
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.
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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.
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
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
Hours played at review time, across 694 reviews with recorded playtime.
Reviews
Themes across 690 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
ea阶段神中神,玩过奥日的都知道这游戏画面含金量有多高,如果能够把这个游戏的体量按ea版本的三四倍,剧情完整,质量稳定,冲击26年的年度游戏都完全有集会,还是那句话,集美底子很好,瘦下来一定很好看,这游戏也是一样,整成完整版一定很优秀
Amazing rogue like souls like action rpg like...triple like. You could "spend" or "waste" hours on this game. Good progression, interesting fights. 3rd person darksouls - tick, interesting action rpg builds from gear - tick, exploration and new mechanics in each area? tick. Art and vibes all there, music is good. Can't believe I missed out for so long. 10/10 so far.
I hated it, most of the time you are fighting the bad Controls, UI and messy graphics. No point in this abomination.
oh ta gueule prof
This game is so well polished. it feels like a proper souls-like. Add a splash of the OG diablo and you have this masterpiece. Who would have thought an isometric game could also be a platformer with sick combat.
Love the vibe of this game! Feels difficult enough, that with more practise and effort, it feels rewarding to defeat the challenge. I struggle a bit more with this game, because I'm not following any meta, but if you keep looking long enough, you are sure to find something that works for you to clear the toughest challenges (I think, I'm not too far so take it with a grain of salt). So far so good, worth the buy ♥ /ᐠ. 。.ᐟ\ ᵐᵉᵒʷˎˊ˗
This game has a genuine story and narrative woven directly into the souls-like experience, which is something I personally need to stay invested and motivated. The combat is challenging and rewarding, but it is not the only thing carrying the game. There is an actual world and sense of progression pulling you forward. That, combined with how seamless and natural the co-op experience feels, makes this an easy recommendation. Snagging this before 1.0 drops honestly feels like a steal. There is already a ridiculous amount to enjoy here, and I assume it is only going to get better.
Amazing game to play, the art and vfx looks amazing, the hand-painted style it´s awesome, it´s very challenging at some times and the game really treat the players like real grown ups, no constant hints, no excessive guidance, the game invite you to explore the world at your own risk and it´s amazing
First, I want to say that I love this game. Even as a hater of crafting and gathering mechanics (I mod them out if I can), I have overcome my hatred to enjoy the rest of the game. But I've spent the last 50+ hours being very frustrated with the endgame gearing and gearing mechanics. I am posting this negative review in the hope that this will be changed in the full release in October. Even if nothing changes, I know No Rest will be my GotY. So let me get into it. So to make a build, you need to collect a bunch of armor for different enchantments. That's nothing. The first step is just hoarding. Now, let's say you have your weapon and 4 pieces of armor you want to enchant with specific enchantments you have in your hoard of armor. You need to use an item that effectively lets you move one enchantment from item A, which then destroys item A and allows you to place that enchantment on item B. Of course, the item that lets you cut and paste enchantments is a one-time use item, so for a full set of armor+weapon, you need about 15-24 depending on the type of enchanted armor you are making, and they are mildly rare. Now, at this point, you have your fully enchanted set. BUT pretty much every enchantment has a % range. Let's look at critical damage. The "increase critical damage" enchantment ranges from something like 6%-10%. You can increase that % with Radiant Embers up to the 10% number. You cannot go past 10%. So, let's say you cut and paste the enchant "increases critical damage by 8%" onto your weapon. You now need to use Radiant Embers to get that 8 to 10. But within that 8-10 range is another %. An enchantment is maxed out when it reaches 100%, but the game rounds up. So, you use a radiant ember on that 8%. But the enchant is a 77% of it's maximum value. So, the radiant ember takes your enchantment to 95% of its maximum value, but it now reads "increases critical damage by 10%, but it's not actually 10% because you haven't reached 100% enchantment level. So, you need to use another Radiant Ember to make that 95% a 100%. And you need to do this for every enchantment. Of course, sometimes you'll find a new piece of armor that has the same enchant but at a higher % so it will probably be more worthwhile to cut and paste that higher-level enchant over yours. As an example. Let's say you pick up something with that "increase critical damage," but it's by 9%, and it's at 90% of its maximum value, so it only takes one radiant ember to max it out. So it just depends on your resources. There is one more system. You can level up