
From Moon Studios, the award-winning creators of Ori and the Blind Forest and Ori and the Will of the Wisps, comes No Rest for the Wicked, a unique, visceral Action RPG set in a hand-crafted world with Souls-like combat. Featuring co-op for up to four players.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 26.33/day in the week to Aug 5 → 31.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
From Moon Studios, the award-winning creators of Ori and the Blind Forest and Ori and the Will of the Wisps, comes No Rest for the Wicked, a unique, visceral Action RPG set in a hand-crafted world, featuring Souls-like combat, where every strike matters, and every friend can join the fight.
Play solo or with up to 4 players in seamless online co-op. Face monstrous enemies, build your home, and carve your path through a world torn apart by plague, greed, and glory.
Precision, weighty combat where every fight matters. Now with multiple difficulty options so you can fine tune the experience that’s right for your play style.
A vast pool of loot to discover - collect weapons, armor, runes and more as you build your unique character
A main campaign story that will take you through a unique, hand-crafted world
A living island that evolves over time - new events, vendors, and challenges emerge as days pass.
Homebuilding and crafting systems that tie directly into gameplay.
Seamless co-op, no separate mode, no fluff. Just the full game, shared.
No microtransactions, everything is earned through play.

Share your world and progress with up to three friends in the campaign’s online co-op mode. Every quest, boss, and inch of Isola Sacra is yours to share, or explore alone at your own pace. It’s up to you to befriend, betray, or become a solo master.

Hone your combat skills within a Souls-like combat system that rewards strategy and timing. Battle gruesome creatures, enemy soldiers, and punishing bosses in heart-pounding encounters.
Feel the weight and speed of each weapon through unique move sets. Enchant weapons, craft rare armor, and create bespoke builds that fit your playstyle.
Choose your Realm Tiers: With multiple difficulty options, you can tailor the journey to your preferences, whether you’re here for the story or the full combat experience.

Harvest wood, ore, and food as you explore; craft meals that replenish health and boost stats; and make your way to the city of Sacrament where you can purchase property, upgrade your gear, and stash your loot.

The year is 841 TE. King Harol is dead, and the Pestilence, an unholy plague not seen for a thousand years, has returned.
You are a Cerim, a mystical holy warrior sworn to defeat the plague at any cost. But as rebellion, religion, and corruption collide on the isle of Sacra, every forest and dungeon you uncover may hold new surprises and challenges. Each location is hand-crafted and filled with hidden secrets and treasure that lurk in the most unlikely of places.

Take respite in the vast central hub of Sacrament where you can purchase property, buy furniture, and decorate it to make it your own. Fish on the shores of the river, till and harvest the land for ingredients to create meals that replenish health and boost stats. Acquaint yourself with the diverse array of vendors and townsfolk and restore Sacrament to its former glory.

Every inch of Isola Sacra, every creature you encounter, and every animation in No Rest for the Wicked is designed by hand, with incredible attention to detail. Feel the shifting weather and lighting as day turns into dusk, listen to the sound of the wind in the leaves, and take a minute to stop and enjoy a stunning vista - before you reach your next-heart stopping combat challenge.

