Do We Need Romances or Deeper Emotional Connections in No Rest for the Wicked?

In No Rest for the Wicked, I absolutely love the cinematic cutscenes and the dark lore, but it got me thinking: is the game missing deeper interactions with characters? For example, romances (like in Baldur’s Gate 3 or Dragon Age) or at least emotional connections (friendships, rivalries, moral choices) that make NPCs more memorable.

Right now, in Early Access, the story feels a bit fragmented since the campaign isn’t complete, but it already shows so much potential for an epic narrative. With 1.0 promising a bigger campaign, I’m hoping for more fleshed-out characters and a gripping story. So, here’s my question: would you like to see romances or other forms of emotional connections with NPCs in the game? And if so, how could they fit into the grim, souls-like vibe of No Rest for the Wicked?

Why it could work: Romances or emotional bonds could deepen immersion, especially for those who love RPG elements. Imagine building a relationship with a character from Sacrament or influencing their fate through choices. It would make our decisions feel more impactful and the world more alive.
Why it might not fit: No Rest for the Wicked is an action RPG focused on combat and exploration, not a traditional RPG. Romances could clash with the dark tone or feel out of place in a world where everyone’s fighting to survive. Maybe the focus should stay on lore and cutscenes instead?
A middle ground: Even without romances, deeper NPC quests where our actions shape their fates (like saving or betraying them) could keep the grim vibe while adding emotional weight.

What do you think? Would you want romances in No Rest for the Wicked? Or maybe other ways to make characters feel closer to the player? How could this work in such a dark setting? And if you’re against it, why? I’m curious to hear different perspectives, especially from those who’ve already sunk dozens of hours into the game!

The game already seems to have a romance system or at least substories, but for the npc’s. There’s a couple you can make meet at the inn if you keep talking to them in town. And the Crucible girl and Rookery guy also seem like a prospect. In neither case does it feel like it takes away from the world, in my opinion. NRFTW is not that dark. But I do think some kind of affinity system would be neat. It’s probably down in the list of priorities to build since so much needs to be added for full release. It may even be for something post 1.0 even.

I think I wouldn’t mind having a friend (companion) in the form of some animal. Like in Hades 2.

i think it would be good but it would be great if it is also includes for co-op. like everyone can have their own partner or something. I hope they keep it as like minigame that u can mannage with ur house more than big story that also take place in main story. reasons: because i dont think its a same game as baldurs gate where u play ur love partner(multi character), would be better to have side quest of the love interest. The game is more linear than other game(but can be changed with time).

Also i was thinking to change the caroline inn to have “pleasure for hire”(if u know what i mean) to have more stuff into inn, that will give 50/50 chance to give buff and debuff that cant be removed 24hour by any mean necessary(funny mode)

Buffs and debuffs for going to the“pleasure for hire” sounds good

I like the idea but I don’t see that essential in this type of game, but since they are planning on mixing different genres, like stardew valley types, it might be fitting into the game.

What I’d enjoy more is some more smaller quests given by townsfolk, nothing major, but some small tasks/missions that contrast the big epic ones, like the letter delivery for example.