I think the game’s combat system is truly unique, as no other top-down game on the market has achieved this kind of Souls-like action feel.
However, the biggest contradiction right now is that the “satisfying grind” (Diablo-like) is completely at odds with the emphasis on each weapon having distinct movesets, each enemy having unique poise values and attack patterns, etc. (Souls-like).
Take the hugely popular Elden Ring as an example. While you can spam weapon skills in Elden Ring, every map and every exploration within it is meaningful because each chest, hidden item, and enemy’s unique drops are carefully designed. This makes venturing into every location worthwhile. No Rest for the Wicked already has a combat system and level design on par with Elden Ring’s excellence, but its randomized loot undermines the significance of its maps and enemy design. No matter how well-crafted the map is, if the chest I find after solving puzzles or uncovering secret paths is no different from any other randomly spawned chest, then what’s the point of exploring beyond sightseeing?
The same goes for enemies. In Elden Ring or other Souls-likes, every enemy has unique drops, so even if we’re mindlessly farming a certain enemy with a repetitive strategy, we know exactly what we’re grinding for. In No Rest for the Wicked, the new trailer spent a lot of time showcasing new enemies, but do they even matter? No matter how well-designed they are, if their drops are random, players will just opt to farm easier, more familiar enemies instead.
Furthermore, the lead developer’s idea of removing stat allocation in favor of a class system is completely misguided. First, this approach leans directly into Diablo-like territory (Diablo, Path of Exile, etc.), where you simply pick a preset character—pushing the game toward a Diablo-like style. Second, if classes still allow for stat allocation, then it’s just like Souls-likes (Dark Souls, Lords of the Fallen, etc.), where you start with a class but can freely customize your build later. So what’s the point of the developer’s elaborate idea? It still ends up being Souls-like anyway.
To summarize: Based on my experience so far, the game excels in both playstyles—whether it’s the satisfying grind (late-game ring spam for skill spamming) or the punishing, interactive combat. Both are incredibly fun. But right now, it’s stuck awkwardly between the two.
If it’s meant to be a satisfying grind game, then unique weapon movesets become meaningless, because players will always gravitate toward the fastest, strongest method to farm random loot.
If it’s meant to be a Souls-like, then nerfing “crutch” strategies (overpowered builds) means players’ hard-fought battles—regardless of difficulty—reward them with random drops? But if crutch strategies aren’t nerfed (since Elden Ring has them too), then without unique drops or fixed loot in chests, exploration loses meaning, and even the coolest new enemy designs become pointless.
Here’s a simple example: In Elden Ring or any Souls game, if we want to farm a specific enemy’s gear, we’ll endure the challenge as long as their weapons or armor look awesome. But with random drops, does a tough, flashy enemy even matter?
So I think the developers should focus less on stat allocation or class systems and more on deciding which direction to commit to. Because the “satisfying grind” and Souls-like approaches are, to some extent, mutually exclusive.
Lastly, I’ll say this: Whichever direction they choose, they should push it to its absolute limit. If it’s the satisfying grind, then deliver outstanding endgame content (more worthwhile loot to chase). If it’s Souls-like, then ensure fixed loot placements (so players know exactly where to find what they want) and unique enemy drops. With this game’s combat quality, both directions could be amazing and incredibly fun. But they shouldn’t half-commit to both.
Right now, the developers’ emphasis on unique weapon movesets suggests a Souls-like leaning. I hope they don’t waste that effort.
Just my two cents.