Thread: No Rest for the Wicked Showcase from Ori developer Moon Studios
Hype Thread

Vyse

Blue Rogues Captain
Platforms
  1. PC

Article:
Publisher Private Division and developer Moon Studios will host the "Wicked Inside Showcase" for No Rest for the Wicked on March 1 at 9:00 AM PT / 12:00 PM ET. You will be able to watch it on YouTube and Twitch. The broadcast will feature an in-depth look at the new action RPG for the studio behind the Ori series, including its precision-based combat, innovative new mechanics, and more.
 
No Rest for the Wicked so far reminds me of Zelda mixed with Dark Souls and a bit of Diablo with art direction inspired by the Witcher, and religious art right out Path of Exile, Blasphemous or Lords of the Fallen.

Setting and premise of washing up on an island filled with absolute Nope! definitely reminds me of Path of Exile. Also to a lesser extent Greedfall and Pillars of Eternity 1s supernatural colonal settings, but nowhere the emphasis on being a Bioware spiritual successor RPG of those two games.
 
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Just watched it. One of my most wanteds. Love everything I saw so far. Not sure if the endgame will be captivating as basically nothing was shown but for a playthrough - hopefully with some friends - it'll be enough.

Not a fan of early access though. Who knows when v1.0 will release :(
 
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hope it doesn't take too long for the ps5 port since I doubt the steam deck will run this well
and that's all I have at the moment lol
 


Moon Studios - the creators of Ori and the Blind Forest and Ori and the Will of the Wisps - have finally returned with a spectacular new game, No Rest for the Wicked. Available now on Early Access for PC users in preview form, John Linneman had had the game for a couple of weeks, offering up this extensive preview on the latest iteration of the 'Moonity' engine along with his thoughts on the game so far.
 
Holy shit I didn't realize these were the same people who did Ori......Ori is one of my favorite art styles of any game

Looked at the steam reviews though and agree with other folks, looks like this thing still needs some time to bake.

Definite future buy for me
 
What I've seen of peoples reviews of early access, tedious shit and durability especially dailies in a single player game with planned multiplayer, dailies that are usually mechanics used in gatcha/mobile games?

Thousand red flags screaming at me that No Rest for the Wicked is going to be Wolcen Lords of Mayham 2.0.
 
Oh man... Hope the early access will have some impact on the overall product and they can fix what people are criticizing.

I was really hyped for the game as it is coming from the Ori creators but what you guys are saying doesn't sound promising at all.
 
Still salty they switched from making games in my favourite genre to making games in the very opposite end of that lmao. I guess it could be tolerable with multiplayer, but only whenever the early access thing is over.
 
Huge performance update, with a lot of improvements and they also added DLSS & FSR:

Performance

  • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines
  • Numerous Significant CPU optimizations
  • Fixed performance degradation that might occur on some gamepads
  • Fixed numerous memory leaks
  • Reduced instantiation spikes for numerous objects
  • Disabled detail meshes on generic humanoids faces when not needed
  • Reduced latency, overhead and improved stability of GPU Culling
  • Optimized texture resolution and memory budgets for Steam Deck
  • Optimized Art content in Ship Prologue and its cinematics
  • Removed unused weapon assets to free up memory
  • Removed leftover developer tools to free up memory
  • Optimized CPU spikes of a variety of common content loading operations
  • Added texture streaming for character portraits during dialogue interactions to save memory
  • Fixed some persistent log spam being generated by potatoes in Nameless Pass
  • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs
  • Optimized Ambient Occlusion Rendering
  • Extended GPU culling usage for more cases
  • Configured and optimized pooling for more prefab instantiations reducing CPU spikes


⚔️ Gameplay Systems

  • Added new Respec System!
    • Players can now Respec by examining the statue in the Cerim Crucible Atrium
    • Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned
    • Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen


⚔️ Quality Of Life

  • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire
    • Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon's Attribute Requirements
  • Inventory Items can now be docked to compare them
    • Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare
  • Brought back the Misc category to the Inventory
    • Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories
  • Vendor screens are now sorted by item type so that items are more organized for purchase
  • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt
  • Added side notifications for when Danos Sacrament Upgrades are completed
  • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors
  • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck


⚔️ Settings

  • Added support for Upscaling with DLSS 3.7 and FSR 2.2
  • Added custom key rebinding options for Controller
  • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings
  • Default Keyboard layout set to Mouse+WASD
  • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting


