
No Rest for the Wicked
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About No Rest for the Wicked
No Rest for the Wicked is an action RPG set in a handcrafted world, combining precise Souls-like combat with loot, crafting, and homebuilding. Explore a plague-stricken island, fight monsters, soldiers, and bosses, and shape a personal build with weapons, armor, and runes. The campaign can be played solo or experienced seamlessly online with up to four players. The Steam PC version supports Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese-Brazil, and Russian. English full audio and subtitles are available. It released on April 18, 2024. Steam players rate it 80%% positive across 66,759 reviews.
Credits
Lowest recorded in 36 months
$23.992026-01-22 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language and audio
The Steam PC version has English full audio, with interface and subtitles in English, Simplified Chinese, and Traditional Chinese.
Play modes
Play solo or in seamless online co-op with up to four players. Steam Cloud is supported on Steam PC.
Gameplay systems
Combat uses Souls-like timing alongside loot, crafting, homebuilding, multiple difficulty options, and a handcrafted world.
03Frequently asked questions
Can I play No Rest for the Wicked in co-op?
The campaign can be played alone or online with up to four players.
What is the core gameplay?
You fight with timing-focused Souls-like systems, collect weapons, armor, and runes, and shape custom builds.
How does the world change?
The island changes over time, bringing new events, vendors, and challenges.
“A hand-painted hybrid ARPG cramming Souls reads, loot grind and oil-canvas art into an isometric view, still growing through Early Access”
Our Verdict
What it is right now — a promising snapshot, not a verdict

Lay the cold numbers out: 72.9 on OpenCritic across 18 outlets, a "Fair" tier, 47 percent recommending it. Unflattering at a glance — but the reading matters. Almost every deduction punishes "unfinished," not "broken." A main story that stops short, unpolished systems, unbalanced numbers, a botched launch on performance — these are textbook Early Access growing pains, and they double as the room it has left to climb. Read 72.9 as the current snapshot of a high-ceiling work still in progress, not a final ruling that's been handed down.
The thing it does that no one else does is the hybrid itself. Cramming Souls reads, a Diablo loot loop and Ori-grade hand-painted oils into a single isometric frame — you will struggle to name a second game that attempts all three and pulls any of it off. The flaws are obvious, but that one-of-a-kind recipe is exactly why it has already banked a fervent core of believers while still in Early Access. People aren't sticking around despite the rough edges; they're sticking around for a flavor nothing else serves.
Who it's for, who should wait, and the rival next door

The buyer is easy to picture: someone at peace with an unfinished game, drawn to slow read-and-react fights and a gorgeous, oppressive dark-fantasy mood, happy to grow alongside a project. For that hardcore action-RPG player, buying in during the discount window and unlocking content patch by patch is a fair deal — you're buying the process and the upside. The person who should wait is just as clear: anyone who wants a complete, cleanly resolved story, who can't stand inventory chores, who'd be gutted to play ten absorbing hours only to be cut off. Wait for 1.0, content filled in, and let the higher price buy a whole experience. And a specific warning — if you're here for Diablo-style mindless sweeping, you'll likely bounce; this game's joy is reading a hard fight and winning it clean, with a soulslike's patience tax. Confuse the two and you may quit in the first hours and leave it an unfair review.
End it beside Elden Ring's Shadow of the Erdtree, because that's the honest frame. Elden Ring wins on a vast open world and bottomless combat depth; it's the rightful benchmark. No Rest for the Wicked doesn't try to trade blows. It offers another route entirely — isometric framing that presses down on you, hand-painted oils, and slower, more inward reads — a "suffering made beautiful" that runs parallel rather than head-on. It isn't a replacement for Elden Ring; it's the smaller, stranger path beside it. The verdict: today's No Rest for the Wicked is a half-built thing of real quality. The combat foundation, the visual ceiling, the atmosphere all already reach the top shelf — what it lacks is time to finish the story, smooth the systems, fill the world. If you're the player it's aiming at, jump in now and walk the Early Access road with it. If not, remember the name, and let it grow up.
