New mechanics and content. Expeditions

First of all, I would like to congratulate the entire Moon Studios team for the incredible work you have done with No Rest for the Wicked. The world, character design, art direction, atmosphere, combat, environments, and overall presentation are truly exceptional. It is clear that an enormous amount of passion and creativity has gone into this game.

I believe No Rest for the Wicked has an enormous amount of potential beyond the completion of its main story. If the team intends to support the game for many years, I would love to see the world of Isola Sacra continue to expand through DLCs and major content updates.

Here are some ideas I would personally love to see.

1. New regions and DLCs after the main game

Once the main story is completed, I think it would be fantastic to continue expanding the world with new regions.

These could be major DLCs containing:

- Completely new areas to explore.

- New enemies and enemy types.

- New bosses.

- New weapons, armor and equipment.

- New unique loot.

- New NPCs and characters.

- New side quests and stories.

- New secrets and exploration content.

I think introducing new enemies is especially important. New areas are much more exciting when they also introduce enemies with new mechanics and behaviors, rather than simply reusing existing enemies.

New equipment and loot would also give players a reason to return to previously completed content while continuing to experiment with different builds.

2. Houses outside Sacrament

I would really love the possibility of purchasing houses outside of Sacrament.

For example, players could eventually buy homes in different regions of the world, perhaps even in villages or settlements that are introduced through future DLCs.

I don’t think this would need to become unlimited. In fact, I think it would be better to limit the number of houses a player can own.

For example, players could have a maximum number of properties, making each purchase meaningful rather than turning the system into simply collecting every available house.

This could also make different locations valuable for different reasons: proximity to resources, merchants, farms, specific regions, etc.

3. A boatman and expedition system

There is already dialogue in the tavern about a sailor who transports people by boat. I think this could be developed into a really interesting gameplay system.

I would love to see a boatman who takes players to different islands or expedition areas.

These could work somewhat like extraction-style expeditions.

The player pays a fee for a ticket, travels to the destination, and receives a set of objectives.

For example:

- Complete at least three requests from villagers or citizens.

- Kill a specific boss.

- Collect a certain amount of a resource.

- Mine a certain number of minerals.

- Hunt a certain number or type of enemies.

- Find a specific item.

- Complete objectives before the expedition timer expires.

The important part would be that the player has to decide whether to continue pushing their luck or leave with the rewards they have already obtained.

4. Difficulty selection and exclusive expedition rewards

Before starting an expedition, the player could choose a difficulty or challenge level.

Higher difficulties could provide:

- Better rewards.

- Higher-quality loot.

- Increased chances of rare items.

- Unique weapons and armor.

- Cosmetics or other rewards exclusive to expeditions.

I think having items that can only be obtained from these expeditions would make them particularly attractive for players who have already completed the main game.

This could also give the game a strong endgame loop without requiring the developers to constantly increase the level of existing enemies.

5. Traveling to another major city

Another idea would be to eventually introduce another major city accessible by ship.

This city could have:

- New merchants.

- New NPCs.

- New quests.

- Different services.

- New crafting opportunities.

- New types of equipment.

It would make the world feel much larger and give players the feeling that Isola Sacra is part of a much bigger world.

6. Player marketplace / auction house

I also think a player-driven marketplace could be interesting, especially in a long-term version of the game.

Players could place items for sale, and other players could purchase them using in-game gold.

Something similar to an auction house or player market could work well, although I understand that such a system would need careful balancing to avoid destroying the importance of exploration and loot.

For example, perhaps some items could not be traded, while others could be freely traded.

7. Professions

Another system I think could fit No Rest for the Wicked very well is professions.

Each character could choose one or two professions, preventing a single character from becoming capable of producing everything.

Professions could include things such as:

- Blacksmithing.

- Cooking.

- Alchemy.

- Leatherworking.

- Tailoring.

- Mining.

- Woodworking.

- Enchanting.

Professions could produce consumables, food, equipment, weapons, armor and other useful items.

However, I think it would be important to preserve the game’s RNG and loot philosophy.

For example, crafted equipment could have randomized properties or different quality levels, so crafting would not simply replace exploration and enemy drops.

NPCs would still remain important because they could provide unique recipes, materials, services or items that players cannot produce themselves.

8. A world that can continue growing for years

More than anything, I think No Rest for the Wicked has the kind of world that could support many years of additional content.

New regions, enemies, bosses, weapons, armor, quests, characters and systems could continue expanding the game without losing its identity.

I would personally love to see the world continue growing after the main story rather than simply reaching a final endpoint.

The art direction, environments, characters and atmosphere are already incredible. There is so much potential to explore.

Thank you to everyone at Moon Studios for creating such a beautiful and ambitious game.

I genuinely believe you have created a world with years of possibilities ahead of it, and I hope No Rest for the Wicked continues to grow and evolve for a very long time.

Thank you for listening to the community and, most importantly, thank you for creating this wonderful game.

  1. They will add that in the future

  2. They will add that in the future

  3. They will add that in the future

  4. Idk if they will, but it’s an interesting idea.

  5. They will add that in the future.

  6. Idk if they will, but they think about it.

  7. Idk if they will, but it’s a great idea.

  8. They will, they want to make this game a “forever game”.

:slightly_smiling_face:

3 was never talked about. They multiple times said that they don’t want a trading marketplace or anything like that. (number 6).

Haha I was just about to make a comment like yours ^^

That’s why I said that about number 3 ^^

2:12:17 if the timeline doesnt work on the link

That’s about leaving Isola Sacra to go to the mainland though, not about some kind of expedition system.

(This rant is also aimed at Moon for introducing difficulty settings, but i covered that in a dedicated post already)

Good ideas overall, except for the “difficulty selection”, that feels and sounds cheap

The challenge should be the difficulty itself, there is no reason to add a separate layer

You don’t select an “Easy/Normal/Hard” option when picking a class in Slay the Sprire, the class and its toolkit/deck itself is the challenge

It’s like with weapons, you don’t need a label saying “Sword = melee & Bow = ranged” it’s already implied

Difficulty sliders and menu toggles are dumb and make it feel like the game doesn’t respect the player

Good design shouldn’t need a dedicated settings layer to create a challenge

For an expedition system, the difficulty should be built entirely into the mechanics and the world:

  • Deeper = harsher island destinations with deadlier environmental hazards
  • Organic riskVSreward routing, the further in you push, the tougher it gets
  • InWorld expedition contracts or mods (restricted healing, mutated enemies)instead of disconnected arbitrary stat sliders

Let the game’s intrinsic design handle the challenge, not an artificial difficulty setting