
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 2509 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Played heavy armor, two-handed curved broadsword, unspoken difficulty, duo Never have I ever had such conflicting emotions about a game. This has been a very interesting introduction to souls-like games for me. On one hand, the game can be very enjoyable with fun combat, charming art and great sound design. On the other hand, there are moments where the game becomes so frustrating to the point where I want to never touch it again. Maybe these will get ironed out for full release, but we'll see First, the upsides (which are short since I don't have much to really elaborate with): 1. I really like the art style 2. Sound design is great 3. Melee combat feels satisfying 4. The story is intriguing 5. World is very atmospheric 6. Solid enemy variety 7. Items in chests don't need to be retrieved for item crafting. Store your materials away and craft with them at any crafting station you find 8. The game runs surprisingly well on a 1050ti. I can maintain +/- 60fps most of the time with very very infrequent frame drops. The place where the game runs worst is in town but it only hits a minimum of about 45fps so its still very much playable 9. All bosses are completely unique from each other, none of them feel like copy-pastes of one another But now the downsides (which are longer to properly detail the problems): 1. World traversal can be extremely wonky. WASD is terrible for parkour, good thing there's a move to cursor function. Only problem is it doesn't work properly. There have been numerous occasions where I run nowhere near where my cursor is and end up falling to my death 2. The camera angle during boss fights is genuinely Sonic '06 levels of bad at times. The camera can either zoom in on the character so you can't see where the boss is or it sticks to the Southern-most wall of the arena and makes it much more difficult to judge distance, especially if you are standing behind the boss 3. Why does the illumination spell cost focus to cast? A purely utility spell used only for exploring dark areas requires engaging in combat in order to cast. What happens if you clear most of the area and die far into exploration but not far enough to get the next whisper? Now you start from the beginning with no focus to cast the spell and no enemies to gain focus from. Yes there are torches but you can't wield one if you're using a 2-handed weapon 4. Stamina usage genuinely feels way over-tuned, especially in early game 5. Shoulder charge sometimes completely misses enemies. Not because they were too far away, nor because of running past them. No, upon reaching the enemy, the character can sometimes just turn around at the last second and shove nothing. There have also been times where I've made contact with an enemy, only for the shoulder charge to do nothing, despite having successfully used it on that same enemy previously. And I'm not talking about the immunity the enemy gets while getting back up, it just doesn't do anything sometimes 6. Parry doesn't seem useful at all. Sure, it's nice in a 1-on-1 but it only gives the opportunity to get a single extra attack in most of the time. When fighting groups, there is no reason to use it. Some other problems with parry are that it has a very narrow window to execute it successfully and that a LOT of enemies have a deceiving wind-up on attacks that often leads to a mistimed parry 7. Some enemies have combos that will basically insta-kill if you make even the smallest mistake. Some of them deal too much damage per hit, carry on for too long or hit so fast that once you take the first hit, you're basically done for 8. One enemy has an attack that doesn't look like an attack, it looks like it's just walking up to you, but apparently it's a charge that knocks you over 9. Group fights aren't fun at all. Going for one enemy makes you vulnerable to attack from every other enemy. So instead, you end up spending a lot of time kiting to try and hit the enemy at the front of the group once then back off, and bait enemy attacks that damage other enemies. I'm not fighting, I'm running away most of the time 10. Some enemies are infuriating to fight as a melee user. Some teleport, others jump a huge distance away and others fly into the air just before you're about to strike. And this happens constantly 11. Resource gathering can be very tedious 12. Why is stat respeccing only available much later in the game? What happens if I want to pivot to another weapon type, but can't because a certain attribute isn't high enough because I've been prioritizing other attributes previously? 