Latest news about No Rest for the Wicked
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
This game suffers from probably the biggest lack of QOL features I've played in 30+ years in gaming. While I love the art style, the story, and to a degree - the combat, the rest feels half-baked, obtuse, and unnecessarily punitive to the point I found myself going 'Why??' multiple times in my playthrough. Here's just a short list. - You can only fast travel back to the last fast travel point. Hope you enjoy running through the same zones, repeatedly, over and over. Oh, and everything respawns in said zones constantly. - There are no descriptions on anything, anywhere. There's something like over a hundred enchantments, none of them are explained anywhere. No tool tips, no explanation, no description, literally nothing. - Likewise, there are several dozen if not more runes (special abilities) in the game. These are never explained anywhere. Not what they do, how much they cost, damage output. Nothing. Just 'Dash Break'. Oh...ok? - Continuing in the mystery meat category, you cannot get a preview of any weapon in the game. You will be forced to blindly allocate stats starting at the beginning of the game which may or may not absolutely butcher your character. Some weapons require high allocation in one stat, some require a mix. Want to try out Great Swords? Just kidding you cant because you decided to go Dexterity. You have NO IDEA what weapons are even out there until you find them, but by then its too late. Supposedly theres a scythe in the game, would love to try it, no idea what stats it needs and I probably cant. "Just respec" you say?..... - You can't respec until you play the Crucible and farm it out. You can't farm it out until about level 15, which is over 25 hours into the game give or take and it requires currency to spend. So enjoy that grind every time you just want to TRY a weapon that you might even hate. Youll have to refarm everything just to respec back. - Ive yet to figure out the purpose of crafting armor. Ive been playing for 25 hours, I have enough resources to make one full set of the Tallbearers armor. With how enchanting works, there's about a 30% chance the gear gets cursed and becomes essentially worthless. What's the point? - Need to remove a rune? Destroys your weapon. Need to remove that gem? Sorry, not a thing. Want to simply move runes around to assign them to different hotkeys? Nope. - Heavy armor gets high armor class (physical), but the worst resist values against Fire, Shock, etc. Conversely, light armor gets low AC and high resist. ....Why? So basically the game prevents you from just being slow and tanky because if you do, youll be strong to ONE THING ONLY (physical) with the worst resistances. So why wear heavy armor? Again, contrary to every use of 'heavy armor' in every game literally ever..... - The camera angle is never where it needs to be and cant be controlled. You will routinely have to navigate narrow corners and tight spaces where you can't even see where you're going, particularly when descending. The gameworld will constantly obscure your screen, as well. Buildings, roofs, tree canopies - there's about a 50/50 shot that the game catches it and sets it transparent, or not and you're just screwed. Additionally, the camera is constantly floating around, pulling out, moving in, trying to show a panoramic, etc. Like, just leave the damn camera alone, you aren't Martin Scorsese. - Why are bows an offhand item...? I burned a plague ichor to unlock a 2nd main hand to have a bow as an alternate weapon. Instead, I go to equip it and it puts itself in the offhand slot....the off hand slot which I am using DUAL GAUNTLETS in the main hand. Explain this to me please? Worth noting nowhere on any weapon does it say 'Mainhand' or 'Offhand'. This is what I'm talking about, how did this get past QA?? This is basic stuff, I am just floored at how lacking it is. - A litany of bugs to contend with as well. Ive opened chests or cooked food and suddenly immolated into death. Ive been stuck in run mode with both hands off the M&K. Ive been stuck in the map. Ive failed to grab ladders and fallen to my death countless times. Ive lost game audio. Etc, etc, etc... - And now the last and potentially worst bit, the movement. You will die constantly and not to enemies, but to fall damage. Your character will religiously throw herself off every cliff, bridge, ledge, and outcrop possible. The movement controls in this game are the absolute worst. DO NOT even attempt to play this on M&K. "Run" is Shift, right? But unlike every other game ever made since the dawn of time, holding shift doesnt 'enable' you to run using WASD...it actually makes your character run in the direction of your mouse cursor. So you are simultaneously moving your character with WASD while also potentially trying to go a different direction while holding shift depending on where your mouse cursor is. Oh, and did I mention that attack animations are queued? Click 3 times, you will attack 3 times, even if you no longer want nor need