Hi, dear Moon Studios team,
Here is my little, humble feedback about the current state of No Rest For The Wicked.
Things I like (in no particular order):
Zone design. All zones introduced so far have a distinct look and are easily recognizable. The level design is absolutely beautiful and memorable (which I expected from the creators of Ori ). I often find myself stopping to enjoy the view, and those deliberate camera pans really help with that. I also like how the pans highlight points of interest.
World connectivity. There’s clearly a strong influence from the Souls series, but I feel like you’ve taken it a step further — especially with the Breach update and the two new zones. That feeling of satisfaction when unlocking shortcuts — like the zipline lift from the Herbalist’s Hut in Lowland Meadows to the Mariner’s Keep, or swimming from the beach back to the base of the cliff to unlock the elevator — is just fantastic. I love seeing placeholders for future shortcuts and imagining how incredible the world will be once everything is connected.
Voice acting. Superb work across the board.
Story. Decent so far. It’s hard to judge with so little revealed, but it has potential.
Combat animations. Fantastic. Considering how many different weapon types there are, the fact that most have unique movesets is really impressive. Rolling attacks, running attacks, especially charge attacks — which can be used at unexpected timings for surprise outcomes — all contribute to a system with lots of creative potential. I think I have three 30-slot chests filled to the brim with different weapons and shields. I love collecting them and trying out movesets, even if not all of them are viable. Sometimes it’s just a joy to watch the smooth, dance-like swings of scimitars, the swift thrusts of rapiers, the slow power of two-handed greathammers, or the ridiculous wide-arcing swings of a paddle
Stamina-based abilities. I like the addition of stamina-based special abilities, like the shoulder tackle for heavy equipment, or rune abilities like the dropkick. It’s awesome that these runes can be slotted into any weapon — even mages can dropkick now
Weapon and armor design. Excellent. There’s a lot of potential for some “fashion souls” setups — if a few issues are addressed.
Things I don’t like (again, in no particular order):
Resource gathering. I find it tedious and unengaging. It adds little to the gameplay — just stand next to a node and press a button. Even with fully upgraded inventory tabs, there’s not enough space for all the different materials. Maybe if each zone had a concise, unique loot table, it would be more manageable. But right now, you can find all three tiers of wood, ore, and countless creature parts in a single area. Inventory bloat is real.
Upgrade and crafting systems. Like in Souls games, you often feel locked into your current weapon/armor because you’ve invested so much into upgrading it. Want to try a new weapon? You need to respec (and Fallen Embers are a random drop!), and then invest a bunch of rare resources just to see if it’s even viable. Some weapons are also much harder to craft than others. Want to upgrade a sword? Go mine some ore — makes sense. Want to upgrade a wand? Cut down trees. Want to craft a sword? Better find some boar tusks. Why? And where? Boars don’t grow on trees, and even if you find them, they don’t always drop tusks. This is personal pain — I’m max level and still can’t get enough boar tusks to craft a level 10 sword.
As for the new enchantment system — I’m not a fan of these overly conditional modifiers like “+2% damage on Fridays, under a full moon, if the enemy is bleeding and facing north.” They don’t feel impactful enough, and the conditions are usually too restrictive. For example, “+damage after a kill for X seconds” — how often are you in 1 vs 3 fight to benefit from that? Maybe in Crucible, but even there it’s usually a quick win or loss. Or “+damage after a backstab” — the backstab already kills, so what’s the point? And how both of these affixes help in a boss fight? Also, there’s no clear info on how different affixes interact. If I put both physical and cold damage runes in a weapon and apply a cold infusion, do both runes work? It feels like you’re aiming for a complex system (Path of Exile comes to mind), but I’d suggest keeping it simple — at least for now. Complexity can always be added later. That said, I’m really happy with the improvements in the Breach update — like being able to reroll enchants and the higher drop rate for Fallen Embers.
Healing system. I like the recent healing changes, but I dislike having to craft healing items in advance. Also, the fact that some meals can’t be made at a bonfire and require a stove is annoying. I’d love an Estus Flask-like item — something upgradable and refillable at Whispers — that serves as your primary healing method. That way you’re not punished for using healing while exploring or learning enemy patterns. When facing a new enemy, I usually don’t heal at all. It’s better to die, resurrect, and try again than to waste food. Food could be a secondary healing option and\or provide buffs instead.
Stamina outside combat. Why does swimming and climbing cost stamina, but running outside combat doesn’t? That feels unnecessary. You even gave us a ring with endless climbing to solve this issue — so you introduced a problem and offered a solution that costs a ring slot. If there were traversal puzzles, it might make more sense, but right now it just feels odd.
Fast travel. The world connectivity is great, but I wouldn’t mind more fast travel options. The new ability to return home is a welcome change. Maybe each region could have a “greater Whisper” you can travel to/from freely. Also — please add the ability to fast travel to the Crucible!
Ranged enemies. Some are overtuned, especially fire mages. They’re way too fast and evasive. 1v1 is fine, but in groups they’re frustrating. Thank God for projectile friendly fire — at least we can turn that against them.
Weapon combos. Some weapons have long combo chains (4–5 hits), but it’s almost impossible to complete them in real combat. You’ll get interrupted, enemies run away, or you need to dodge. If a weapon’s first couple of hits are slow, it’s pretty much useless — which is a shame given the variety.
Camera. I think camera angle works fine most of the time, but there are some issues. Sometimes it is way too close — you aggro enemies before you can see them, not the other way around. And sometimes it makes platforming sections very difficult — for example, when you descend on the stone block in the Nameless Pass. Due to the strange perspective, it is hard to tell when you must jump off that block.
Exploration rewards. Other than shortcuts and scenery, there’s not much incentive to explore. That might be enough for some, but I’d love to find unique rewards — like a special ring at the end of a cave, a sword atop a mountain, or a bow in a remote hut. Currently, after clearing an area, climbing a windmill, and reaching a hard-to-access plateau, your reward is often just a chest with random loot — or nothing at all.
Hope this helps and thanks again for creating such a unique and promising game. I’m really looking forward to seeing how No Rest For The Wicked evolves in the future!
P.S. I think it is the largest feedback about the game that I have ever written. I apologize for such a long post, but it’s because I’m passionate about this game. Sorry for any mistakes in the text; English isn’t my first language.
Warm regards,
A humble fan