
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 2516 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game runs terribly. Waited too long after I purchased it and now I can't return it for a refund, which is a bummer. Can't even play it, because the gameplay relies on timing for combat and the input lag is like a second and a half.
Я купил эту игру 2 года назад так и не поиграв, а теперь еще перенос на пол года шакалы дырявые.
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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 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Can we stop with the delay attacks that have massive windup time and suddenly a hundred swings that one shot instantly? These haha gotcha moves are cancerous, and this game is riddled of these
Request to the devs: - Make town upgrades cheaper. I don't mind gathering resources as I explore, and I don't mind the upgrade system as a whole, but the upgrades require too many resources. I found myself dedicating time to "resource runs", and that part of the gameplay felt hollow. I would much prefer to get all or most of the resources I need for the town upgrades from fully exploring a zone, and revisiting zones for more meaningful content. - Make it easier to refund attribute points. This game offers so many playstyles, and locking attribute refunds behind the roguelike content making the player spend a valuable resource feels very bad. I would rather the player be encouraged to experiment. There is so much that I love about this game. The visuals, sound design, voice acting, and attention to detail in the world. The way each zone evolves with the events of the story. The satisfying combat and character building systems. The high quality cinematics. I'm writing this review in hopes of my feedback being seen. Keep doing this incredible work!
FOMO promotions are one thing, but then following up FOMO posts "Just THREE days left" with we're gonna delay the 1.0 by 6 months is laughable. Refund the FOMO and apologize for this. uninstalling and will happily forget this game existed by the time march rolls around. Just three days left, ya'll.
等了1年多,终于快开1.0正式版了,你告诉我又要跳票半年?
Couple small things id like to see. We need to be able to turn the soundtrack up louder, its so good but way to low. A zoom in function, even if it zooms back out when you start moving. It would be cool if when using the hide helm option, it hid it on your character when youre in the equipment menu as well.
Те кто не купил эту игру, те кто не смотрел обзоры, те кто смотрел обзоры, трейлер, слышал о ней от друга, живёт и даже не знает что такая игра есть, поверьте, эта игра способна: 1. Удивить . 2. Напугать. 3. Озадачить. 4. Расслабить, а так же укрыть одеялком. 5. Среди ночи дать сигнал "Вставай! Проснись! Затяни свой пояс, возьми свой двуручный меч который лежит возле твоей кровати, с ржавой рукояткой но всё таким же острым лезвием! Спаси невинных, ценной своей жизни, твоя ответственность стала для тебя как кольчуга , она часть тебя , и твоя сила нужна Сакре (Сакра остров в котором происходит основной сюжет)! Но как только ты закончишь то , что должен ,ты сможешь снова вернуться домой, по дороге погладить любимого кота, приготовить на кухне завтрак и рядом с книгами у камина погрузиться в сон, в отдых который ты заслужил, снова положив возле кровати свой меч , лезвие которого до сих пор тёплое. " Первое и самое основное правило No Rest For The Wicked "Не пытаться сравнивать лоб в лоб с Diablo, Dark Souls, Patch of Exile и тд" Вот не пытайтесь, сами себя загоните в лабиринт мыслей на которые Вы не найдёте ответов, потому что Викед, это не совсем игра.. Мы становимся свидетелем полноценного жанра, единой вселенной, или просто игры в которой есть всего в меру! Да , этот жанр может собирать в себе множество знакомых механик которые большинству будут знакомы, но реализация по итогу напоминает не "А почему тут так?!", "О а почему не как в Diablo?", "А почему не от третьего лица ? Это же соулс лайк?" а доведения до ума всего того что мы так любим в РПГ, ММОРПГ, Соулсах при этом это весь этот "торт" сверху украшен "вишенкой" - сюжетом который напоминает Игру Престолов и Властелина колец и всё самое лучшее что можно взять из сказок и фэнтези. Коллеги, каждый из Вас знает, что тяжело объяснить свои чувства.. Даже самые гениальные писатели на 100% не могут нас погрузить в то, что они испытывают в душе, сердце