to. Now, couple this with the fact your character doesnt just attack, they ALWAYS step towards the target and attack and you're constantly rolling/attacking into places you have no business or desire being but the system and mechanics screw you over and work against you in every way imaginable. I could go on and on with the frustrating and mind boggling decisions being made here. This is basic stuff, standard QOL that seemingly every game has yet at every turn this game actively gets in your way, confusing you and obfuscating every key decision and integral game mechanic. Its a lesson in perseverance and frustration, neither of which the standard gamer is going to have time for. If you enjoy driving blindfolded, I encourage you to give this a try. Just don't be surprised when you slam into a wall going 80. NOTE: I will amend this review after EA if these issues are addressed.Show moreShow less
So about the recent negative reviews . . . In the last major update "into the breach" they made significant changes to the game. They improved performance, they added content, and rebalanced most everything. The vast majority of these reviews are saying the game suffers from an increased difficulty. They are right - it is more difficult than before, but the update just came out and the devs haven't had a chance to incorporate player feedback. This game does so much right, I think the reviews give an unfair representation of how good of a game it is. It's an early access game it will have changes through development, but this game is a gem in the making. Update 5/12 : The developers have put out 3 hotfixes, a fouth in the works already. The difficulty has been tuned and other improvements have been added like stack size etc. They have been communicative about upcoming changes they are doing and are listening to the community. I have alot of confidence in these developers being able to bring this game to life. Great game.Show moreShow less
remove the timers. all of them.Show moreShow less
No Rest for the GPUShow moreShow less
This is gonna be one of those "I like it, but.." reviews, because at its core, No Rest for the Wicked is actually a great game, and has a lot of potential to become a fantastic experience. This is an early access title, but for the most part, the gameplay and quality reflect quite a polished product. It feels good to play, and the combat is challenging and fun, the story is engaging and the cinematics are absolutely fantastic. The art and animation style (at least in the cinematics) is very reminiscent of Arcane, the League of Legends animated show on Netflix, which I quite enjoy. Here comes the 'but'. There is one crucial flaw: No Rest for the Wicked has a fundamental disrespect for the player's time. You may have seen other reviews mention this, and rightfully so. The game has mobile game-esque waiting mechanics that have absolutely no place in a single-player ARPG. There is an NPC in the main hub that you get to right after the first boss that can expand the city for you and upgrade your crafting stations, but these projects take in-game resources and REAL WORLD TIME to complete. The first upgrade takes something like 15 minutes, and all the other upgrades that are initially available take 1 hour each. I have not progressed beyond these, and so I can't say if 1 hour is the standard time sink for all projects, or if it grows longer as you progress further. Either way, this is obviously not acceptable. Waiting is not a game mechanic. But the time-gated city expansion is not the only reason I say the game disrespects the player's time. At the time of this review, I've spent 7 hours playing the game, and a large chunk of that time was spent just searching for enemies to kill. It's not made immediately clear when enemies respawn, but unlike traditional soulslikes, the player dying has no impact on this. You have to stay away from an area for long enough, and eventually enemies will come back. At the beginning of the game, this poses the issue that there simply aren't enough zones to explore that are available to you yet, and so you end up running in circles, maybe going back and forth doing bounties, while you just wait for the game to be playable again. That brings me to exploration: It's fun, the game is vibrant and has some pretty great visuals, but I found that figuring out where I was meant to go was a challenge at times. There are certain areas where it's not clear at all which way you're meant to go, or where it's even possible to go, and the zones loop around on themselves in a way that can be extremely frustrating if you're looking for "the way forward". Overall, No Rest for the Wicked is an unpolished gem with TONS of potential, but the rough edges and quite frankly disrespectful waiting mechanics prevent me from recommending it. However, in the event that they: - Remove the waiting mechanics completely. - Tighten up enemy respawn rates to make aimless wandering less of a thing. - Make it just a little bit easier to figure out where you're meant to go. Then, not only will I change my review to reflect that, I will absolutely be playing co-op with my friends, and recommending it to everyone. Until that day, I wish the developers good luck.Show moreShow less