⚔️ Content Additions

  • Added a new set of enchantments
  • All Throw runes can now be added to Spears
AND MORE
 
Nice to see these patches ongoing especially performance and key binding. Hate that respec is insanely expensive ala Path of Exile. One of the few things Diablo III gets right is free experimentation. Chronicon also does this. The huge timers to get anything done remind me of a mobile/gatcha game, or Wolcen. I could see them making repec expensive so they could put full respec into an MTX store when they get multiplayer rolled out. I think the game will prioritize multiplayer over single player just like Destiny 2 and Diablo IV.
 
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Just tested the performance, generally high fps for me, can often get +100fps. But during traversal, there are stutters into the 50fps region, short freezes. So yeah, there's more work to do for them, doesn't feel too great.
 
The latest patch is HUGE:

Performance:
  • Reduced CPU spikes occurring when loading new areas and content.
  • Reduced CPU spikes occurring when instantiating numerous visual effects and objects.
  • Reduced memory usage in various systems.
  • Improved our broad-phase culling pass, reducing CPU utilization.
  • Improved content loading sequencing to reduce cases of on-screen pop-in.
  • Improved particle simulation and rendering performance for various debris effects.
  • Improved mesh trail performance.
  • Improved cloth simulation performance.
  • Improved character animation system's performance.
  • Improved CPU performance during cinematic sequences.
  • Reduced CPU overhead for physics simulation of clutter, debris and destructible objects.
  • Reduced CPU overhead for pre-placed corpses.
  • Reduced CPU overhead for animating objects' visual properties.
  • Reduced CPU overhead for characters outside of the camera viewport.


⚔️ Quality of Life Improvements:
  • All hairstyles are available on both body types


⚔️ Content Additions:
  • Major Crucible Rework!
  • Added multiple new base Crucible Chambers
  • Each trial run now randomizes more than triple as many arenas, and includes more diverse art styles, new enemies, and more environmental challenges
  • New system - Echoes - to allow infinite customization for every Crucible run
  • Added new Spike Traps, Fire Projectiles and Levers
  • New enemy faction - The Gloam
  • The Seneschal vendor NPC hidden deep within the Crucible
  • Exalted gear which permanently increases stats and improves enchantments
  • New interactions and dialogue for the Watcher in "Spilled Blood"
  • Lots of new dialogue for Roan, who now provides tips and pointers to guide players toward quests
  • "Spoken and Unspoken" quest re-structured, allowing the Crucible to be opened much sooner, and including new scenes and dialogue for Elsa and Roan.
  • Added new hairstyles for both body types
  • Players can now pet stray cats and dogs around Sacrament!


⚔️ Balance:
  • Rebalanced Health and Damage curve for Enemies


⚔️ Weapons:
  • Updated names and descriptions for some Armor/Quest items
  • Updated descriptions for Runes
  • Added more enchantments for Bows


⚔️ Enemies and Bosses:
  • Polished animations and timings for several enemies
  • Added new Armor variation to the Risen Ironhand
  • Updated enemies behavior - now some of them can use jumps for navigation
  • Updated Attack, Dodge and Taunt animations for Light Plagued Enemies
  • Improved randomization on enemy armor sets
  • Improved hit reactions on Siren Enemies
  • Updated High level behavior
  • Enemies can now use special moves more often
  • Rebalanced stats of both phases of the Echo Knight boss
  • Nerfed Health of both phases of the Falstead Darak boss fight in The Black Trench


⚔️ Areas:
  • Improved collision, faders and set dressing in Sacrament, The Black Trench, Nameless Pass and Cerim Crucible
  • Added new trapdoor interactable
  • Updated foliage in various locations
  • Lighting improvements across many locations as well as housing interiors and vendor shops
  • Added interactive inscriptions for Dasha statues in Sacrament and Orban Glades
  • Added Mini Arena underneath Prison in Nameless Pass
  • War room rooftop door can now be entered before Servant of God quest is finished
  • Replaced more static barrels with destructible ones in Sacrament


⚔️ Quality of Life:
  • Improved interaction priorities between ladders and pick ups so they can both be used in the same location