и воображении. Пожалуй вместо того чтобы писать обширный комментарий так и скажу :"No Rest For The Wicked - эта игра хочет дать тебе чувства, помочь тебе вытащить забытые чувства которые ты оставил за закрытой дверью, из за переизбытка видеоигр, рабочих будней, семейной жизни.. Она не хочет напугать умышлено, она просто пытается тебе показать всё так как есть, мир таким какой он есть, по этому ты увидишь сразу и радость и глубокие страдания, она поможет, она подскажет тебе как стать героем..! Она не будет давать тебе ответов прямых ответов , она предоставит тебе свободу выбора , и поверь равнодушным быть не получиться.. Потому , что Сакра ждёт!" Пост сдал, пост принял, или как там? Постскриптум ? Ааа да точно постскриптум: «творящее, оценивающее, жаждущее „Я“ — есть мера и ценность всех вещей» (с)
游戏很好玩,但是我真的不理解为什么创始人礼包限制在七月十日之前,难道你们七月底就已经上架正式版了?其中有一个物品是创始人标签“证明在1.0版本前就开始游玩游戏”,我就问你,我现在玩的是不是1.0,是不是1.0。为什么像我这种七月十日之后、1.0版本之前购买的玩家不算创始人,不算体验过ea版,这对我们来说公平吗,甚至还没享受到夏促的低价。最近才发现有这么一款游戏,玩了几天才知道你们还有这种操作,没话讲。我说白了,这做法纯傻逼来的👍
No Rest for the Wicked is the type of game that grabs you immediately. From the presentation, the opening sequence and combat, the game just CLICKS. It feels good to play, it feels fun... for the first dozens of hours. As you play, the cracks start to appear and they become increasingly more annoying. Starting off with progression: Loot is randomized. Every chest, every drop is random and this means that you could potentially get something really good or straight up garbage. On paper, this shouldn't be so bad. There's a variety of games that have this exact system but the reason why it doesn't work here on NRFTW is because your gear can be upgraded. The game expects you to upgrade your stuff as you progress through the main quests. Enemy scaling ramps up considerably if you don't but why would you even bother spending resources upgrading things that you may throw away on the next minute? Well, normally, that wouldn't be a problem but it conflicts directly with the resource gathering and town restoration feature of this game. See, in No Rest for the Wicked, you're asked to help rebuild the main town, Sacrament. Every store can be upgraded and this is the main slog that makes the game lose all of its traction. Every single time, you're expected to stop and gather resources, chop down a tree and break some rocks. The problem is that the nodes reset on a IRL timer and each node only gives two of its main material with the chance of giving an extra (i.e: trees giving logs and potentially, sap). ONCE AGAIN, this wouldn't be a problem if it wasn't for two things: 1. Town requires A LOT of materials. Some town upgrades has you gathering 20 nodes worth of trees or rocks, sometimes more. 2. The exact same resources you need for your town upgrades is shared with your gear. The combination of these two factors turn progression into an absolute chore where you'll spend more time collecting resources like some sort of survival game instead of exploring, fighting enemies and completing dungeons like, y'know, an ARPG. Everything else in this game is phenomenal in my opinion. The game is gorgeous, each area is a relatively enjoyable experience thanks to the platforming. Combat is just the right amount of challenge, despite the fact it can be frustrating sometimes with how enemies don't have to worry about Stamina (used for actions) or Focus (used for spells and skills) but since there isn't much of a punishment when dying, outside of durability loss, it's not a huge deal. This is why the game hooks you in from the get go but it loses momentum as you push past the 10 hour mark and I'm honestly struggling to convince myself to continue. I want to! Because the game is super fun! But every time I open it up I'm spending more time chopping trees because I need to upgrade my gear before progressing but then I need to upgrade my town to be able to upgrade my gear by refining the basic resources that I now need to gather all over again. The way this review ended up being written is exactly how you go through the game and its systems. You see a system that works just fine on paper, then you realize that it conflicts with something else, which conflicts with something else and you end up juggling these conflicting mechanics instead of playing the actual game.
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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