I’ve played this game since its initial release, on the Steamdeck. Even then, in its very unoptimized state I couldn’t put it down. With the crucible, and now Breach update the game has gotten even better! Once you play the game you’ll see why it’s taking so long. The amount of artistry being put into this game is just incredible. Let Moon Studios cook. When this game launches into 1.0 it’s going to be something special. I hope this helps. I hate writing reviews.Show moreShow less
Had a little fun in the tutorial area, but I'm going to give it some time off now. This is a gem in the making so I'm not going to refund it, just wait for stuff to get fixed and update my review accordingly. Here is what I like and didn't like about the game. The Good: 1. The game is beautiful. I love the art style and the painted look of the game. It's highly stylized, but dark. Reminds me of the art direction of Dishonored. The look is consistent and professional. The game looks like it costs more than it does. 2. Moving and hitting stuff is satisfying and feels right. I'm not taking this for granted. I've refunded games after 5 minutes of gameplay in the past for general unpolished clunkiness. This isn't it. 3. This is a unique game. You never played something like this before, so don't buy this if you expect Diablo mixed with Dark Souls. Yes, it combines mechanics from similar games, but the end result is completely different. It won't shower you with loot. The itemization is meticulous and purposeful. There is some randomization, but only in the correct places. Combat utilizes space differently than Souls games, because of the camera angle. This game prides itself on doing things differently. I appreciate that. 4. It's rich in customization. Items are random, therefore, you need to make decisions on the fly. You can look up a build online, but if you find a really cool item for something else, that won't help you much. It encourages learning the game and staying in the moment, instead of going straight to some wiki. I love that. 5. A cinematic experience. I'm very much intrigued by the story and the characters right from the start. Everything is voice acted and the characters have personalities. I really hope the game gets to a stable state so I wont have to watch everything online. The Bad: 1. Resource collecting?. Some mechanics have no place in this game to the point I wonder how they even got there. Maybe I haven't advanced in the game enough for them to become interesting, but resource collecting just isn't fun. This isn't Minecraft or Rust. I would much rather collect stuff by doing the main thing (fighting) and not waste time hacking a tree or smashing some rocks. 2. Penalties. I'm okay with death penalties, as long as they're fitting. Durability loss on death makes sense in Diablo, not in a game where you die 50 times to a boss to learn it's attack patterns. It's been mentioned a lot, but I can't stress this enough. It's not about how much of it you lose. It's about why you lose it in the first place. It doesn't add anything, just bothersome. 3. The active item wheel / cross from Dark Souls doesn't work here, the game is too fast for that. I would rather have one of those item wheels that pause the game (or not pause it) and allow me to pick any item on the fly. The way it is implemented now is very cumbersome because there are many items to pick from and a lot of them are highly situational moment to moment. So committing to one or two at a time eliminates the strategy of using the right item at the right time. Like I said, this is a unique game, so a new control system is required. 4. It tries too hard to be a platformer when the game isn't designed around that idea. You can't actively jump in this game and you use the same buttom to leap from a ledge, climb, dodge, sprint... That's all fine by me, until the game punishes me for falling off stuff. Then it becomes a problem. Makes you feel like the game tries to catch too much instead of sticking to what makes it good. The Ugly: 1. Performance Issues. The game has no place being this heavy, especially with its non-realistic art style. Optimization is very much needed here. Some things took so long to render I didn't even get to see them fully rendered. There were frame drops and freezes while I was on "Performance" graphics mode. 2. It needs better tutorials. The UI is cluttered with numbers and symbols without any prior explanation. Any in-game tutorial would be welcome, even a help page or something I can read. Same for any new keyword or window page available. One thing I really like is games that "hide" certain elements from the UI at the start and the reveal them when they become relevant. 3. Telegraphing is not very good. In this game, you see the action from very far away, so extra indication for attacks would be very welcome. I love that the game expects me to see some guy pulling out a grenade from his pocket from within a group of 4 enemies, but in reality, I'm not going to see that and I have no idea where it's going to land. --- Like I said, I hope the game gets better so I can rewrite this review. I think it has a lot of potential, but I don't want to spoil my experience with an unfinished product.Show moreShow less
