 35 GB available space
  • Additional Notes: SSD Recommended

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
I was really anticipated for this release, since i adore moon studios for their ori masterpieces and also love dark fantasy rpgs and character action games in general. since i don't care much about the diablo stereotype of arpgs, their promise about changing up the genre instantly got me hooked. i've bought no rest for the wicked the moment it got released and was genuinely satisfied from what is there already and also really surprised by the sheer amount of negative reviews and overly harsh critique for a day 1 early access release, as it turned out no rest for the wicked is a masterpiece in the making. what i liked: (+) immersion and atmosphere is definitely one of it's biggest strengths. everything works out so well and this one will shape into one of the best dark fantasy experiences ever made. (+) the combat is also one of the major selling points of the game. it's rather slow and "methodical", feels heavy and impactful - which i personally like a lot. enemy attacks are well telegraphed and good to read, which is pretty impressive for an iso game with a fixed camera. probably one of the best isometric action combat systems ever created to date, even in this early version of the game. (+) build variety is already decent. a lot of different weapons, scaling with different stats and up to 4 weapon arts per weapon, which can be extracted from other weapons to mix and match your favorite setup. (+) interaction with your surroundings is stunning for an isometric game and feels very well naturally implemented in the best possible way. (+) absolutely loving the lore and world building - a lot of flavor texts and backstory going on. gimme more! (+) obviously can't say much about story as a whole, but what's already in the game, is really intriguing and well made. can't wait for more! (+) level design is magnificent and well thought out. there's a lot of connectivity going and secrets all over the place. exploration will be rewarded. (+) kinda liking the game-play loop in general. you'll be backtracking a lot after finishing the story for dailies and weeklies, especially at this stage since there aren't as many levels live yet, but things are always changing a bit. enemies grow not only in power level, but will be replaced with other types and variants as well to keep things fresh. hell, i've even had an occurrence where suddenly a hole in the wall which served as a passage got shut down. (+) superb art style and graphics. the art direction is heavily stylized, grimy and generally very dark - absolutely lovely. lightning and shadows doing a lot of work as well. (+) ost and sound design is top notch. calm, somber and enigmatic most of the time, but not shy to spice things up at the right moment. vinyl when? (+) the voice over is genuinely great! they've got a decent cast of voice actors and every single npc in the game is fully voiced, even the more trivial ones, whom don't even serve a purpose for a quest or so. excellent. (+) dialogue quality / writing is pretty forceful as well. even the more subsidiary npcs got some interesting bits and pieces to say, for the most part. (+) town development - it's lovely to upgrade the merchants and see the city grow in actuality. (+) didn't expect player housing at all and i like it. placing can be a tad bit finicky and i can't tell how in depth it will be, but it's a neat touch for sure. (+) reasonable crafting to soothe the equipment rng. // early access patch 1 added crafting from storage which was basically my only little gripe with the crafting. (+) physics are so well made. it's always a pleasure to watch a tree falling down a hill or so. small things like that make the game really stand out. what felt debatable to me: (~) map markers definitely coming in handy for the various chests and resources, but they're way too limited to make real use of. there shouldn't be a cap for placing markers on the map, at least for the more generic ones. also there has to be an option in the future to show markers only on the map and not on the edges of the screen while playing, it just hurts the immersion and serves basically no real purpose as it is. (~) people complained a lot about the repair costs in a game with a higher difficulty and souls combat. i can tell you, it's whatever. even if you're dying a lot, the repairs are dirt cheap and you'll have a steady income of money anyway. (~) another complaint was about the inventory size. let me tell you as much, it's not as restrictive as people make it out to be and part of the character progression. not going to say much more, because of potential spoilers. (~) missing qol features - it's an early access game. nothing more to say. if you can't handle missing qol, better stop playing early access games in general. you're paying for play-testing an unfinished game. // early access patch 1 added keyboard remapping. (~) performance issues - performance isn't the best. demanding on the hardware, low overall fps, some frame-drops here and there, but at the end of the day the game is more than playable as it is. haven't had a single crash so far. also same as qol features - this game just released into early access, performance instabilities are more than expected. // performance definitely increased with early access patch 1 and my frame-rate is much better now. people who experienced performance issues on early access release, might give it another go. // performance got further improved with early access patch 2. (~) equipment weight. it's fine, not much more to say. if you've played souls or which is using a similar approach to equipment weight, you won't have a single issue. then again if you mindlessly put on