
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 2582 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
狗都不玩的垃圾中的战斗机,记住了谁吹谁是狗,打开两小时恶心一辈子
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $52.6M | 30.8K | 67% | $59.99 | |
| $52.4M | 110.3K | 89% | $19.99 | |
| $52.9M | 113.3K | 80% | $29.99 | |
| $52.1M | 52.3K | 90% | $34.99 | |
| $53.2M | 135.9K | 90% | $29.99 | |
| $51.6M | 32.5K | 89% | $59.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3M | 4K | 53% | $29.99 | |
| $463K | 1.1K | 95% | $14.99 | |
| $178.6K | 371 | 74% | $19.99 | |
| $15.9K | 75 | 65% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
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
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.
好玩 爱玩 还要玩, 1、美工一流 2、地图设计惊喜不断,刚开始很枯燥,但是舔完地图后发现所有地图都是串联的,有一种阴霾一扫而空,柳暗花明的感觉。 3、怪物设计有特色,不重复单调,武器系统更是如此,没有最强只有更强的搭配。 4、弹反和滚动设计很棒,手感巨强。 缺点: 1、虽然说跑路是熟悉地图的一环,但是有的boss打不过就需要翻山越岭去找他,还是有点麻烦的。 2、引导过少了,任务系统,加点系统的引导太少,除了加点满足武器需求之外,我暂时还不知道 这么多属性加上去具体影响哪些数值。
玩这游戏之前:环大陆好评就是tm的笑话 进去品完后:外国朋友们还是太能吃苦了 美术设计tm夯到顶了,机制设计我玩起来像活到头了。 野怪人均疯狗,连起招来不知天地为何物,尤其矿场那个法师小怪,远程伤害高而且是可持续性火伤不说tm近战攻击比远程还猛,而且tm的还会无限瞬移,绕着玩家转圈打,近到身边刚砍两刀一套军体拳给我满血干成濒死。 出招疯狗就疯狗吧,惹不起我总躲得起,关键疯狗跑得还快。我遇到的绝大多数小怪都有超级强悍的追击能力(点名猪皮双刀),没状态了想拉远距离吃个饭,结果几乎耗尽绿条跑开的距离人家一个箭步冲到我眼前把正在干饭的我两刀送去传送点。md小怪啊,小怪!不知道的还以为是tm熔炉骑士。这牵扯出另一个点就是制作组感觉像是想到什么就给怪物塞什么,放在boss身上完全不足为过的招数一个个全怼小怪身上了,完后boss完全不够看,除了体型大一点之外毫无特征,比小怪都好杀(除了试炼场那个骑士) 游戏机制上,这游戏的视角是固定的,但地图是三维的而且包含大量独木桥、溜边儿之类的跑酷地形,没到玩不下去的地步但确实很别扭,捡东西摔死好几次。咱就说让玩家转转视角很困难吗,还是说你们的地图设计只有在某个固定视角下才好看? 传送点,他传送点解锁之后用不了得烧物品献祭才能使用你敢信?还不是烧一个两个,而是十几二十个,每一个传送点都得这么搞,why? 另外,这游戏包含背包管理元素,他背包格子是有上限的,你得去打boss掉东西解锁格子,完全莫名其妙这个设计,你一不是生存建造二不是类生化危机你搞这玩意干什么,玩起来除了没苦硬吃之外没有别的感受。 还想吐槽下弹反,弹反的奖励太不够意思了,就是纯给怪上一个硬直+易伤同时给自己回波黄条,如果弹反成功之后玩家没有体力的话那就是喘气儿的玩家和硬直的怪物对着大眼瞪小眼。另外试炼场里那些像磕了核子可乐一样的荧光怪物身上的光效太亮,亮到看不清动作,只能一味闪避,根本没法上去弹反。 怪物的整体设计给我一种因小失大的感觉,绘画上有种现象叫做死抠细节导致整体一坨,这个现象能完美套在这个游戏的怪物设计上。我感到制作组确实用心设计了每一个怪,但他们是独立设计这些怪物的,完全没考虑把他们塞进同一个世界里会把这个世界变成一个什么B样子。每一个怪物都是有血有肉的,指跟玩家一样要近战能近战要远程能远程还会躲招数,但每个怪物你都这么搞玩起来是真的审美疲劳,行了我知道你们有那个技术做出强怪了,别再给它们贴金了,再贴就要越过不能越过的那条线从强怪超进化成粪怪了(其实要我说已经是了)。 总结一下这游戏目前能玩,绝对能,但他恶心人的点也恶心到让我玩一半切出来写这段测评骂他,但我骂完之后还会接着滚回去玩,我是抖M。 对了,你小怪扔的普通飞刀能隔着盾牌给我打出伤害来是几个意思
Game is beautiful, art design, story, characters all top notch. World and level design near perfect. BUT! I'm pretty tired of soulslikes TBH. The combat is just obtuse. Every enemy has masses of wind-up but attacks in incredibly fast animations, timing parries is ridiculously hard for no real reason and attack-on-prep only works on some enemies at some times. Enemies can swith between ranged attacks and melee attacks so fast it feels like cheating, but most enemies can jump fully across the screen at lightnign speed to kill you. AOEs are very hard to read, it's hard to know if you'll be able to dodge out of the way of firebombs or giant sweeping attacks with laughably enormous swords. Your stamina runs out in twwo hits and then you just... stand there and die. There are loads of stunlock attacks where you just... stand there and die. It's easy to get swarmed and there are no tools to deal with it. I die a lot and I never really know what to do to improve because the game doesn't seem to want to tell me how to improve. God I wanted to enjoy it, but it's a soulslike.
不要把他当类魂,千万别把他当类魂,完全是资源管理类型的rpg,需要你每天上线刷紫装,刷矿石,刷树木升级建筑,打造装备,完全不是类魂游戏的思维,加点不重要,阶段性武器不重要,背板boss招式不重要,如果你是奔着类魂来的,千万别买这个。
难以理解得操作 在发售前一个月跳票五月 你没能力选出个屁锕 看不出任何诚信,怎么相信制作组的后续规划? 美术很顶,但制作组真的让人失望,和朋友期待10月份一起欢乐玩1.0,看到消息真的气笑了 ,别叫恶意不息了,叫欺骗不止吧!
Awesome souls-like with a captivating art style. I do think some game systems aren't (yet) a bull's eye, and I wish loot would be more unique and rewarding as it would complement the great exploration available already in the game amazingly. But since the class system revamps how builds work, I'll hold my judgement until 1.0. For now, for what it is, NRFTW seems to be an extremely promising (and already very captivating) game.
不让玩别发出来卖 真得出规定了ea的游戏不能全额把收益打过去 出正式版再打 不然制作组赚了米都不想干活
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.