
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 2572 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is a perfect blend of souls and diablo and the art style is amazing, Im running it on laptop that doesnt have a gaming video card and im still loving it. Cant wait till its released on PS5
FPS is constantly dropping
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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
Not a fan and now stuck with it becasue I have played 6 hrs trying to like it and have it grow on me just to be stuck in the same place. You should not be able to be hit by something that is offscreen that you cannot see. It's just stupid at this point. I don't care about the fanboys. I don't care that it's not forgiving. Even on the easiest mode you get obliterated in 2 seconds because you have to "learn how the enemies behave" blah blah I don't care I just want to play the game and not have to dodge around until something is done swinging at me and then I can go in for an attack that does 2 dps. Upgrades seem expensive, and it would be nice to not feel like I'm using a toothpick vs a 12 foot long hammer arm that crushes me in 2 seconds if I don't dodge properly. I'm okay with having to repeat but it gets to a point when it becomes too much repetition. Pass. For them to now steal your money and push back the release date is also ridiculous now. Early access for over 2 years is crazy. Maybe we shouldn't be realeasing games as "Early Access." Just seems like a cop out to be lazy, take money, and not produce.
I wanted to love this game, but every time i start it up i get frustrated because it just does not respect your time. Everything feels grindy and designed to keep you occupied in small loops of gathering stuff and refining said stuff in a timeconsuming manner. Its a real pity because it is a beautiful game.
那还说啥了,首发就入了,一直吃大饼
One of my favourite games. Can't wait for the full release! Played solo, and with 1 to 3 friends. Gameplay loop is fun, hard, not too frustrating, multiplayer is stable, visuals are really beautiful.
Bom jogo, arte linda, gameplay interessante. Precisa de um ajustes por conta das quedas de desemprenho e travamentos. Acho que tbm ainda precisa de balanceamento de alguns itens e inimigos pro jogo ficar mais divertido e recompensatório.
煞笔游戏不能转视角 故意弄一些跳来跳去走独木桥的路 你是心里多阴暗能做出这么阴间的游戏?
This has to be one of the worst "souls-like wanabe" I have ever experienced. Before I start blasting this game, I want to recognize that the art direction of this game is absolutely amazing. The grotesque anatomy and oil paint-like aesthetics really fits the world, and WOULD have elevated the experience. I have played all souls game and try out numerous souls-like and adjacent titles, but none ever come as frustrating as how it feels to play this game. The ARPG "2.5D" style should've been in favor of the player experience, but: - the movement controls feel even more sticky than DS1 - enemy moves are not telegraphed properly - stamina use and recovery is disproportional to how many flurry attacks enemies are able to use - backstab angle is inconsistent and not proportional to enemy size - consumable switching is a death sentence mid fight, especially on controller. It takes more than 3 button presses just to open the switch menu and confirm it, not counting cycling through said consumables. (could simply change it to single press to switch, and double press to use, eliminating the switch bar menu) - stun lock and getting knocked off because of terrain is exacerbated by weird hitboxes The above is just the things wrong about movement and combat, the systems in the game is also extremely frustrating and backwards for a game releasing in the next year or two. - Durability (I am all for some sort of death penalty, but it doesn't have the similar effect of feeling an adrenaline to pick up lost souls. It is just something tedious the players are forced to deal with by teleporting to blacksmith and repair.) - LIMITED inventory slots - Upgrading whispers by donating items to unlock fast travel (it is actually extremely easy to complete by spamming mats, but then why add it? The only thing it does is ruin the player experience) - Daily and Weekly quests and challenges. Wtf is this live service ♥♥♥♥♥♥♥♥? - If you die right next to an activated whisper without touching it, it sends you back to the prior whisper. - Manual picking up each resource from mining and lumbering INDIVIDUALLY, when there is auto pickup for fishing and 1 button press for multiple resource while digging. Beyond these, there are other things I want to complain about such as fighting against packs is not fun, navigating through Sacrament is horrendous, and many more personal opinions, but I don't think they are as frustrating as the above listed concerns. Currently I DO NOT recommend anyone who wants a rewarding experience to try this game.
I really loved this game for about the first 15-20hrs. However, towards the end of the game it just gets insanely frustrating and tedious. The world and artwork are awesome. The story and voice actors are great too. I also mostly enjoy the combat but I feel like the attributes are completely broken. You have to dump an ungodly amount of your precious points into your equip load just to wear even light armor in the beginning. This is very stupid. Then you cant just commit to one attribute to scale with your weapons because most weapons have ridiculously high requirements in more than one attribute. Also stupid. Also most of any armor or weapons you pick up 9 times out of ten have nothing to do with your build, making the vast majority of what you pick up junk loot. Very Unsatisfying. Also forcing you to play in the crucible just to be able to reallocate points is dumb. I dont want to play a roguelike. The game doesnt market itself that it is one, but if you dont utilize it youre just making the game even harder for yourself. Not to mention that even the beginning area of the crucible scales with you so it just gets harder and more out of reach the more you level up and avoid it. Not to mention if you fall off a cliff in the crucible, your entire run ends just like that. This is how ive died every single time. Absolutely trash and deeply unsatisfying mechanic. I seriously cant comprehend what Moon was thinking with this garbage. After 40+ hrs, I am done with this game. I dont even care to finish it and I dont care when they release the full game. Get lost with this f****** B*******. I loved both Ori games and I was very confident this was going to be something great. I am disappointed to say the least that it is not at all.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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