⚔️ Settings:
  • Added Mute Audio on Focus Loss setting


⚔️ Input:
  • Improved input responsiveness / performance (removed rewired)
  • Improved logic for actions that can share buttons with others:
  • Interact / run / rune toggles can share a button with more other actions that don't conflict
  • Prevented overlapping several cases of actions that behave poorly together (eg: interact / eat food)
  • Added support for Numpad input
  • Added movement axis mappings on Mouse buttons
  • Added optional "toggle walk/run" input to all schemes to allow running without holding a button
  • Stopped processing input while the steam overlay is active
  • Added input priority when performing rune attacks and when near interactables
  • Fixed cases of the UI referencing default mappings and/or keyboard mappings when on gamepad (or vice versa)
  • Prevented quicksteps/rolls from occurring between consecutive bow rune attacks
  • Fixed "reset to default" resetting your keyboard/gamepad mappings while editing the other device


⚔️ Cinematics:
  • Animation and Lighting updates to Opening Scene, Risen Attack, Ship Ending, Ellsworth Speech, Seline at Mountain Gate, Winnick and Rattigan Sewers Ending, and Inquisition Arrival cinematics
  • Added spinning animations to the ship's steering wheel during Risen Attack cinematic


⚔️ Audio:
  • Added New VO lines for several flavor and quest NPCs
  • Added Foley Mix overhaul for a number of Player and Humanoid Enemy movements, such as ledge Clambers
  • Added consistent enemy voice and weapon/shield hit reactions
  • Updated Bow SFX
  • Unique vocalizations, movement and Combat SFX for Fungal Humanoids
  • Updated audio for a number of potions, like Stamina and Experience
  • Updated weapon SFX for unarmed, blunt and slashing fist combat
  • Reworked combat and UI sounds for charge attacks, specials, enemy-death, blood splashes,
  • Updated cinematic mixes for the Ship Prologue, Cerim Chamber Statue and Inquisition Arrival Cinematics
  • Added custom vocalizations for enemies or the player falling to their death
  • Updated spatial audio zones for a number of areas
  • Added bespoke wolf-den ambience audio
  • Audio Tech:
  • Integrated additional sounds for UI that was missing audio, like the community chest, readables, and contributions for bounties/challenges
  • Optimized walk/jog/run animation tagging to use resources more reliably
  • Other miscellaneous optimizations to reduce resource usages


⚔️ VFX:
  • Improvements to the Mist in the Crucible Atrium and Arenas
  • Improvement for the timing on the Crucible Blood Offering vignette VFX
  • Added Spark VFX whenever enemy gets interrupted to give better player feedback
  • VFX Improvements for Statue Reveal in the Crucible Atrium
  • Improved the Fog VFX in the Ship Tutorial


⚔️ Localization:
  • Improved UI to better support translations for realm and settings pop-ups
  • Added localization to Rune and Enchantment descriptions