No Rest for the Wicked has no microtransactions, no shortcuts, no pay-to-win - just pure gameplay.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2544 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great art direction, ambience and mood. But it is in need of an enormous amount of QoL and rather urgent fine tuning. The problem is that it leans towards souls games but it has none of the accurancy and control that those have and which make it all work. The movement here is extremely imprecise and poorly balanced (the walking is beyond slow and the running strangly uncontrolled and floating) all of which interacts with the environment in bizarre and often terrible ways. You'll likely lose more lives by your character deciding to jump a wall, dive into or over anything imaginable or deciding not to jump over a chasm but into the abyss instead (and jump tasks / puzzles abound, they are all over the place). To which is added that the stamina setup that is used for all of it 'and' the combat too(!) is so underpowered that it is bordering totally dysfunctional. There is something real special of a game here but simply cannot recommend it in its current state, it quite simply has the worst movement / action economy possible for the type of game it tries to be.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Russian*languages with full audio support
Hours played at review time, across 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
***加急前来辱骂*** 作为首发预购的究极凯子,玩到的最开始版本是依托根本无法运行的优化炸弹,设定反人类(回血要现实时间挂机几小时),我都没打差评。游戏到现在经历了托初的4年的开发后,优化依然是屎,玩法系统的所有改动因为托马斯灵机一动要全部推翻,正式版的新美术地图只有一张截图,为了凑重复游玩要素加的毛病一堆的肉鸽爬塔,只有美术和箱庭能看,更新进度更是未解之谜。 即便这么多毛病,放在独立游戏的框架里都不是罕见的问题,罕见的是托处两天一更没断过的推,依旧吹水,依旧画饼,依旧指点江山,依旧说是巨大更新实则修了bug,依旧加入新功能。如果托马斯吹的牛全是真的,《恶意不息》应该是一款覆盖了PC、主机、手机所有平台,人见人爱,玩法革命了RPG界甚至整个游戏界,超越两代奥日,能作为网游持续爆米,让没加入的微软后悔的牙痒痒的现象级神游。显然,要么这游戏是个要几千小时才能悟出来的,各种玩法系统完美组合的旷世神作,要么托马斯是个满嘴跑火车,用他数不清的神人想法折磨工作室和玩家,幻想自己是什么知名游戏制作人的项目搅屎棍。 等还有一个月出1.0的时候,还能发个视频一边笑嘻了一边说要延期6个月,补偿半个子都不值的凯子测试玩家身份认证,这人甚至一个星期前还在宣传自己做的新游戏。 最最逆天我唯独绷不住的是发了个公告:“its honestly amazing to see how positively people reacted to our delay announcement”,“人们积极的回应”都幻想出来了,有这个脸皮什么干不出来,再推6个月直接卷钱跑路得了。 *** 如果我没有翻过托马斯的推,我只会当恶意不息是月亮组化神为蛆的最后一舞,而现在我发现一个挑梁小丑还有他未来可预见的一堆骚活,我大概6个月后就会忘了你吧托斯。
Изначально игра мне понравилась, на самом-то деле, вызвала интерес. Отклик от объектов, когда разрушаешь их, общая плавность происходящего. Видеосценки выглядят мультяшно и стильненько. Боевая система приятная, швырять врагов об стены так и вовсе кайф. Освещение нормальное такое, особенно в пещерах. Правда, к дизайну персонажей есть вопросы, и очень серьёзные. Герои выглядят по-обезьяньи. Но дизайн – это всё-таки, по большей мере, дело вкуса. Кроме того, Одесса вполне симпатичная. Та самая девчонка, которая встречается нам в самом начале, на корабле. Да и остальные сюжетные персонажи тоже, особенно если смотреть именно на лица (а не то, что ниже, где руки до колен свисают). И если дизайн субъективен, и даже странности, с ним связанные, можно списать на авторское видение, то вот сетевой код, несомненно, мерка намного более реальная. Признаюсь откровенно, меня немножко достало печатать сплошь отрицательные отзывы на игры, и этот, так-то, планировался положительным, как только я наиграю часов 70 как минимум. И ведь потенциал для этого реально был! Первые несколько дней шли крайне комфортно. Иногда соединение с сервером разрывалось, иногда приходилось рестартить игру несколько раз, чтобы она заработала. Но такие вещицы и раньше встречались. Интернет в наших краях, к сожалению, давно потерял прежнюю стабильность. Однако сегодня мне пришлось возиться [i]весь вечер[/i], просто чтобы заглянуть куда-то дальше главного меню. Весь чёртов вечер. Не помогал VPN, не помог плагин Zapret DPI, не помогало [i]вообще[/i] ничего, совсем, абсолютно. Без средств обхода список наших кооп-миров просто не открывался, а с подключенным VPN я получала бесконечную загрузку. C кривой надписью "Loading", почему-то влепленной поверх другого игрового текста и наложенной на него. К вопросу о дизайне интерфейсов и стоимости разработки, которая вечно дорожает, ага. Бесконечная загрузка. Вылеты из онлайна. Невозможность подключиться заново. Загрузки поверх загрузок, припечатанные сверху новыми загрузками. Гррр. В итоге я осталась без ужина, потому что всё время ушло на попытки хотя бы просто запустить эту штуку, причём попытки абсолютно безуспешные. И даже если проект неожиданно оживёт и заработает, былая моя симпатия к нему не вернётся, пожалуй, никогда. Слишком много негатива для вещицы в раннем доступе. Мы