
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 2611 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
看來我不像開發者一樣眼睛可以透視,視野老是被擋。敵方基本最少兩隻起跳,多則四、五隻,或許後面可以刷裝的時候可以輕鬆打,前期打起來敵方要砍五至六下才死亡,精英更別提,老是一群敵方,玩起來沒什麼交互感,就靠擊殺後短時間不會復活,用命去刷完,更噁心的是遠程你一靠近就像耐力無限,能跑多遠跑多遠,這俯視角又看不清更前方,追過去直接又拉一群。回復道具也是很稀缺,前期製作的回復品又補得少,採集半天素材也只有一點點,靠命去熟練無傷吧,我不像開發者群毆都能次次無傷都不用補,那來說BOSS好了,結果死亡裝備耐久會扣,裝備壞了回城去修理,然後傳送點除了主要區域的第一個點外,其餘還要貢獻一堆東西才能開啟傳送,角色像是玻璃做的,裝備則是塑膠造的,沒補給用命堆熟練度,裝備一直壞又要錢,還要一直跑圖,整個惡性循環。角色升級的能力點也是,聽說後期可以重置,前期點錯了就一條路走到黑,不然重開,不喜歡看攻略的玩這款根本坑中坑 。
No Rest for the Wicked has most definitely surpassed my expectations. Its an artistic master piece fully crafted from fantasy elements without abandoning completely real life elements. The combat is deeply satisfactory and very intuitive from the get go. Dual wielding and weapon switching is smooth and doesn't interrupt the flow of the combat. As far as offering a challenge, this is a game you can take at your own pace very accessibly, between weapons, move sets, and abilities you can expect a good amount of customization in your combat experience, you can mostly build your character to how fast or how slow do you want to approach the game. once you get to Sacrament you are offered many other activities to partake in: from rebuilding the town, exploring unseen areas from the map, farming areas for much needed upgrading materials, or even foraging for cooking ingredients to make various consumables with great buffs. Have I said already that the game is beautiful? As far as the levelling system goes, its a perfectly serviceable and typical action RPG levelling system, if you have played the Souls series, Bloodborne, Elden ring, etc; you'll find it very recognizable, comfortable and intuitive, choose an attribute and increase its values to your liking. Paired with a respec system once you unlock it at the crucible, makes it extremely easy to try any build at your heart's content as long as you can afford it. The resetting of the map is a great tool to make every and all areas as repayable as possible, and you'll have to, if you want to experience everything this game can offer retracing your steps for materials and enemy grinding is highly build upon. Enemy variety is very good for just this first part, with many factions to take on all with their unique drops, from weapons and armours, to quick use items like bombs and vials that will make your combat experience even more versatile (I personally love the bird people). But that is as far as my most sincere praising will go for now, there is much to love and like from this game but I also want to take a time to talk about what I think it can be improved upon. I feel like, the potential for this game is (in my opinion) greatly unmatched. I don't know what the devs have prepared for the 1.0 release but I don't want to be disappointed because I truthfully believe it can become a just PERFECT GAME. First of all I would like to address the elephant in the room: Give us a farm. Please? There is a area in the town with unused plots to farm and omg that would be an incredibly great addition. it may detract a bit from the foraging and gathering style to resource farming the game already has, but I think the experience would benefit from a more profound sandbox experience, and to that I would add my complains (or more like suggestions) to the town systems. Sacrament is beautiful (I doubt you can actually make anything ugly with this art style, but not for lack of trying tho) but you know what is even more beautiful? Marin Village. From the start the game offers you multiple options for housing, all around Sacrament you'll find a verity of houses where you can do your living, crafting, forging and mad alchemy stuff, and its very generous for the space many options offer, but I would say that we could have many other options outside of Sacrament, and so the plots of land for farming. I am sure 1.0 will come with many other towns and even cities and some of us probably would think about the possibility of having your base of operations somewhere else (or many bases). Those are honestly my main "issues" with the game. Now for mor subjective opinions: The pacing of the first chapter of the story has felt a bit rushed, I think we cold use more secondary objectives, to build on the cathartic moment with the madrigal at the end. Although id say combat options and versatility are plenty enough I would say the game would benefit outstandingly from a more in-depth approach in the likes of path of exile or Remnant 2 maybe. Procedural generating, now it may be extremely complex for the length the development has been going at this point but is one of my favourite things from Remnant 2, I understand