⚔️ Bug Fixes:
  • Fixed Twitch Authentication not working correctly for drops
  • Fixed area discovery notifications showing outside of the area they are expected
  • Fixed Lord of the Muck weapon description saying to craft at the Anvil instead of the Workbench
  • Fixed spot where you can climb up on a wall and skip part of the level on Nameless Pass
  • Fixed a chest trying to hide in a wall in Nameless Pass
  • Fixed certain vendor map markers not showing on the map until after the Inquisition Arrival cinematic
  • Fixed enemy positions and patrol paths in Mariner's Keep
  • Fixed climbable pillar that allowed players to go out of bounds in Sacrament
  • Fixed Finley's sign not being interactable
  • Fixed being able to climb on pipes nearby the junctions bits in The Black Trench
  • Extended an invisible collider so players wouldn't clip behind a lever in The Black Trench
  • Fixed falling out of world between the 2 buildings when Gordon's kitchen was upgraded to level 2
  • Fixed a large hole halfway up the mountain in Nameless Pass that was hidden under a bush and dropped players to their death
  • Fixed Western Quarry wall allowing players to reach an unfinished area within Nameless Pass
  • Fixed being able to skip a section in Nameless Pass by jumping across the bridge north of Nameless Pass entrance
  • Fixed enemies being unable to get behind the fire pit in Orban Glades cave
  • Fixed missing collision on hay stacks in Sacrament
  • Reduced whisper strand follow distance so it doesn't distract from NPC encounters
  • Fixed localization for Realms Loading Flash Screen
  • Fixed localization for Russian Translations on recipes and rebinding screens
  • Fixed rebinding 'Interact' being able to be set to an already occupied key
  • Fixed Map Marker pointing to the wrong direction for Riven Twins Bounty
  • Fixed clipping with Odessa and Ships Railing during Ship Tutorials Cinematic
  • Fixed dead NPC placement during Ship Tutorials Cinematic
  • Fixed clothing clipping through NPC in Inquisition Arrival Cinematic
  • Fixed using RShift for Rebinding not being saved properly
  • Fixes for Fader on a Staircase that was in the way of players view in the Crucible
  • Fixed a bugged Sidling Ledge in the Nameless Pass
  • Fixed Gordon NPC Eavesdrops not working correctly
  • Fixed T-Posing Enemies when killed outside of player view
  • Fixed for buildup chances on Frozen Enemies
  • Removed chest spawn that was located in front of a ladder, interfering with its interaction
  • Fixed similar bounties rolling at the same time
  • Fixed unlocalized NPC Names
  • Fixed incorrect Activities, Interaction Hints and Readable Lore Localizations
  • Fix for character facing the wrong direction when speaking to NPC in Nameless Pass
  • Fixed 2D UI displaying in the 3D world space
  • Fixed Collision on Malec's cage so player can no longer get stuck
  • Updated Gamepad HUD Icons for remapped Food, Quick Items, Mainhand and Offhand
  • Fixed Walk to Cursor and Rune Attack Button Icons displaying default Button Icons
  • Fixed missing Health Bar for The Wallow boss from the Abomination Bounty
  • Fixed enemy not tracking the player, while running behind it in specific Crucible location
  • Nith Leviathan has learned how to drown (animation fixed)
  • Fixed chance of Risen Kindler throwing Bomb in opposite direction of player
  • Improved ability to climb certain walls in the Crucible
  • Fixed confirmation module in remapping screen not reselecting module on controls list when closed
  • Fixed F key binding causing character to fall off of ladders no matter what action it was bound to
  • Fixed Siren getting stuck on environment in the Crucible
  • Fixed unreachable and floating chests in the Crucible
  • Fixed an unintended climbable edge in Nameless Pass
  • Fixed interaction with Finley's sign in sacrament
  • Fixed Player clipping through Vines at Crucible location
  • Fixed Player jittering when jumping onto climbable wall in the Crucible
  • Fixed low damage on Spike Traps in the Crucible
  • Fixed male hairstyles that could clip with the player's forehead
  • Fixed for hard to interact with chest in the Orban Glades
  • Fixed for Side Button key remaps not displaying on all scheme descriptions and tutorial prompts
  • Fixed Loot Orb appearing in the air in Crucible
  • Fixed Camera Zone in the Crucible so the player can better see climbable area and lever
  • Fixed stretching mesh on the male body type neck
  • Fixed darkening on bonfires in Sacrament during certain times of the day
  • Decreased the Run Attack Damage on the Torn Grubhost enemy
  • Fixed a hole in wall in Crucible where players could see out of world
  • Fixed a gap in geometry in Crucible allowing players to fall out of the level
  • Fixed misaligned collision in a pond in the Crucible
  • Fixed collision on Pillars in Crucible allowing players to clip into them
  • Fixed double fade out effect at the end of the Church Cinematic
  • Fixed Base Attack Speed Increase percentage not working correctly
  • Fixed unintended enemies spawning in the Crucible
  • Fixed Shift + Num making Character Walk/Dodge instead of Run
  • Fixed the respawn position for the Crucible Chamber
  • Fixed Camera which would often zoom out to show non-aggroed enemy in the Crucible
  • Fixed an instance where the player could have enough XP but would not level up
  • Allowing Map/Gestures and Runes to Rebound to the same buttons (Gamepad)
  • Fixed the possibility of remapping Interact to an occupied key
