No Rest for the Wicked on Steam - User reviews, Price & Information

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From Moon Studios, the award-winning developers of Ori and the Blind Forest and Ori and the Will of the Wisps comes No Rest for the Wicked, a visceral, precision Action RPG set to reinvent the genre.

No Rest for the Wicked is a early access, open world and souls-like game developed and published by Moon Studios GmbH.
Released on April 18th 2024 is available only on Windows in 12 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Traditional Chinese and Russian.

It has received 50,533 reviews of which 39,563 were positive and 10,970 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 39.99€ on Steam, but you can find it for 35.28€ on Gamivo.


The Steam community has classified No Rest for the Wicked into these genres:

Media & Screenshots

Get an in-depth look at No Rest for the Wicked through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
  • Memory: 16 GB RAM
  • Graphics: Nvidia GeForce GTX 1080 / AMD Radeon 5600 XT
  • Storage: 42 GB available space
  • Additional Notes: SSD Required

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

May 2025
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.
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March 2025
Coming on the store page and I'm genuinely surprised to see so many negative reviews, I cannot express how much I adore this project.. Played through everything Early Access at launch, completed the Crucible and had a blast with the combat and exploration. The game is absolutely gorgeous. I have been active on the community forums, and the devs are reacting to a lot of the feedback on there with the new Breach update. More deterministic crafting and a ton of QOL updates based on the general frustrations players had with the "grinding", as well as finally more story content, enemies and new mechanics. Looking forward to what future updates they have in store for us. A work of such art and passion should not be rushed, congrats to Moon Studios on going fully independent! Keep going, guys!!
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Feb. 2025
A lot of potential. Seems a lot of fixing needed. Love the art style. Gameplay is solid. Love the parrying system; not really punishing. The Crucible is just fun. Now im just grinding a lot of materials; just to ended up hoarding them all up. Bought one big house just to hoard all the upgrade material stuff. Gonna keep playing this game until its full release.
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Oct. 2024
No Rest For The Wicked is probably one of the most confused games I've played to date. Not because it's bad, but because it clearly doesn't know WHAT it wants to be. It doesn't do anything inherently bad. But it doesn't do it well, either. Let me explain. The developers label this game as a "precision action RPG set to reinvent the genre." Source - Scroll up to the game description. If you ask me, I don't think this game does anything to reinvent the genre. It takes a lot from the Souls-Like genre and mixes it with a hint of Diablo. And while I haven't played enough Diablo to meaningfully compare it to NRFTW, I have played a lot of Dark Souls, Bloodborne, Elden Ring and Sekrio. As a fan of Fromsoft games and Souls-Like as a whole, I can safely say this game does the opposite of what it intends. It doesn't reinvent the genre; it back peddles so far that it nearly falls into the stone age. Let me state my reasons as to why I think this. A good souls-like can be defined by. . . -Fluid Combat -Difficult but fair encounters that test the players knowledge of the game mechanics -And light resource management There are many other factors that contribute to making a good souls-like, but these three are some of NRFTW's biggest issues. Again, it doesn't do any of them badly, just. . . not good enough. Combat - The combat in NRFTW is chunky and slow. And I personally love it! I love just how powerful each swing of the claymore feels and how my character lugs it around like a hunk of steel. Same goes for a smaller weapons--I love how strong they feel. What I DON'T love is how everyone seems to ignore the weight of their weapons. Enemies leap across the screen in a blur like their weapons are made of paper, and they have no issue preforming wildly-quick swings with hammers twice their size. Just about every enemy moves like they just snorted a line of coke while my poor character is wading through honey. A similar thing can be said about poise--my character flinches at the slightest breeze even with a massive great sword. Meanwhile, little dudes with daggers and tunics will tank my swings like I just hit them with a pillow. This ends up making each encounter drag on longer than necessary. Speaking of encounters. . . Encounters - The Encounters in NRFTW confuse me. On one hand, I think they're quite fun and pose an interesting challenge. On the other hand, I'm getting bombed by a guy off screen I can't even see. Meanwhile, someone else is leaping at me from off screen faster than my slow character can counter. Enemies with slow wind-ups can just preform the animation off screen then zoom up to you and take half your health away without even stepping into view. Why can't we at LEAST tilt the camera to see what's coming? So many fights would be more fun if I could see what I'm up against. My knowledge isn't being tested. My patience is. Resource Management - This is by far the worst part of NRFTW. I can handle enemies that move twice my speed, I can handle tedious encounters, and I can handle dying to things off screen. But you know what I can't handle? Pointless amounts of resource management in a genre about dying repeatedly. I'm not talking about bombs or potions or mana--that type of resource management makes sense. I'm talking about my primary healing sources being tied to the crafting system. There is no estus flask to fall back on, bonfires don't regenerate health, and mana is fully depleted on death (so don't plan on using any healing spells while running back to where you died). The worst feeling in NRFTW is when you reach an area only for the game to say "screw you! Now you gotta backtrack all the way to the last area to pick more herbs and find more crabs!" And speaking of herbs. For the love of God, don't make a key ingredient the same color as the background. At LEAST make the little gold sparkle easier to see. Better yet, make herbs a different color that doesn't blend in with every other weed on the path. But even if you are constantly backtracking, the respawning enemies (which still appear in areas labeled as "safe" for some reason) will still hunt you down and force you to eat half your food before you even reach the bonfire. By the time you reach that new area again, you're already down to six heals. Who in God's name looked at a souls-like and said "Yeah, let's make your character move like he's made of honey, but let's make every enemy think they're sonic the hedgehog! Oh, and let's also tie your healing items to a tedious crafting system! EVERYONE loves crafting systems shoehorned into their games!" And the worst part of all. . . ? This game is good. So good. The story, the voice acting, the animations. . . all of it is WONDERFUL! But for each step forward, NRFTW takes two steps backward. It's the same issue I had with the new Ori--a wonderful game brought down by terrible combat. And yet, after all of this. . . I still recommend this game. I would be lying if I said I wasn't having fun. But if you buy this game expecting a fluid souls-like experience that "reinvents the genre," you've come to the wrong place. - Edits: I've decided to make edits to this review as I continue to replay the released portion of the game and try new builds. I want to do this in order to expand on my critiqued points and add some positives to my review. Edit #1: I'd like to expand on the speed of combat. Before I mentioned how some enemies move at high speeds despite the size of their weapons. I've noticed just how many enemies (and bosses) use wildly quick attacks that chase your character and continue to mow you down even if you dodge correctly. Some lighter builds can get around this, but I found that medium and heavy builds will still end up taking a few hits even with a dodge. The second boss, while not hard, has a few attacks that rapidly pepper an area. Even with a perfect dodge, heavy builds simply can't avoid the following attacks unless they hug the arena wall. Fights like these aren't hard, but the difficulty feels a tad artificial compared to other souls-likes. Edit #2: Expanding on what I said about resource management, Another big problem with your heals being tied to a crafting system is something I call the "waiting cycle." See, your heals don't come back after death like a typical souls flask. If you eat all your stew during a fight after picking the map clean of herbs, you're basically done. Either you have to backtrack to farm mana for your a healing spell, or you have to put the controller down and wait for the herbs to reset. And even then, you're still having to backtrack. I'm fairly good as souls games, but I could see this being an absolute nightmare for someone casually plaything through the game. You either have to do a boss hitless or rely on mushrooms for food (which are pretty much useless on their own past the first area).
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July 2024
Game is good, but timers for buildings and resources management are redundant and pointless Please, remove timers
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Frequently Asked Questions