every single item (especially in the beginning) without activating a single brain cell.. well, you'll be punished harshly for doing so. fighting overweight is no joy. it's kinda funny, the first weapon you'll find after the tutorial is a heavy greatsword (at least in my case), so dipping into heavy equipment weight is much expected. either get a more lightweight weapon or don't equip an armor on every single slot until you put enough points into the appropriate equipment weight stat. (~) so early access patch 1 improved the inventory logic for the most part. the separation of cooking items/meals, miscellaneous crafting items and other consumables into their respective inventory tab is a welcome change, but putting runes as well as housing items in the weapon/armor tab is really bad. this one was already quite contested and there is no need to bloat it up with even more things. both runes and housing items could very well use their own inventory tab, but for the love of god, remove them at least from the weapon and armor one / revert this change. // got fixed with early access patch 2. (~) early access patch 2 added stat "respec" into the game, a very welcome addition. what i didn't like: (-) obtaining the resting bonus takes 4 hours and only if you're sleeping in a tavern bad. concept is neat, takes too long to achieve tho. (-) farming clay is kinda too rng for my taste, especially compared to other resources. (-) at times the information in dailies is rather sparse and you have to search blindly for the last missing enemy. (-) food and utility quick slot items reset to a default or random (i don't get the logic) item after every game restart. pretty annoying, i have to admit. should be an easy fix tho. // got fixed with early access patch 1.
Expand the review
Oct. 2024
No Rest For The Wicked is probably one of the most confused games I've played to date. Not because it's bad, but because it clearly doesn't know WHAT it wants to be. It doesn't do anything inherently bad. But it doesn't do it well, either. Let me explain. The developers label this game as a "precision action RPG set to reinvent the genre." Source - Scroll up to the game description. If you ask me, I don't think this game does anything to reinvent the genre. It takes a lot from the Souls-Like genre and mixes it with a hint of Diablo. And while I haven't played enough Diablo to meaningfully compare it to NRFTW, I have played a lot of Dark Souls, Bloodborne, Elden Ring and Sekrio. As a fan of Fromsoft games and Souls-Like as a whole, I can safely say this game does the opposite of what it intends. It doesn't reinvent the genre; it back peddles so far that it nearly falls into the stone age. Let me state my reasons as to why I think this. A good souls-like can be defined by. . . -Fluid Combat -Difficult but fair encounters that test the players knowledge of the game mechanics -And light resource management There are many other factors that contribute to making a good souls-like, but these three are some of NRFTW's biggest issues. Again, it doesn't do any of them badly, just. . . not good enough. Combat - The combat in NRFTW is chunky and slow. And I personally love it! I love just how powerful each swing of the claymore feels and how my character lugs it around like a hunk of steel. Same goes for a smaller weapons--I love how strong they feel. What I DON'T love is how everyone seems to ignore the weight of their weapons. Enemies leap across the screen in a blur like their weapons are made of paper, and they have no issue preforming wildly-quick swings with hammers twice their size. Just about every enemy moves like they just snorted a line of coke while my poor character is wading through honey. A similar thing can be said about poise--my character flinches at the slightest breeze even with a massive great sword. Meanwhile, little dudes with daggers and tunics will tank my swings like I just hit them with a pillow. This ends up making each encounter drag on longer than necessary. Speaking of encounters. . . Encounters - The Encounters in NRFTW confuse me. On one hand, I think they're quite fun and pose an interesting challenge. On the other hand, I'm getting bombed by a guy off screen I can't even see. Meanwhile, someone else is leaping at me from off screen faster than my slow character can counter. Enemies with slow wind-ups can just preform the animation off screen then zoom up to you and take half your health away without even stepping into view. Why can't we at LEAST tilt the camera to see what's coming? So many fights would be more fun if I could see what I'm up against. My knowledge isn't being tested. My patience is. Resource Management - This is by far the worst part of NRFTW. I can handle enemies that move twice my speed, I can handle tedious encounters, and I can handle dying to things off screen. But you know what I can't handle? Pointless amounts of resource management in a genre about dying repeatedly. I'm not talking about bombs or potions or mana--that type of resource management makes sense. I'm talking about my primary healing sources being tied to the crafting system. There is no estus flask to fall back on, bonfires don't regenerate health, and mana is fully depleted on death (so don't plan on using any healing spells while running back to where you died). The worst feeling in NRFTW is when you reach an area only for the game to say "screw you! Now you gotta backtrack all the way to the last area to pick more herbs and find more crabs!" And speaking of herbs. For the love of God, don't make a key ingredient the same color as the background. At LEAST make the little gold sparkle easier to see. Better yet, make herbs a different color that doesn't blend in with every other weed on the path. But even if you are constantly