  • Fixed Elemental Damage Descriptions
  • Fixed Thorsten NPC's VO cutting off too early
  • Fixed Mouse and WASD descriptions displaying LMB instead of WASD
  • Fixed a crash related to upscaling when setting was "DLSS" but was not available (AMD GPU)
  • Fixed Flame Become Us Blueprint not working on Anvils
  • Gnarled Saw weapon can now break destructible objects
  • Fixed NPC rotating back to their original position after interaction with the player
  • Fixed Russian text width on realms select screen
  • Improved lighting around statues in Atrium where it was too dark
  • Fixed Sword Special not dealing damage at the right moment during second impact when enemy is staggered
  • Removed colliders from spikes in Nameless pass so enemies will properly die and not just get stuck when being pushed into them
  • Fixed collision to unintended area in Nameless Pass
  • Fixed enemies being pushed onto uneven collision above Whisper at beginning of Nameless Pass
  • Fixed gap in geometry between Gordon's pantry and the one next to it, allowing players to get stuck
  • Fixed crash related to Leap Attacks
  • Fixed for Death Screen translations
  • Fixed Player being able to climb wall and jump out of world in house
  • Fixed collision on Nameless Pass Bridge allowing players to skip Camp Area
  • Fixed Player being able to climb wall to reach Lever early in Drainage Cellars Room, in the Black Trench
  • Fixed a bug blocking the player after lowering water levels, blocking access to lever, in the Black Trench
  • Fixed collision in the Black Trench allow players to go out of world
  • Fixed dark area in water in the Black Trench
  • Fixed Player clipping through wall avoiding the Piston Elevator in the Black Trench
  • Removed non interactable Barrel from Ship's Interior
  • Fixed a bug where the player could fall into unintended area in the Potion Seller Cave
  • Fixing collision on Rocks in Water near the Shallows allowing players to clip into geometry
  • Fixed chest that was sunken into ground terrain in Nameless Pass
  • Improved collision on sides of cliffs in Orban Glades
  • Fixed player clipping inside crate when climbing a ladder in Nameless Pass
  • Fixed Torn Rat clipping through floor of Crucible preventing player from clearing the level
  • Moved around some rocks in Nameless pass to avoid enemies falling onto them
  • Fixed chest spawning partially into wall in the Nameless Pass
  • Fixed collision on Crane in Nameless Pass allowing player an easier time to jump back onto it
  • Improved colliders on the Orban Glades elevator
  • Fixed an invisible collider in the Shallows
  • Fixed dialogue prompts after rebinding the skip button
  • Fixed misaligned helmet for the Captain's Helm on the model of the characters head
  • Fixed a Kill Volume placement in Lower Glades
  • Adjusted surface of rocks, preventing player from falling to their death easily in Orban Glades
  • Fixed invisible collision in Western Bonfire Tower in Orband Glades
  • Fixed enemy spawn so they are not immediately facing wall at the top of the Orban Glades
  • Moved rocks in Orban Glades where the player was able to hide from enemies
  • Fixed location where legs would clip through a wall when the player is sildling in Sacrament
  • Player can no longer clip into bale of hay in Sacrament
  • Fixed an invisible climbable area in Sacrament
  • Fixed enemy getting stuck on a tree when pushed off a ledge in Crucible
  • Adjusted NPC placement on the main decks of the ship so they are no longer floating in the air
  • Fixed NPC Giles leaning against air in Sacrament
  • Fixed NPC Fiora levitating a little above the bench in Sacrament
  • Fixed a bug where the player was unable to sort their inventory in Eleanors Vendor Infuse menu
  • Fixed the player being able to push rats
  • Fixed "Reset to Default" affecting all schemes rather than the currently selected one
  • Fixed water splashes appearing overly gray in color
  • Fixed weapon VFX staying present after player is killed during attack animation
  • Fixed collision in the Black Trench where the player could appear floating in the air
  • Fixed location where the player was able to Dash into geometry in Mariners Keep
  • Fixed collision at Gordons unbuilt kitchen to prevent players from clipping through floor
  • Fixed collision on rocks next to Rookery Elevator in Sacrament
  • Added player access to unintentionally locked room near War Room in Sacrament
  • Fixed interaction radius on Finley's Shop Sign so player can interact easier
  • Changed Sacrament bounds to prevent part of Orban Glades counting as Sacrament in UI
  • Fixed collision on Shelf of Barrels and Crates near the Training Dummies in Sacrament
  • Preventing the player from clipping into tower in Sacrament near Karina NPC
  • Fixed collider where the player was able to get stuck in the air and see out of world in Sacrament
  • Improved Camera shake during Echo Knight Fight
  • Fixed missing Quest Marker during the "of Rats and Raiders" Questline
  • Fixed collision behind Mira and Meri's town shop, where the player could get stuck in wooden planks
  • Added collision to a rock in Sacrament that previously did not have any
  • Fixed collision on fountain basin in Sacrament allowing the player to climb it
  • Preventing the player from stumbling when running up the stairs at the Rookery in Sacrament
  • Fixed for when changes could not be saved to rebinding configurations in certain scenarios
  • Updated resolution on Steam Deck button Icons