13. The input for dodging is atrocious. It very frequently causes 2 dodges to occur from a single press of spacebar, wasting stamina. And no, this isn't my keyboard. I've tested this in multiple games and NRFTW is the only one that registers a single input twice. Also, in the event where I do press spacebar more than once (like panic dodging) it registers the second input WAY too soon. Most other games I've played with dodging will start registering the next input near the end of the dodge. NRFTW registers the input soon after the dodge starts 14. You can't combo from a running attack into a light attack with two-handed melee 15. Most consumables (especially elemental infusions) feel like a waste of time since they usually only last for 60 seconds 16. Inventory management in the early game is a joke. Very little inventory space to begin with and not enough room in the first storage chest to compensate 17. Hitboxes on some enemies/attacks are quite poor. The worst offenders are radial ground attacks from bosses 18. I tried out ranged, which feels incredibly boring 19. Why is my teammate more of a threat to me than the enemy? In the stage of the game where I currently am as I write this, he can perform an attack with a very large damage radius that almost kills me in one hit despite me being the tank with high armor 20. Only one person can interact with NPC's/chests/crafting stations at a time 21. There have been cases where the enemy I'm targeting suddenly changes. The worst case of this happened during a boss fight. Upon trying to attack, my character turned around to attack something else that wasn't even within range, resulting in death 22. Not something I experienced, but my friend was spending stat points and then suddenly disconnected from the realm. Upon rejoining, his stats had been rolled back to much lower levels and wasn't refunded any of the skill points 23. Can't pet the fox Maybe some of these are a skill issue, but I feel like most are not the result of my own faults and are just bad game design I really want to like this game. When it works, it's a lot of fun. But there are so many things, big and small, holding it back from being truly enjoyable and you end up with a miserable experience
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Latest in each market: best BR #65, worst CA #90 · 5 markets collected
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
if you play this game expecting diablo you'll be disappointed, if you play it expecting dark souls you'll be overjoyed
I, like many other players, bought this game as every single announcement made it clear that the development had entered its very final stages, founder rewards would no longer be available and the 1.0 release was just around the corner. Now I see that the game has been delayed significantly, conveniently after the Steam refund window has expired. It's extremely difficult to believe that the developers had absolutely no idea that they needed more time before they launched into this massive marketing run about how they were all set for launch and how this would be the last opportunity that the players would have to support the project. I am all for delays, to polish a game before launch, but the way this one was handled was extremely disingenuous. At this point, I have absolutely no faith that the March 2027 release date won't be changed once again. I will be applying for a refund because this was absolutely not the way to handle the communications with the playerbase.
Восхитительно, честно - испытываю восторг. Настолько давно игры меня не цепляли, как No Rest for the Wicked, а тут собрано многое, и схожесть с Dark Souls, Тёмное фэнтези и Изометрия, более того Кинематографичная рисовка, по роликам напоминающая «Князь Владимир» — российский полнометражный мультфильм 2006 года, очень круто прорисованные ролики, конечно нужно отдать разработчикам должное, лицо персонажа не видно, камера всегда со стороны повествователя, однако это придаёт некоторую атмосферу вовлечённости в процесс. https://steamcommunity.com/sharedfiles/filedetails/?id=3768054797 Возможность развития разных классов, и игра до 4-рёх человек, в диаблоиде в котором фактически можно ходить во все 4-ре стороны, с множеством ярусов, шорткатов, и интересных врагов, необычных боссов и не примитивными, а продуманными билдами. https://steamcommunity.com/sharedfiles/filedetails/?id=3767907580 Весьма атмосферно, интересно и что главное, в большинстве своём не шаблонно, хоть конечно же имеются свои схожести и с Elden Ring, а именно управление не привычное, и не стандартное (если с клавиатуры и мыши), атмосфера чем-то напоминает Lords of the Fallen сиквел вышедший в 2023 году, однако с первых минут игра уже цепляет, но неожиданно для меня, она начала цеплять уже в прологе, обычно даже самая интересная игра зачастую в первые минуты нудна и примитивна, но не здесь... Будь тут ещё русификация озвучки, пробило бы планку в 11/10, возможно это лишь первое впечатление, в таком случае обзор будет отредактирован, но пока что... пока что это очень круто. https://steamcommunity.com/sharedfiles/filedetails/?id=3767907632 Конечно в силу не самого сильного ноута, имеются свои фризы, но лишь в очень большом скоплении текстур, и в основном в дневное время игровых суток.
