

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.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
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
The artists, animators, and game designers deserve a standing ovation atp. It's been a long time since a game impressed me this much with its visual identity alone. The game is a joy to watch, play and explore. BUT man, that inventory system is straight-up ♥♥♥♥. Devs throws mountains of loot at you, chests everywhere, gear everywhere - YET YOUR INVENTORY SPACE IS TINY. Upgrading it requires a rare resource and only upgrades ONE SPECIFIC section, so you're constantly drowning in trash, sorting items for 20 min... For me it is restrictive and absolutley at odds with how smooth the rest of the game feels... the worst part is that it actively breaks immersion, instead of enjoying the world, im' stuck micromanaging a tiny backpack. If this system is staying, then at least give us more slots by default or make upgrades more generous ( One more thing. I'm reallyhoping the upcoming profession s
I’ve played this game since its initial release, on the Steamdeck. Even then, in its very unoptimized state I couldn’t put it down. With the crucible, and now Breach update the game has gotten even better! Once you play the game you’ll see why it’s taking so long. The amount of artistry being put into this game is just incredible. Let Moon Studios cook. When this game launches into 1.0 it’s going to be something special. I hope this helps. I hate writing reviews.
No Rest for the Oven. It still needs to cook, but there is a game here (which is more than I can say about other "games"). These are some suggestions for the devs and some of my pain points from my initial playthrough. By no means do they have to change all of them in the way described below. So, off the top of my head: - Add key rebinding as soon as possible. - Add a "Quit to Desktop" button. Can't have a PC game without that one - They added this one in Hotfix 3 - When speaking with NPCs, reading notes or kicking ladders, make it so the character does not need to face it to interact. - Environment readability needs to be improved. Sometimes you can't see things like flowers/shrooms because they blend with the background colors. - Camera sometimes moves in a position where you can't see your character. - I get that the game should be hard, but it would be nice if the monster/boss attac
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 an
This is gonna be one of those "I like it, but.." reviews, because at its core, No Rest for the Wicked is actually a great game, and has a lot of potential to become a fantastic experience. This is an early access title, but for the most part, the gameplay and quality reflect quite a polished product. It feels good to play, and the combat is challenging and fun, the story is engaging and the cinematics are absolutely fantastic. The art and animation style (at least in the cinematics) is very reminiscent of Arcane, the League of Legends animated show on Netflix, which I quite enjoy. Here comes the 'but'. There is one crucial flaw: No Rest for the Wicked has a fundamental disrespect for the player's time. You may have seen other reviews mention this, and rightfully so. The game has mobile game-esque waiting mechanics that have absolutely no place in a single-player ARPG. There is an NPC i

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