No Rest for the Wicked is currently priced at 39.99€ on Steam.

No Rest for the Wicked is currently not on sale. You can purchase it for 39.99€ on Steam.

No Rest for the Wicked received 39,563 positive votes out of a total of 50,533 achieving a rating of 7.72.
😊

No Rest for the Wicked was developed and published by Moon Studios GmbH.

No Rest for the Wicked is playable and fully supported on Windows.

No Rest for the Wicked is not playable on MacOS.

No Rest for the Wicked is not playable on Linux.

No Rest for the Wicked is a single-player game.

No Rest for the Wicked does not currently offer any DLC.

No Rest for the Wicked does not support mods via Steam Workshop.

No Rest for the Wicked does not support Steam Remote Play.

No Rest for the Wicked is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for No Rest for the Wicked.

Data sources

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Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 13 June 2025 16:23
SteamSpy data 08 June 2025 04:53
Steam price 14 June 2025 20:48
Steam reviews 14 June 2025 06:08

If you'd like to dive deeper into the details about No Rest for the Wicked, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about No Rest for the Wicked
  • SteamCharts - Analysis of No Rest for the Wicked concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck No Rest for the Wicked compatibility
No Rest for the Wicked
7.7
39,563
10,970
Game modes
Features
Online players
947
Developer
Moon Studios GmbH
Publisher
Moon Studios GmbH
Release 18 Apr 2024
Platforms
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