backtracking, the respawning enemies (which still appear in areas labeled as "safe" for some reason) will still hunt you down and force you to eat half your food before you even reach the bonfire. By the time you reach that new area again, you're already down to six heals. Who in God's name looked at a souls-like and said "Yeah, let's make your character move like he's made of honey, but let's make every enemy think they're sonic the hedgehog! Oh, and let's also tie your healing items to a tedious crafting system! EVERYONE loves crafting systems shoehorned into their games!" And the worst part of all. . . ? This game is good. So good. The story, the voice acting, the animations. . . all of it is WONDERFUL! But for each step forward, NRFTW takes two steps backward. It's the same issue I had with the new Ori--a wonderful game brought down by terrible combat. And yet, after all of this. . . I still recommend this game. I would be lying if I said I wasn't having fun. But if you buy this game expecting a fluid souls-like experience that "reinvents the genre," you've come to the wrong place. - Edits: I've decided to make edits to this review as I continue to replay the released portion of the game and try new builds. I want to do this in order to expand on my critiqued points and add some positives to my review. Edit #1: I'd like to expand on the speed of combat. Before I mentioned how some enemies move at high speeds despite the size of their weapons. I've noticed just how many enemies (and bosses) use wildly quick attacks that chase your character and continue to mow you down even if you dodge correctly. Some lighter builds can get around this, but I found that medium and heavy builds will still end up taking a few hits even with a dodge. The second boss, while not hard, has a few attacks that rapidly pepper an area. Even with a perfect dodge, heavy builds simply can't avoid the following attacks unless they hug the arena wall. Fights like these aren't hard, but the difficulty feels a tad artificial compared to other souls-likes. Edit #2: Expanding on what I said about resource management, Another big problem with your heals being tied to a crafting system is something I call the "waiting cycle." See, your heals don't come back after death like a typical souls flask. If you eat all your stew during a fight after picking the map clean of herbs, you're basically done. Either you have to backtrack to farm mana for your a healing spell, or you have to put the controller down and wait for the herbs to reset. And even then, you're still having to backtrack. I'm fairly good as souls games, but I could see this being an absolute nightmare for someone casually plaything through the game. You either have to do a boss hitless or rely on mushrooms for food (which are pretty much useless on their own past the first area).
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July 2024
Game is good, but timers for buildings and resources management are redundant and pointless Please, remove timers
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May 2024
This game is truly exceptional with a few, very important caveats. The combat is incredibly well tuned with a heft that makes the player feel strong while offering "weapon arts" that keep things spicy. The world design shows an incredible amount of polish and heart; wherein many times I opened a shortcut and said aloud "that is so clever!". This interconnected world is highlighted by an ingenious fast travel system that links the player between the hub and their most recent checkpoint. This allows the player respite when they need it, but does not trivialize exploration like most fast travel systems. Furthermore, fog-of-war re-envelops previously cleared areas and with it comes new and varied enemies, communicating the presence of a power vacuum left in the player's wake. These systems combine together to form the spine of one of the most compelling games I have played in the last few years. Then we get to the caveats. Say you find a halberd that you can wield, and you would like to upgrade it before trying out the new boss. You go to the smithy and you realize that you need more iron ingots to upgrade it. Luckily you have iron ore, but you need to smelt it down. Smelting down one iron ore takes five minutes of real time, and you need four total to upgrade your weapon. These little time killers kept poking up repeatedly when I was enjoying No Rest for the Wicked almost to say "No remember, this is a real RPG. Immersion is more important than fun. Fun can wait." If you want smelting to not be as much of a bore, you need to upgrade the smithy. To do so you need to spend iron, wood, and clay (the same resources needed to upgrade all other merchants, so I hope you like watching the tree chopping animation) and then wait 4 hours of real life time (why even have an in-game clock?) as the construction happens. One could argue that this adds to realism, but considering that the smithy is open the whole time and there is no visible construction, I don't really buy it. All of this is not to say that I think friction is bad, I like friction in games. But locking inventory slots away from the player, then requiring them to carry large amounts of resources to upgrade Sacrament, then timing them out for hours to see the fruits of their labor (read as hours of grinding tree cutting, mining, and digging)? That is not friction, that is simply antifun. I am normally not one to write a review like this, but I genuinely think that if the topics of my first and second paragraphs are expanded upon and culled entirely in the full release, respectively, No Rest for the Wicked has the chance to be a truly once in a lifetime game. I hope they get it right while it is still in the oven.