играли несколько часов, а ещё несколько часов я возилась с настройками. И эти вот последние часы ощущаются как сотня. Тысяча, миллион. Слов нет. Если что, я играю на Steam Deck. На PC всё, кстати, работает, проблемы именно на портативке, однако No Rest for the Wicked бралась именно для портативки, чтобы можно было, лёжа на диване, рубиться в компании во что-то фановое. Специально оставляю комментарии к отзыву открытыми, потому что теплится слабая надежда, что кто-то с этой ситуацией поможет, ознакомившись с бесславными хрониками моего горения. Если бро, который и купил мне эту игрульку, тоже читает данный отзыв, то мне прям искренне жаль, что так вышло. Я и сама возлагала большие надежды на этот проект. В нём, возможно, действительно есть много хорошего, но я этого, видимо, уже не узнаю. Для меня эта игра навсегда останется омерзительным куском кривого кода, из-за которого я не смогла налепить себе сырников с изюмом. И оно, право слово, совершенно того не стоило. Ew.
This has to be one of the most satisfactory Indie experiences I had. However I noticed the recent version of the game, after the coop update... the city hub has major fps meltdown gpu and cpu usage aren't even at 50% yet the fps struggles massively below 30fps on my 4070ti super & my friend who uses a 4090 had the same issue so it's a game bound issue. However it was only at the city hub issue notably at chapter 2. I had played the game in 2025 until the underground city section... at that time performance felt better however it was a singleplayer EA at that stage. - Art Style - Game has unique builds and progression - *Monkee Neuron Activation* - Gravity is the biggest enemy - YOU CAN PET CATS & DOGS - You can buy houses in this economy - Improving the city with your effort - Daily & weekly rewards As for negative traits - Requires performance patches - When you're at the endgame...resetting your character it's burdensome. Isn't an issue you will notice early on. So I feel the negatives can be polished and tweaked for the 1,0 version of the game & The history itself is quite good, I won't write anything related to it as to avoid Spoilers for new players.
Love to get 1 shot by a flaming fat monkey at the beginning of the game. Parry mechanics are ♥♥♥♥ since there are too m any enemies to deal with at once. Dodging won,t allow you to ever deal damage. The game was made for 4 players but won't lower the amount of ♥♥♥♥♥♥♥♥ it throws at you in solo game. this is stupid. Games also make collecting ressources a 40h job instead of fighting.
差评送给正式版延期
please give players who bought this game on august a change to get the founders edition
TLDR: In my opinion, this is the best thing that's come out in a LONG, long time. I wholeheartedly recommend it. So, I'd like to say this is my first review, but I went to my account settings to double-check, and to my surprise, the only review I've left was for "Ori and the Will of the Wisps". A game from the same studio... So, first off, I want to express my deepest respect and heartfelt thanks to Moon Studios. You guys are creating masterpieces, at least in my humble opinion. Now, about the game. Pros: - The visual art, music, and atmosphere are Moon Studios calling cards. My eyes and ears are simply delighted. If anyone is interested in what musicians and visual artists are doing in the age of AI, just explore the world of this game (or at least watch cinematics). - The story is another of the studio's specialties. This time, it's quite dark, emotional, and very interesting. No spoilers here. - It's an action RPG with reaction elements (rolls, parry, blocks), which makes combat incredibly interesting and hard. It takes time to learn and master. - The game has fairly slow progression, crafting, and researching available items—there's always something to do. At worst, just farm the Crucible. - It has multiplayer, and even though i play alone - i can only imagine how cool it is to play together in this one. Cons: I'd really like to say there aren't any, the game has hit me so hard. Considering it is early access, I cant imagine how I'll feel when it releases. Okay, so from what I know of the cons, I can just make something up: - The farming of some crafting reagents is quite unbalanced. For example, thread. Wood and ore are fairly easy to farm once you find resource concentrations. Thread is a random drop, and quite unstable. Sometimes you get lucky and they come in droves, other times you waste a couple of hours farming the Crucible for 2-3 pieces. - Some item stats look pretty dull. But perhaps this is just my subjective opinion, and in reality it only allows for the potential for some very unique builds. Perhaps I'm just lacking in imagination. And that's all... Guys, I beg you – give the game a chance. It's 100% worth at least trying. At the very least, you'll find in it at least a fraction of the emotions I experienced. Peace and love to all.