  • Fixed texture on Gnarled Staff
  • Fixed allowing missing attributes tutorial prompt to remain visible after closing inventory
  • Improved camera shake during tree cutting to match collision time better
  • Fixed response time for double tapping when consume food/items is remapped to "B"
  • Fixed Prince of Lies Armor set on female and male characters
  • Improved food sorting to show foods with highest heal values on the left
  • Fixed spot where the player could get stuck inside barrels outside of Darak's Boss Arena
  • Fixed where the player could fall out of world through a gap in wall in Caroline's Inn
  • Fixed Fire Spitter VFX in Crucible, preventing unwanted artifacts
  • Fixed an issue where armor body collars and glove trims were hidden
  • Fixed Druid's Roots armor piece clipping into female body
  • Fixed for multiple armor sets on Female and Male Characters
  • Fixed Keyboard controls on the resources contribution panels
  • Fixed a bug with randomized challenges where abandoning them and re-accepting with reroll random elements of the challenge
  • Fixed doubling footstep audio
  • Fixed faders in water area at lower Sacrament, where the player was being hidden behind walls
  • Fixed floating wave attack VFX for Bonded Witch enemy
  • Fixed bug where enemy would stop attacking the player when they stand on railing in Orban Glades
  • Fixed Tree clipping through the Tailor Sisters roof in Sacrament
  • Fixed typos in Bounties and Armor items (line breaks)
  • Fixed Fire Pit Inventory Tab to display Food rather than Resources right away
  • Fixed unreachable chests in Nameless Pass under bridge
  • Fixed Danos Vendor UI in different translations
  • Fixed Ore Vein blocking ladder in Nameless Pass
  • Fixed localization for Gestures screen
  • Fixed unlocalized 'Loading Realm' in different languages
  • Fixed 'Learned Recipe' not having correct Russian translation in the Inventory Menu
  • Fixed 'Gestures' and 'Map' not having correct Russian translation in Rebinding Menu
  • Fixed collider on a sidling ledge in Nameless Pass
  • Fixed Gordon's voice line being cut off too early
  • Fixed pressing Y on modules screen in rebinding menu refocusing selector on controls list
  • Fixed for rebinding off 'Offhand Use' to Keybutton 1,C,X or LT breaking switching tabs and discarding items
  • Fixed collison on Vines in Nameless Pass where player was able to clip through
  • Fixed for Sailor armor sets
  • Fixed Laura and Reed affecting performance
  • Fixed player being able to rebind Rune controls to already binded key buttons
  • Fixed quest completion UI displaying incorrect remapped key icons
  • Fixed Risen Leader and Cerim Tatters armor sets rigging
  • Fixed uncaged Monstrosity bounty not accepting kills correctly
  • Fixed player dodging when trying to use Bow's Rune assigned to the same button
  • Fixed unintended rolling when tapping Rune A too fast
  • Fixed collision on Ship so the player is no longer able to jump on Steering Wheel
  • Fixed special key buttons bound to 'Run' being ignored, with characters instead running to mouse cursor
  • Fixed Plague Doctor Helmet where the players neck was becoming invisible when wearing it
  • Fixed colliders/wind on various armor sets on female model
  • Improved the piece count on Destructible Barrels to improve performance
  • Fixed some UI Objects being enabled and disabled in the same frame causing performance issues
  • Updated masks on Plague Doctor and Captain Randolph armor sets
  • Fixed statuses not being removed after duration expires and multiple of the same status being applied to the player
  • Fixed the Localization on "Not enough space in your gear inventory"
  • Fixed a bug related to stat comparison where stat is highlighted as a 0 change when it should not be highlighted if stats are equal
  • Fixed collision on Lodgings staircase where player could spam dodge until they were out of bounds
  • Sped up the windup animation for the Boar's charge attack
  • Fixed navigation for Enemy pathing on a ramp in Nameless Pass, allowing enemies to successfully follow the player to the bottom
  • Fixed a bug where a Challenge wasn't updating when looting some Medium and Small dynamically spawned chests
  • Fixed Wolf's landing animation so they will always land on floor and not the air
  • Fixed the Charge fire bow attack where arrow was misaligned before firing
  • Fixed Wolves dragging the player with long attacks
  • Fixed Stove interaction UI displaying through different floor levels in housing
  • Fixed NumPad keys being displayed as symbols in schemes descriptions
  • Fixed the attack range on the Risen Bulwark so it better matches the weapons model
  • Fixed Localization on Turning Wheel interaction prompts
  • Fixed an issue where enemies would T-Pose after drowning when player is far away and returns
  • Fixed death reaction when frozen for different enemy types
  • Fixed "Eat" action in HD still showing default button when "Food" is remapped
  • Fixed floating debris taking a long time to disappear after breaking wooden doors
  • Improved the Refineries display number to avoid confusion of remaining space available
  • Fixed attributes on stats screen being cut off in Russian Language
  • Fixed localization of consumable items in Russian Language
  • Fixed localization of Bounties
  • Fixed missing Localization for settings
  • Fixed % symbol display for systems set to French language
  • Fixed issue for German and Japanese where NPC names overlapped wit UI
 