[h1]The Moon Studios controversy is a total scam and a terrible example for the industry. Stop defending it.[/h1] I’ve spent nearly 50 hours in No Rest for the Wicked since Early Access launched, and I am absolutely done with Moon Studios. What they just did with the 6-month delay is a double-sided scam that completely screwed over both old and new players. Here is how they played us for fools: [hr] [list] [*] [b]They lied about the game being ready and abandoned updates.[/b] For months, they promised a 1.0 release in October 2026. But the truth is, we haven't received a single major content update since January! The game is completely starved of content with a non-existent endgame. They knew months ago they didn’t have the content ready, but they kept quiet just to keep the hype alive. [*] [b]They gaslit old players with false excuses.[/b] Whenever long-time backers questioned why there were no major updates for over half a year, the developers kept making the same excuse: [i]"We are withholding all the new content so we can drop it all at once for the massive 1.0 launch."[/i] They literally used the upcoming release to justify the total lack of content and to keep old players quiet. Now, we are left with a dead build and NO updates for another six months, while our money is trapped because we are past the Steam refund window. [*] [b]They scammed new players with fake FOMO and a false deadline.[/b] In early summer, they aggressively pushed a strict deadline (July 10) for newcomers to buy the game, marketing the Founder's Pack as a [i]"one-time exclusive opportunity that will never be available again."[/i] They screamed about FOMO just to trigger massive sales numbers. But now that the game is delayed to March 2027, they suddenly extended that "exclusive" pack until January 2027. They did this strictly to pull the exact same cash-grab trick on a new wave of buyers during the Steam Winter Sale. [/list] [hr] In the end, everyone got scammed. Old players are left with a dead, content-starved game after being gaslit for months. New players are buying a broken promise. Moon Studios just got a multi-million dollar interest-free loan from their own community by fabricating a fake release date. The worst part? Fanboys are still yelling "Let them cook!" in the comments. This is the exact same gaming brain rot as pre-ordering GTA VI without seeing any real gameplay. We have trained developers to realize they don't need to deliver a finished product - they just need a false sense of urgency to make us empty our pockets. [b]Stop defending this irresponsible garbage. By doing so, we are literally hurting our own interests as consumers. There really is No Rest for the Star Citizen Wannabes.[/b]
I cant recommend this game for people who are looking to play with friends. This game on its own is quite good, solid story, fun combat, interesting weapons. Playing with friends is a chore. You can miss content entirely if your friend decides they wanna do their own thing and you can miss entire cutscenes. My friend whos a strength build and I who is a faith build can accidently hit each other. Even at the start of the game we have accidently gotten each other killed multiple times, i dont understand why this game advertises its co-op functions when it seems like it could care less about co-op. In short, allow an option to disable friendly fire, allow multiple players to use shops at one time, when a cutscene plays, play it for all players so no one misses anything. This game has a great foundation, i pray for its success.
