Feedback for NRFTW:Together update and probably some improvements for 1.0 release

No Rest for the Wicked has improved dramatically compared to a year ago.

The game now feels far better than before, with gorgeous, hand-painted visuals and a beautifully stylized world that really stands out. The combat is challenging but very rewarding, demanding precision and tactical thinking from players.

NPCs speak and are fully voice-acted, which adds a lot to the immersion and storytelling.


Core Feedback & Suggested Improvements

Keep in mind that this is my personal opinion with my twin when we played this game for 20 hours straight. The game in it current state is wonderful and probably one of my best games i have ever played honestly :slight_smile: but some changes and UI QoL features will help to make it more popular.

1. Item Pickup and HUD Improvements

  • I want to see what my friend picked up, including item name and rarity, displayed in the bottom-right of the screen.

2. Rune/Weapon Inspection

  • I can’t see the runes or enchantments equipped on weapons in my inventory — you have to walk all the way to Eleanor to inspect gear. An “Inspect Weapon” button in the inventory would fix this.

3. Focus Skill Timing

  • The focus mechanic is great, but it would be awesome if we could assign skills that can trigger every 10–20 seconds based on strength automatically. I understand its focus based but basically timer for each skills feels more natural.

4. Co-op Item Sharing UI

  • In co-op, instead of the betrayal option, there should be a “drop item on ground” or trade option so players can easily share items rather than accidentally throw them away.

5. Shops & Shared Economy

  • Items can only be bought once and then can only be crafted via notes/paper scraps. This means shops don’t reset separately for each player — please make inventory resets or personal stock per player instead of shared stock for everyone (npc store only).

6. Combat Music

  • Add better combat music to enhance the atmosphere and intensity of fights — something more dynamic and epic. The music in the trailer sounds georgeous and the music in sacramento is the same! only some fighting music during 2 or more enemies sounds promising and it will fit so well!

7. Garden Improvements in Sacrament

  • The garden area in Sacrament feels under-developed; it could use more meaningful improvements, plant varieties, or buildable elements like upgrade for more plants etc.

8. Gore & Finishers

  • The game gore is fabulous and it feels awesome. But could benefit from more visceral gore, such as the ability to slice enemies in half or add satisfying finisher animations for heavy hits when enemy poise is broken.

9. Backstab Mechanics

  • A backstab from above could be a cool addition. Right now backstabs from behind don’t always work — enemies often notice you before you can position properly for the attack. Skill Tree is a possible solution

Some feedback/requests following the Beta for NRFTW Beta

  1. Can we have a mini-map? So that we don’t have to keep opening the map during exploration

  2. Vendor access: currently only one player can speak to any vendor in a single time. Please make vendor accessible to multiple concurrent players at a given time

  3. Loot rate for co-op seems lower, possible to increase loot rate for co-op? Mobs scale w multiplayer but loot does not. It’s not economical.

  4. Elder whisper costs feels a little high for now.

1 Like

I totally forget about one man only for vendors etc. Its basically in every game that contains coop. It would be nice if both of us can shop at once and see what other player currently choice to buy