I wish I could recommend this game to others, I really do. But having reached the endgame and lived through countless frustrations, I just can't. THE GOOD -Graphics and sound design are genuinely good. I like the art style, the character models, etc. -The story was mostly interesting if a bit generic. Wanting to see how it ends is the only reason I played as much as I did. -Combat does have some "Souls-like" qualities to it, which is my cup of tea. THE BAD -For a game that steals so much from Souls-likes and action RPGs like Diablo/PoE, it seems to completely miss the points that make those games great. -With no "souls" mechanic, there is absolutely no tension in combat. Risk vs reward is minimal, just forge ahead, head down, die as many times as you want, it literally doesn't matter. -Unlike Diablo/PoE, gear is borderline pointless. Purple "epic" items all have a negative effects (such as drains health during combat, or an inability to repair the item) that makes them genuinely worse to use than most blue "magic" tier gear that doesn't have the negative effects. Who thought this was a good idea, I have no idea. Random effects on gear aren't meaningful enough to matter. Find one weapon whose attacks you like, and never ever change it for the whole game. Similar story for armor, shields, etc. -Other upgrade systems are overly-convoluted while being frustrating and tedious. City/vendor upgrades are mostly arbitrary. Just a reason to force you to farm a bunch of stuff, thus padding your playtime without any meaningful time spent doing it. -The use-cases for player housing primarily just mirror abilities and functions of the various vendor. Two systems to do one thing (such as smelting) is a stupid system. THE UGLY -Some progression features just seem broken? For example, I still haven't figured out what multiple options on the enchantress do because the menus are basically just blank with no explanation for what I am doing wrong. -Enemies don't telegraph their attacks with animations that allow you to accurately dodge/parry. The main mechanic to throw you off is to just allow enemies to delay their attacks for arbitrary amounts of time that end up being awkwardly long in some cases, but you can't reliably interrupt them while they do the slowest windup you've ever seen and you just get beat in the face for no reason. -The map is tiny and just recycles the same areas over and over. Little variety and relatively bland overall. Being forced to repeat the same areas over and over instead of expanding the map is a baffling choice. -Controls are janky. There are multiple vines that you climb where your character reaches the top, then just automatically grabs the vines to climb back down. You try to climb up, then forced to climb back down, a loop of obnoxiousness. Whoever decided to do platforming and tight-rope style navigation in a 2.5D isometric game should be fired. I bet I died two dozen times attempting to jump somewhere that the angles are incredibly hard to judge on controller. A few times I just closed the game afterward and came back another day. I imagine with keyboard these sections are nearly impossible. -The difficulty curve is basically backwards. The game starts off as hard as it will get, then gets easier as you out-level and out-gear everything. There are a few exceptions, but the harder bosses in the late game aren't hard because they are a well-balanced challenge. Instead, they have "cheap" move sets that can bounce you around and perma-stun you until you die with absolutely zero chance to recover after you get knocked down. -Daily and weekly quests have TERRIBLE rewards. It isn't an MMO which sort of needs that replay value as a way to farm gold and materials for raid night. This game has them as just more padding, things to do that mean absolutely nothing for advancing your playthrough. TL;DR -Decent graphics and story, but way too much "filler" content just to keep you arbitrarily busy while not advancing the main story. Janky controls. Convoluted and meaningless upgrades.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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