Anyone play this game? I have been thinking about picking it up.

Solid game. Beautiful artwork, however the character proportions are intentionally weird.

I haven't played since it first came to early access though. I heard it improved a lot on top of an already solid game.
 
Just bought it and been playing the past hour or so. I'm absolutely in love. The art style is amazing and the souls like gameplay is right up my alley.
 
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Just bought it and been playing the past hour or so. I'm absolutely in love. The art style is amazing and the souls like gameplay is right up my alley.

Oh man. I hate early access games that's why I'm waiting until full release. But since the first trailer this game hooked me. I'm not sure if I should go in like you did.

With how many friends can you play with online? Are you playing with a pad or kb+m?
 
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Oh man. I hate early access games that's why I'm waiting until full release. But since the first trailer this game hooked me. I'm not sure if I should go in like you did.

With how many friends can you play with online? Are you playing with a pad or kb+m?

You probably want to wait until The Breach update drops on April 30th. Once it does you have to start your characters over because of how much the world and gameplay is going to change. I jumped in now because I was in the mood for a very atmospheric game with a good story. I doubt I'll be able to play the massive update because my son is due right around then. I'll play eventually but not for a long time.

With that being said what they have built already is incredible. The world design is top notch and reminds me of the souls games. I find myself just exploring every area I can which is different than most arpgs. Normally I blitz through zones to get to the next boss or set of loot but that is not happening for this game. I love taking my time. Combat feels good and is very meaty.

Multiplayer is not out yet but it is the next update after The Breach. The studio just went completely independent and that is the reason it's been slow on the updates. They had to wait for the ink to dry but they have been building all this time. The new update is supposed to be massive.

Game is meant to be played with controller but I'm rocking Mouse and keyboard. Controls took some tweaking because the default setup was not for me.

Nothing wrong with jumping in now but if you are looking to no life the game then I would wait until The Breach.
 
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Playing it.

Production values are ludicrous. Like best of Pixar/DreamWorks animation meets Diablo/Path of Exile/Blasphemous/Lords of the Fallen (Second One) setting and a little bit of Darksouls.

If Breach actually doubles content and the devs continue with prior updates No Rest for the Wicked stands a very good chance of being a GOTY contender...in 2026/2027.

Very Promising based off experience or word of mouth:
Enshrouded
Hades II
Palworld
Path of Exile II
Scarlet Hollow
No Rest for the Wicked

Completely Fucked Barring Drastic Overhaul and actual updates:
Greedfall II

No Idea Yet, but Early Access is Upcoming:
Titan Quest II
 
Playing it.

Production values are ludicrous. Like best of Pixar/DreamWorks animation meets Diablo/Path of Exile/Blasphemous/Lords of the Fallen (Second One) setting and a little bit of Darksouls.

If Breach actually doubles content and the devs continue with prior updates No Rest for the Wicked stands a very good chance of being a GOTY contender...in 2026/2027.

I liked it so much that I stopped playing it, waiting for the full release! I tend to burn out on EA games and never play the final, best version.
 
Boss fights are insane difficulty spikes. Attempting to take out warlord in West and he just stun combos me. Infuriating.

I get 1 hit in, he gets 12.
 
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Reactions: CloudNull