what the development team was going for with the map, but sometimes a bit more of randomness (specially in map generation, whether it might be for dungeons or specific map areas) goes a very long way for replay value and continuous exploration. Oh, I would like to have a pet please, a companion with its own usefulness, for carrying objects maybe? A bit of support in combat? or out of combat? What else? Oh, and lastly, we arrive at this island with one purpose only, many NPC's make it very clear that we only exist to confront the pestilence, but we've been given the chance to be more than that helping rebuild Sacrament, Why not add more areas that need our help in the reconstruction process of the island, not only so the people might see us differently, but for ourselves, to feel we are actually rebuilding our home? And that is a big part of what I have to say about No Rest for the Wicked. This game really has the potential to become one of my favourite games of all time. I cant really say anything bad about it, it just feels right to me, and I have a pretty modest PC, and it just works. Amazingly. Everything does. There are areas for improvement off course, like in everything, but specially for this game, the improvements can elevate it to a completely different level. I have a lot of faith in the 1.0 release, and I know, that weather the devs read this review and/or add or not any of my suggestions, I'll enjoy it deeply. Absolutely recommended.
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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 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很难想象一个游戏更新3年还在抢先体验。
here's take notes before you release 1.0: 1. you should add "souls game layout" (where attack press R1/RB) 2. [b] RUNNING, JUMPING, AND ROLLING DO NOT ON THE SAME BUTTON!!!!!!! [/b], I died many times not because of a boss fight but because I accidently rolling while I meant to run!! 3. Broken system is okay IF YOU CAN REPAIR AT THE WHISPER, the problem with this game is that you build broken (items) system overtime but you need to repair it by the smith, imagine you fight a boss die over and over again and then your items are broken, and then you going all the way back to the Sacrament just to fix it, not to mentioned it is kinda expensive, so you should add feature where you can fix it at the whispers 4. there are still FPS fluctuation (I forgot the term) in certain area
tl;dr if you like souls like gameplay, pretty graphics, dont mind a challenge while being okay with the fact that some systems need a bit of polish, this game is worth every cent and among the best I've played so far. Buy it. This has been one of my favorite games in quite a while. I've been playing it with a friend and we both enjoy it a lot. The shared loot aspect is honestly pretty nice, it forces cooperation and team work, and if you coordinate your builds, there wont be any build conflicts anyway. The game is difficult, but very rarely frustrating. It definitely has a souls like vibe and thats up to you to decide if you like that kind of gameplay, for me it was fantastic. There are some systems/mechanics that are mild annoyances, but its early access after all and overall I felt like most of the systems were already in a good place with just a bit of fine tuning needed. The grind wasnt an issue at all, Id barely call it a grind tbh as the progression felt very natural for the most part. Combat feels really great in this game too, the abilities and weapons have a lot of weight behind them, and when something does massive damage, it feels that way too. World building and art style are also top class - This game is just insanely pretty.
Glad I refunded crimson desert for this gem
优化大粪,联机老卡死,你m根本没法联机
Game lowkey runs like doo doo
It's good but I'm close to giving it a negative score just because of all the obnoxious inventory management. Running back and forth to storage is anti-fun. Having to use boss rewards just to ever so slightly upgrade your inventory slots is asinine. Just let people carry 999 of everything and stop wasting our time with this nonsense. At the very least give players the option to turn it off.
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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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3M | 4K | 53% | $29.99 | |
| $463K | 1.1K | 95% | $14.99 | |
| $178.6K | 371 | 74% | $19.99 | |
| $15.9K | 75 | 65% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $52.6M | 30.8K | 67% | $59.99 | |
| $52.9M | 113.3K | 80% | $29.99 | |
| $52.1M | 52.3K | 90% | $34.99 | |
| $53.2M | 136K | 90% | $29.99 | |
| $51.6M | 50.3K | 89% | $59.99 | |
| $53.7M | 53.3K | 97% | $59.99 |