The artists, animators, and game designers deserve a standing ovation atp. It's been a long time since a game impressed me this much with its visual identity alone. The game is a joy to watch, play and explore. BUT man, that inventory system is straight-up ♥♥♥♥. Devs throws mountains of loot at you, chests everywhere, gear everywhere - YET YOUR INVENTORY SPACE IS TINY. Upgrading it requires a rare resource and only upgrades ONE SPECIFIC section, so you're constantly drowning in trash, sorting items for 20 min... For me it is restrictive and absolutley at odds with how smooth the rest of the game feels... the worst part is that it actively breaks immersion, instead of enjoying the world, im' stuck micromanaging a tiny backpack. If this system is staying, then at least give us more slots by default or make upgrades more generous ( One more thing. I'm reallyhoping the upcoming profession system helps fix the progression flow) I am excited for the full release, feels like a real contender for GOTY IMHOShow moreShow less
Update Edit: Developer responded but I'm still banned from the Discussion forums and they only seem to want to save face due to the attention they are getting. Read into the Studio Head's fragrant disregard for the community, read into the lack of solid vision for this game, the constant back and forth on mechanics. Don't trust what they say, look for actions. I can't see any I trust as why speak up here yet keep me banned on the Discussion boards? They are not sorry for their behavior, they are sorry they got called out on it. Original Review: Very sketchy devolpment/devolpers and a huge red flag as you have to sign a EULA that has a huge section on paying for subscriptions. Very concerning considering the game has a ton of crafting time gates and repair on weapons like many mobile games. Be wary as if you ask about the EULA or Subscriptions on the forum you get banned for "Trolling".... Here is the section below: 4.2 Subscriptions. Some aspects of the Services may be offered on a subscription basis with automatic, recurring payments at the start of each billing period (“Subscription”). We reserve the right to modify the terms on which such features are offered for purchase at any time on thirty (30) days’ notice. Please note some Subscriptions are offered subject to additional terms and conditions, which may modify the terms below. (1) Purchase. Subscriptions can be purchased from a Digital Storefront. To use a Subscription, you must: hold a valid entitlement to the product or service related to the Subscription; have a valid account with the Digital Storefront including a current, valid, and accepted method of payment registered to that account; and have an internet connection. The Digital Storefront will bill the applicable Subscription fee (and any applicable taxes) (“Fee”) to your chosen method of payment on each Subscription renewal date. After purchase, your Subscription(s) will activate, and you will receive access to the benefits associated with the Subscription listed at the time of your enrollment. (2) Automatic Renewal & Cancelation. Your Subscription will automatically renew at the end of each billing period. The Digital Storefront will charge your payment method for the then-current Fee unless you cancel your Subscription through the applicable Digital Storefront before your current billing period ends. You may cancel a Subscription at any time, which will prevent auto-renewal and terminate the Subscription at the end of your current billing period. If you cancel, you will continue to receive benefits until the Subscription terminates at the end of your then-current billing period. Please see the Storefront Terms for applicable refund policies, if any. (3) Changes to Subscriptions. The terms of any Subscription and the benefits included in such Subscription may change from time to time. Benefits changes may include altering or removing previously claimed benefits. Moon Studios may also retire a Subscription at any time on no less than thirty (30) days’ notice. Any such changes will be updated on the Digital Storefront’s Subscription product page, and you may receive email notice from Moon Studios and/or the Digital Storefront about any such changes before they occur. Please read any notification of changes carefully. If you do not cancel your Subscription after receiving notice of a change to the terms of the Subscription – including the amount of the Fee – or the benefits included in the Subscription, then you will be deemed to have accepted those changes. Changes will go into effect upon auto-renewal of your Subscription or the date on which you otherwise explicitly accept any such changes, if earlier.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