2025年430更新后入了《恶意不息》,看到托马斯宣布跳票以及他那些冠冕堂皇的理由,恶心至极!《恶意不息》果然“恶意不息”! 这就像你点了一份外卖,到了应该送达的时间,结果你拿起手机发现进度提示“商家正在备餐”,打电话询问商家为啥还没做好,他给出的理由是“哦,我觉得这份餐可能不符合你的口味,所以倒掉了重新再做一份,现在我正准备重新购买食材,你再耐心等待几个小时。至于补偿嘛,我多给你放一些味精呗。” 好了不再情绪输出,说一些正经的: 第一,这不是“跳票”,这是“财务式诈骗” 从2024年4月EA上线到2027年3月1.0,整整三年。你管这叫“打磨”?这叫拿着玩家的预付款搞无息贷款,然后用这笔钱去养你的新项目。正常的EA是“先收钱,后交货”,但你托马斯是把“后交货”无限拉长,同时把“收钱”的时间点反复利用——每宣布一次延期,就等于又套牢一批观望的玩家去买EA“先玩着”,结果玩到的永远是“再等一年”的空头支票。 第二,托马斯的“吹嘘”是一种职场霸凌式的傲慢 他频繁在媒体和社交平台上谈论《恶意不息》如何“重新定义ARPG”,如何“超越《暗黑》和《黑魂》”,可实际端出来的EA版本呢?优化稀烂,手感怪异,内容薄得像纸片。这不是“自信”,这是用语言暴力压制合理批评——潜台词是“我都这么夸了,你们谁敢说不好就是不懂游戏”。更离谱的是,他有闲心去设计生存模式、去搞城市建造小游戏,却没时间修复玩家反馈了两年的基础bug。这不是才华溢出,这是把主业当副业,把副业当情怀,把玩家当韭菜。 第三,项目管理彻底沦为“个人任性展览馆” 正常制作人看到EA差评如潮,第一反应是“关起门来改”。托马斯呢?他的反应是“再开一个新坑证明自己”。这就像你点的外卖迟到了两小时,厨师不但不道歉,还跑出来说“我在隔壁新开了家法餐厅,你要不要试试”?你连当前这盘菜都炒不熟,凭什么让人相信你能做好满汉全席? 时间对所有人都是公平的,他把时间花在哪,优先级就在哪——显然,《恶意不息》的1.0优先级排在第三、第四,甚至更后。 第四,“为了品质延期”是这个行业最廉价的借口 请问过去两年多的EA期,你们到底在干什么?品质提升需要的是持续的、专注的、排除干扰的投入,而不是一边做生存模式DLC,一边构思新IP,一边偶尔修两个bug就发个更新公告感动自己。当你说“延期是为了品质”时,玩家看到的是反向证据链——你们发布的内容更新频率越来越低,副业新闻越来越多。这话术骗得了第一次,骗不了第二次;骗得了路人,骗不了从EA就陪跑的老玩家。 第五,最讽刺的是“期待管理”的彻底崩塌 托马斯一直强调“这是我最伟大的作品”,可伟大是需要牺牲的——牺牲社交时间、牺牲其他项目、牺牲一切干扰项。但他什么都没牺牲,他只牺牲了玩家的耐心。玩家期待的是2026年10月玩到成品,结果等来的是“再等半年,而且这半年我还要去忙别的”。这不是“跳票”,这是当着消费者的面,把承诺扔进碎纸机,然后说“再给我一张纸,我重新写”。-- 如果明年3月的1.0版本依然只是一个“稍微修过的EA+”,那这次跳票就不是“延迟满足”,而是慢性死亡的通告。托马斯现在唯一的救赎路径只有一条——立即停止所有非《恶意不息》主项目的开发,把所有人力、时间、预算全部砸回1.0,而不是继续在网上扮演“被误解的天才”。否则等到发售日,玩家给他的回馈不会是“等待值得”,而是一面镜子——镜子里映出的,是一个用三年时间证明自己不配被信任的制作人。
毫无诚信的制作人,天天画大饼吹牛皮,不好好把主线剧情做好,天天研究你那b可有可无的联机,游戏没做完就开始想上手机端,还去成立新工作室去做其他小游戏,纯种傻逼一个。果然吃微软大锅饭还要砸锅的就不是什么好东西
These devs tried to play with peoples FOMO (fear of missing out) by making a steam posts along the lines "You have 1 week to buy the game or lose these backer rewards forever.. We will hike up the price of the game." Just look at their own Steam releases to confirm this. Starting this massive marketing campaign as if the game was more or less complete and needed just final touches. Then they delayed the game for over half a year, and again they advertise those same rewards, further proving how they were trying to deceive people to buy the game. For over a year there has been nothing new added. The devs keep promising new endgame content, new classes, new zones, new weapons, etc etc, yet they release nothing. Just keep saying that all that will come with 1.0 But since these devs have shown that they cannot be trusted, dont expect the game be released on March 2027 either. At the time of writing, the game is somewhat decent, although there are some very basic things missing. Like for example, Stats screen, Item descriptions beyond very basics Recommendation: 5/10. Do not buy until 1.0 Release, and even then, wait for a heavy discount.
The most amount of marketing and yapping from the creative director an Early Access title will ever see for delivering 3 content updates since April 2024, one of which no one even asked for. Yet the genius CEO cannot comprehend why people may not recommend the 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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