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April 2024
As a fan of both aRPGs (especially Diablo 1 and 2) and Souls-like games (especially Demon Souls and DS1), this game is a dream come true for me. The game draws heavily from these genres and incorporates a few ideas from farm sims and metroidvanias - drawing on their background from Ori - to create something bold and unique. Main Influences Diablo 1 (heavy influence): Includes RNG (loot and enemy spawns), isometric view, centralized hub, dark atmosphere, replay-ability, fixed camera etc. What I particularly love about their approach to the genre is how they've moved away from the mindless combat of current aRPGs, which typically involve running around, 'exploding the screen' with ridiculous numbers for damage, stats, currencies etc. Dark Souls (heavy influence): Features methodical, visceral, tactical combat with rewards for well-timed dodges and parries, stamina management, sparse save points and waypoints, and tougher boss fights. Farm sims (light influence): Allows us to collect resources outside the main hub to help build your main base, create furniture, etc. Metroidvanias/Ori (light influence): Offers interconnected paths across a centralized map, with plenty of hidden treasures and some platforming elements (crossings and jumps). Who might enjoy this game? People who are not fans of the current state of aRPGs—especially end-game combat and the screen clutter typical of games like Diablo 3 and Path of Exile—appreciates the isometric view w/ fixed camera and a tactical approach to combat. Who might not like this game? aRPG and/or Dark Souls purists who enjoy these games for what they are and are not too open to mixed ideas. Even so, I urge you to give this unique gem a try—at least reach the main hub and unlock some of the side missions there—before you completely dismiss it. Feedback to developers (in order of relevance) Stay true to your vision. Feedback is crucial for all games, but be careful not to cater too much to a particular group of fans (aRPG fans might ask to speed up everything, DS purists might ask for more unforgiving combat, etc.). The most recent game to completely ruin its premise for a more tactical approach to combat was Diablo 4. The game was ruined by this feedback, and the current endgame already has the mindless gameplay of running around exploding the screen like D3 and PoE, ‘gold sink’ where you spend billions of gold to perform simple tasks like item re-rolling, builds causing trillions of damage etc—it's sad. So far, PoE 2 also has a strong vision of what they believe is the evolution of aRPGs and I truly hope you both stay true to it. Performance is king. FPS dips are quite frequent, and I have a 3090Ti. Also, consider that not everybody has an NVIDIA card, so make sure to add both DLSS and AMD FSR tech as soon as possible. Build diversity. I'm only level 16, but so far, Archer and Mage pure builds—even building 100% focus—are not possible and just a gimmick (spells and arrows consume focus and don't have a basic attack to their weapons, needs to be addressed ASAP in my opinion for enthusiasts of ranged builds). Feel free to correct me if pure ranged builds are possible past a certain level (or by acquiring specific unique items); even so, it should be 100% possible from level 1 onward if you want to promote build diversity from the start and win over people who hate melee combat (lots of people). Take your time before releasing the multiplayer patch. It is one of the most complex aspects to introduce in any game, and the number of bugs will skyrocket. It is a feature that many people look forward to, and they will get super frustrated if you release it in an alpha stage. Loot and RNG . I know loot is full RNG, but the loot from bosses/mini-bosses could see a slight increase in rarity. Having bosses / mini-bosses dropping trash loot is detrimental to the experience. Fixing this would add to the 'dopamine effect' from aRPGs. :D Lastly, thank you for spending the last six years creating my dream game. I wish you the best of luck!
Expand the review

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Last Updates
Steam data 06 April 2025 07:16
SteamSpy data 08 April 2025 11:10
Steam price 15 April 2025 04:49
Steam reviews 15 April 2025 01:54

If you'd like to dive deeper into the details about No Rest for the Wicked, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about No Rest for the Wicked
  • SteamCharts - Analysis of No Rest for the Wicked concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck No Rest for the Wicked compatibility
No Rest for the Wicked
7.5
25,953
8,012
Online players
655
Developer
Moon Studios GmbH
Publisher
Moon Studios GmbH
Release 18 Apr 2024
Platforms