enchantments beyond their maximum level with the Exalt system... at random. So, let's say you have an armor piece with 4 enchantments at 100%. Damage increased by 10% Critical Damage increased by 10% Lightning Damage increased by 5% Regenerate Health in Combat Now, with this specific setup, only 3 of those enchantments can go beyond the base max level. Regenerate Health in Combat cannot be enhanced. Damage and Crit Damage have the potential to be increased all the way to 20%, while lightning damage can be increased to 10%. But as I said, this is random. You can Exalt an item 4 times before it becomes "Exalted" but you can't pick which enchant is exalted. You could exalt your item 4 times, and each time the exalt lands on critical damage. Your critical damage would be increased by 20% but your other enchants will still be 10 and 5, respectively, and that will never change unless you void ember your item to remove all enchants. Of course, you may get something like Damage increased by 15% (exalted x2) Critical Damage increased by 13% (exalted x1) Lightning Damage increased by 7% (exalted x1) Regenerate Health in Combat Once an enchant is exalted, you can no longer change which enchantments are on that piece of gear. You can exalt via two methods. You can use a sublime ember 4 times, or you can talk to "the watcher" and spend endgame materials instead. There is no difference between using a sublime ember and exalting via the watcher. And you need to do ALL of this for each piece of gear. Generally, that's 5 pieces. Shields can also be enchanted, but for shields, you are better off using gems. Gems are another system, I can't get into due to character length. Now, imagine you make a lightning damage build based around a lightning spear. And then it turns out kinda weak for the endgame challenges. You'd have to make an entire new set from scratch unless you spec into a similar build. Well, I was lucky, and I was able to switch from Lightning Spearman to Lightning Mage, which I very much enjoy, and it's strong. But while it's strong, my build still isn't tailored perfectly for being a mage. For example, I still don't have the best rings or the best lightning spell, and I can only get them randomly from the endgame challenges that I'm already beating. On top of that, I'm in full plate. That stuff is very heavy. For a melee build, it's good, but when you are wanting a play a lightning mage that nukes everything, having to use a ring for weight reduction and spending many attribute points on equip load increase instead of my damage increase stat is a bummer. Still, my build is pretty strong, and I've cleared everything without too much effort, but I don't feel it's strong enough to do the rogue-lite dungeon with no power-ups, which was my EA main goal. My last few days of playing have been spent on trying to get everything to recreate my build on leather armor with some differences. BUT there is one final RNG element that is messing me up. When you craft or find an item, there is a final potential augmentation called a facet. A facet is often a trade-off deal. You get a positive effect, but a negative one as well. The thing is, the game has no transmog and no way to change or transfer facets. It's just a pure RNG element. Even worse is that armor types all have the same values. Leather armor that you found on the beach at level 1, which you then upgraded to the max, has the same defense and poise as the max-level crafted leather armor that required the highest-tier mats. Armor is largely cosmetic, but the material cost is not equal within the same type. I'm getting F'd over by spending rare leather on my favorite cosmetic pieces, but I'm not getting the right facet to appear, and because I'm not getting the right facet, I'm not able to make my new build unless I want to use a different armor set that uses low-tier mats or a hodgepodge of pieces I've found in the world. There is no method to break down items to reclaim materials. You can't buy stacks of it at all. You might be able to buy 4-5 pieces of tier-3 leather in a real-world day. Maybe 2-3 pieces from daily quests. Other than that, you just have to hope the hides drop from animals instead of the lower-tier variant, or hope you get them in chests. There are just layers of BS required to make your perfect set in a game that isn't some kind of live service nonsense or a game filled to the brim with microtransactions. It's a single-player game with optional co-op. Why are there so many layers of RNG? On top of all that armor nonsense, Ember drops are random as well. There is no consistent farm for radiant embers at all. And this is why I'd not recommend the game despite loving it. It's so very fun, but there is just too much BS in creating your build. This one aspect is something the devs need to change. There is no need for all this player retention BS. It's not a live service or PvP game, yet all the end game stuff is gated behind REAL time (not in-game time) and awful RNG.
Great game, amazing art.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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